Second Skins came out the other day, and I’m still sort of parsing everything in the 1st wave download.

Second Skins came out the other day, and I’m still sort of parsing everything in the 1st wave download.

Second Skins came out the other day, and I’m still sort of parsing everything in the 1st wave download.

Ross Cowman or others; what’s the elevator pitch for why one would want to use the Crabby Edition basic moves? What is the philosophy that makes them different than the original basic moves, or are they just different for difference sake? (I’m definitely intrigued. 😀 Just trying to wrap my head around them.)

So, I know this has been mentioned before ….

So, I know this has been mentioned before ….

So, I know this has been mentioned before …. at least once by myself. I am going to be running a Monsterhearts campaign where everyone MC’s and everyone plays.

We are splitting the MC duties by location, but could easily by Threats. Due to some feedback from various previous post we will keep only two minor rules.

1. Try not to contradict previous MC’s without tying in fiction. ex. The Sheriff is leaving town for good, then the next MC has him coming back without explaining why.

2. The MC can not have conversations between NPCs and their characters. NPC’s can talk to your character, but not with your character. Keeps from talking to yourself.

We are also doing two minor suggestions:

1. Outgoing MC is allowed soft moves on all characters if applicable and the situation seems appropriate.

2. Incoming MC is allowed to have their character make an action before assuming MC duties.

What I need to work out is actions by the MC’s character. How to treat combat ext…

Quick question.

Quick question.

Quick question. The Ghoul’s ‘No Rest For The Wicked’ move has the character fully healed once they return from the dead. Does this mean cosmetically as well, or just in terms of Harm?

I’ve had a character come back from the dead, but still looking, for the most part, like a corpse. Although this has been questioned by a couple of the players I’ve managed to get away with it because the Ghoul was Hexed by the Witch PC to Wither, and specifically chose to wither his skin – so I’ve had him become a slowly disintegrating corpse, rather than having wounds that heal as if he were The Crow on a mission.

I just wanted to check whether the players are right, that (Hexes aside) he should display some sort of mutant healing ability rather than wake up still scarred (and still essentially dead), but animated and able to ignore the effects, healed in mechanically terms only? Or is it entirely the MC’s call?

Question on the Faery Contract move.

Question on the Faery Contract move.

Question on the Faery Contract move. Forgive me, as I don’t have the move right in front of me. If someone breaks a promise to the Fae, the Fae gets a string on them. It also gives a couple additional options when spending strings.

Working on the basis that the character has to have broken a promise to spend strings using this move, can the Fae only spend strings gained from broken promises in this manner? If say, the Fae has 3 strings on an NPC and the NPC breaks a promise, giving the Fae 4 strings, can they spend all of those on balancing the scales?

If the latter is true, how would you balance this? Putting it to the MC and the group to decide when the scales have been balanced?

Question on the Hollow’s move Blank Canvas

Question on the Hollow’s move Blank Canvas

Question on the Hollow’s move Blank Canvas

“When you take an action that embodies one of the Conditions that you have, and you allow that Condition to influence your sense of self, cross it off and add 1 to your roll.”

The question I have is with the wording “Cross it off”. Most other skins use deliberate terminology, but this is a fan skin and my players and I are wondering if it means the same as “Lose that condition” or “Stop you from using that one again for the bonus.

I’ve been watching a few actual play sessions online, and listening to podcasts, and one thing that has cropped up…

I’ve been watching a few actual play sessions online, and listening to podcasts, and one thing that has cropped up…

I’ve been watching a few actual play sessions online, and listening to podcasts, and one thing that has cropped up (which is likely to be a concern in future sessions) is NPCs acting against the PCs. So far I’ve been letting the PCs fight amongst themselves, and to manipulate minor NPCs but in establishing Menaces and Threats I’ve got NPCs that might be active rather than reactive.

