The Queen – Alternative backstories

The Queen – Alternative backstories

The Queen – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Queen. What are yours?

You once played second fiddle to someone, but now they’ve fallen and you’ve risen to the top.

You owe your social status to your relationship with someone.

The Infernal – Alternative backstories

The Infernal – Alternative backstories

The Infernal – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Infernal. What are yours?

You say you made the Deal for lots of reasons, but really it was about them.

You sense that someone already has the mark of the Dark Power on them.

The Ghoul – Alternative backstories

The Ghoul – Alternative backstories

The Ghoul – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Ghoul. What are yours?

Your hunger grows particularly strong around someone.

Someone was close to you before you died, but now you keep your distance to hide how you’ve changed.

The String economy – what does it represent? Does it work?

The String economy – what does it represent? Does it work?

The String economy – what does it represent? Does it work?

Recently, I’ve had doubts as to what the string economy is adding to the game? I would appreciate people’s thoughts on:

– What they feel it’s trying to represent?

– What they feel it actually represents?

– Does it work at either?

The Ghost – Alternative backstories

The Ghost – Alternative backstories

The Ghost – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Ghost. What are yours?

You sense that someone is close to death.

You wanted their attention when you were alive, but never got it. Now you do.

The Fae – Alternative backstories

The Fae – Alternative backstories

The Fae – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Fae. What are yours?

You’re leading someone down the wrong path.

Someone knows your true name and the power it has.

Analyzing the Crabby Moves by Ross Cowman

Analyzing the Crabby Moves by Ross Cowman

Analyzing the Crabby Moves by Ross Cowman 

I am not a big fan of the Crabby Moves and think they don’t really work in Monsterhearts as written (at least in the way I usually play) and I think that is because of 3 reasons that I want to explore in this post

1. They disrupt the String economy 

2. They sometimes interact weirdly with other Skin moves

3. They sometimes are worded/work weirdly 

Let’s tackle them one by one 

1. They disrupt the String economy 

Looking at the basic moves there are two main ways to gain strings on people. 

Turning them on or lashing out at them. Neither does that reliably as Turn on requires a 10+ or their choice on a 7-9. 

Lashing out requires that you take that option on a 10+. 

You can also get a String on Shut someone down but only if they have no strings on you that you can remove and you pick that option. 

In the Crabby Moves 

Turn someone On does give you a string on a 10+ and an extra effect or maybe on a 7-9. 

On a 10+ with Shut someone down you gain a string on them. 

The option on Lash Out is removed. You can’t beat people up to gain emotional hold over them. 

Now in the Basic move there is one option to remove Strings from people. 

Shut someone down. On a 10+ you take their strings, on a 7-9 you both lose them. 

In the Crabby Moves, there is no option of making people lose strings. It turns Shut from a “defensive” Move that you use to show people that they can’t control you into more of a bullying tool that you use to make people feel bad and then show your superiority over them. 

I think that Shut acts as a safety valve so that people can’t just take more and more strings on someone. There is at least a way to fight back. Also a 7-9 on normal Shut can remove strings from both parties while in the Crabby moves it gives THEM a string on you. 

How does this kind of behaviour get stopped in the Crabby moves? 

The removal of the option of getting a String with Lash turns it from a violence move with social implications into a pure fighting move and removes it fully from the string game. I don’t think I am a fan of this. 

2. They sometimes interact weirdly with other Skin moves

As I am writing this there is actually less weird interactions then I thought. Here is what I found: 

Infernal: Unknowable

When you lash out physically against someone, on a 10 up, they lose 1 String ���������������������������������������� options: they lose 1 String on you. 

With this only the Infernal (or people with this move) have the option of making people lose strings on them and only with violence. 

Vampire: Hypnotic

Is weird because it requires your victim to not have strings on you. Without a way to make people lose strings this gets way harder. Maybe this is an acceptable nerf of the maybe most powerful move in the game? 

Vampire: Cold as Ice

When you successfully shut someone down (7 up), you may choose an extra option from the 7-9 list.

Now this IS weird. For one there is no 7-9 list. Second choosing two things from the list might not make sense together or might not feel rewarding enough. They apologize & shut up and take it?

They apologize & walk away? They walk away & shut up and take it?

Not ideal… A fix might be that you get to choose what option they can’t pick? Not sure here. 

Werewolf: Primal Dominance

When you harm someone, take a String on them. 