One of the sessions I listened to had the MC rolling for the Moves of a Vampiric NPC which, as I understand it, isn’t how the rules are set out. However, there don’t seem to be any basic moves for PCs to resist NPC actions (bar the Hold Steady move, which is a little limited in scope). Has anyone knocked together any moves that allow the PCs to defend themselves from what would normally be MC Hard Moves (or the result of Moves the NPCs would have if they were PCs), allowing the dice rolling and risk to remain in player hands?

This isn’t so much ‘Actual Play’ as one player’s attempt to work out what the back story or ‘mythology’ to our…

This isn’t so much ‘Actual Play’ as one player’s attempt to work out what the back story or ‘mythology’ to our…

This isn’t so much ‘Actual Play’ as one player’s attempt to work out what the back story or ‘mythology’ to our current game is. It’s as close to an Actual Play as I can upload at the moment because a. Lots of stuff has happened over four sessions and b. Lots of stuff is happening in my actual life. It also means I can upload plenty of storyline without showing my hand, because they’re as likely to find Monsterhearts on Google+ as anyone is. But first, a brief introduction to the characters (and their town)

CHLOÉ – The Infernal – bartered her soul with “The Poisoner”, for helping kill her abusive father, who was also the school caretaker. In love with Wolf, and certainly not in love with Charles, although she has promised the latter a date on Friday…

CHARLES – The Ghoul – rejected from some sort of dark afterlife where he saw his dead parents. Was in love with Chloé but has since begun a relationship with Japheth. Had the shape of a penis cut into his hair when Wolf removed some (as a sympathetic token) from his dead corpse. In the last session he had a lucid vision of a glowing white robed figure…

WOLF – The Witch – a gifted individual who has reluctantly begun a relationship with Chloé, even though she is secretly in love with the NPC Mabel. Good friends with the vampire Diabla, for no obvious reasons (other than their respective players being good friends)…

DIABLA – The Vampire – an ancient vampire who dwells in a mansion overlooking the town, and has only recently awoken. Goes to school but subtly hypnotizes people so that they just assume that she is one of the students, although her name is not on the register…

JAPHETH – The Queen – the eldest son of the local Jesus-loving preacher, who has a small compound at the edge of town. Japheth’s gang is composed mostly of his many younger brothers, who deal drugs. For as long as he can remember he’s been able to see through their eyes. Since he discovered Charles is dead he’s become obsessed with him…

CASSIE – The Shadow – a new player last session, but we’ve retconned that she (and two other PCs, who are now NPCs) were part of the same class, whose Shadow is an enthusiastic imaginary friend. Prompted by Chloé to go after Mabel, in part so that she (Chloé) could have Wolf for herself, although this resulted in the Shadow coming to the fore and beating Wolf bloody with a hockey stick…

THE TOWN OF NEWBERRY – Once the Vampire has established that there was a mansion overlooking the town (at it’s northern edge), the Witch established that she had one of her own in the woods on the other side of the town (to the south). It’s also been established that there is a reservoir (just south of the preacher’s compound and the woods). In town there’s a Tesco Express, a boarded up Blockbusters, a pub called The old familiar, and a sex shop(!) – the school and church are both named after Saint Agnes. The game is set in 1999 (July), somewhere in England – if I had to guess where I’d say somewhere north of London, south of Manchester.

With all this in mind, and considering I’ve told the players that there are likely just a handful of background elements responsible for the undercurrent of magic in the area, I suggested that these character origins are like facts or clues on a board in a police station, where the cops are trying to establish what connects each character to each character. What follows is one players attempts to create some sort of back story, or mythology, from those clues…

It. Is. Incredible.

In some cases it veers away from the ideas I’ve had – in others it’s veered pretty close. But it fascinated me that, with all the possibilities I’ve been considering, and the ways I’ve used them to construct a backstory so far, the players have their own ideas about what could be the causes of certain events, their own possible stories, their own theories and suspicions. Much of what follows is much more convoluted and detailed than ideas I’ve even considered in my ‘bigger picture’ plan to pull everything together. Of course, the advantage of playing feral is that I can choose to adopt these ideas for the story in future sessions, or I can steer away from them to really surprise the players…

Here are his theories…