 

Now the Werewolf (or others with that move) are the only ones that can use violence to get social hold on people instead of Werewolves just being better at it. 

The Infernal and the Werewolf move could be seen as fixes or extra costs for people that want these options but the Vampire thing is weird. All in all not too bad. It depends on how important you thing the changes I talked about in bulletpoint 1 are. 

3. They sometimes are worded/work weirdly 

Hold Steady: 

On a 10+ you have 3 options: 

} you handle it like a badass

} something gives you strength or respite, tell us what and remove a Conditon

} something gives you an advantage, tell us what and take two forward 

I am not sure how this is supposed to work out? Does the scary thing still happen when you don’t chose to handle it like a badass? If not why would you choose that option when the others give you more advantages? 

Shut someone down: 

On a 10 up, deal your harm as established and choose one:

} the harm is great (plus 1 harm)

} the harm is scarring (physicaly or emotionaly)

} the harm is frightening or horrifying 

It feels like option 2 and 3 feel very similar. When you scar someone physically it might still be frightening. When the harm is horrifying then it might also scar the opposition emotionally. I think the options are supposed to be focused either on the victim or on the audience but the two things are not that different, are they? Also if you scar the oposition, why don’t you put a condition on them? 

Also, when the harm is great (+1 harm) why can’t it be frightening? 

The three options are just sooo similar… 

Run Away: 

This is basically the same as the normal move BUT on a 7-9 it doesn’t actually say that you get away from the scene. Minor point but I thought it’s worth mentioning. 

Gaze into the Abyss: 

I feel like 

} The visions are lucid and detailed

} The visions show you what you must know

Are very similar. It takes some effort to always distinguish them. Yes I can imagine moments where the difference matters but one option less wouldn’t hurt the move, would they? 

What do you think? Am I just overanalyzing? Is getting strings and spending strings enough for the string economy? 

The Chosen – Alternative backstories

The Chosen – Alternative backstories

The Chosen – Alternative backstories

Inspired by some recent G+ posting around adding more variation to the starting relationships, I would like to gather suggestions for alternative backstories for the core skins. I’m not going to worry about the actual string distribution (whether you take or give strings on them).

Also, let’s not worry about critiquing other suggestions or worrying about duplicating what someone else has already suggested. Let’s get a bunch of ideas down and we can go through them later.

Kicking off with the Chosen, here are a couple of suggestions. What are yours?

You have a mentor whom you trust.

You’ve fallen for someone on the other team.

Play by Post has a few new openings!

Play by Post has a few new openings!

Play by Post has a few new openings!

The head GM and I have been running it for over a year now, unfortunately we had a series of misfortunes crop up and lost a lot of players. There’s currently me (player + asssistant/substitute MC) one of the original players, two others that we sort of tried to introduce halfway but that didn’t really get a chance to jump in before things ground to a halt, and now we’re just rebooting the whole thing and trying to get 2-3 extra players to liven things up.

The emphasis is on exploring queer themes; all characters are LGBT in some way, and are a part of the school’s GSA. We’re hoping to mix up some high school social politics with a bit of fun and forgiving monster-of-the-week fights. We’re seem to have lots of soft and fuzzy characters at the moment, and could use a few Volatile elements to mix things up, and maybe a few borderline villainous PCs, just because those are always the most fun. Come and join us if you’re interested!

http://www.myth-weavers.com/forumdisplay.php?f=35938

All the characters are in the school’s choir together

All the characters are in the school’s choir together

All the characters are in the school’s choir together 

Insert Glee reference here 

I had a thought recently that the game could gain some interesting dynamics if the characters are all part of one specific group. A sports team, debate club, the choir whatever. I will use the choir here because I interacted with some choir-teens recently. 

Why is that a good idea? I gives all the characters a common thing that they (more or less) all want, something binds them together. If MH is too heavy on PvP for your tastes this can alleviate this somewhat. It also turns home-room into choir sections and you have most of your connections to people from that. You are basically forced to hang out with these people way more then students from the home room. It also let’s you put characters together interestingly because you have things like special practise camps etc as well as roadtrips with the choir you can use to get into all kinds of shenanigans.  

And then you have in choir competitions and rivalry to play with. Only one of you will get the internship at the pop academy and become the next great star etc. 

It’s worth a try at least. Would like to know how that changes the dynamics in play, if it even really does.