Story Always Episode 14: Interview with Josh Fox, author of Flotsam

Story Always Episode 14: Interview with Josh Fox, author of Flotsam

Story Always Episode 14: Interview with Josh Fox, author of Flotsam

In this episode of Story Always we had the pleasure of interviewing Joshua Fox from Black Armada, coauthor of “Lovecraftesque” and author of “Flotsam: Adrift Amongst the Stars”, which is currently on Kisktarter. Flotsam is a game about outcasts, renegades and misfits living in the belly of a space station, in the shadow of a more prosperous society. The system is GMless and diceless, inspired by PbtA and Dream Askew and with its own spin on it in order to make it easy to play without a GM.

Flotsam Kiskcaster: https://www.kickstarter.com/projects/blackarmada/flotsam-adrift-amongst-the-stars

Black Armada: https://blackarmada.com/

Lovecraftesque by Josh Fox and Becky Annison: https://blackarmada.com/lovecraftesque/

https://www.youtube.com/watch?v=zYuQfwzCU5o

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is hard to find a system that’s so fluid on it’s mechanics to present the fiction, specially in it’s use of powers. One of the few systems where I felt that was Worlds in Peril, where characters don’t have levels or skills in powers and instead, they’re ranked by how they have used (and how easy it is for them to use it a distinct way).

When we left the theater, I was talking about how fluid the action was, and that Worlds in Peril was the closest I felt to that. But one of the players in the WiP campaign told me he felt the moves were too restricting (he also felt the same with Urban Shadows), and I wholeheartedly disagree with him. It definitely allows you a huge amount of freedom of action.

I think it was because of the triggers or that they had the move sheets in front of them. I dunno… it’s weird, because we played a small campaign of Kult: Divinity Lost and everything went well…

I’m thinking of a way to “window-dress” the playbooks and move sheets (at least the general move ones) so it seems more like a traditional game, at least to ease transition.

What do you think? Think that would work? Has anybody done this or had this kind of problem?

Z-DAY HAS ARRIVED!

Z-DAY HAS ARRIVED!

Z-DAY HAS ARRIVED!

The Zombie World Kickstarter is now… ALIVE. Come join us for our new card-based tabletop rpg set in the zombie apocalypse. You play survivors hoping to build a new life months after Z-Day, struggling against both the living and the dead to find your place in the world.

https://kck.st/2Jv9H44

The mechanics for the game are a version of PbtA rules that rely on cards instead of dice. When you make a move, you draw a number of cards based on a stat (Savagery, Steel, Soul, or Survival) and keep your highest card. You might get a Triumph (10+) or an Edge (7-9) or… only a Miss. Come check it out!

https://kck.st/2Jv9H44

I’ve ran quite a few PbtA hacks, and played some as well.

I’ve ran quite a few PbtA hacks, and played some as well.

I’ve ran quite a few PbtA hacks, and played some as well… but I’ve never had the chance to play “vanilla” Apocalypse World, and I REALLY want to, and then I will almost certainly want to run it for some of my players (who seem like a perfect as can be group for the game, since they LOVE intercharacter drama, and soap opera-esque games with love triangles and all kinds of such stuff).

So, anyone by any chance considering running perhaps a one (or few) shot in the next month (I mean around August) or so online, and looking for player still? If it’s a day I have free I’d really love to try it.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here. You are all some excellent, imaginative, and helpful people, you know that?

Thanks, your MB

re-introducing the Grotesque

re-introducing the Grotesque

re-introducing the Grotesque

Thanks to the generous permission granted by +Avery Alder, I have revised the Grotesque playbook to fit with the second edition rules for Apocalypse World, with all new artwork provided by +Mimi Mallah!

letter-size playbook link = https://drive.google.com/open?id=1-nzjyESjoNDCAT-zA3h6cIWEl6fCayQO

legal-size playbook link = https://drive.google.com/open?id=1Gl9WNloUP3e1hcBSQohzQeupUwpKDcGs

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =)…

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =)…

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =) #ZombieWorld

Originally shared by Mark Diaz Truman

Only six days until Z-Day (Tuesday, July 17th)… the launch of our new Kickstarter for Zombie World, a card-based roleplaying game that throws you and your friends into a zombie apocalypse!

Check out the preview here: http://bit.ly/zomworld

I’m really excited about Zombie World for a whole bunch of reasons:

– Zombie World is based on the Powered by the Apocalypse engine (Urban Shadows, Masks, etc) but it uses cards instead of dice, allowing us to put a whole rpg (rulebook/cards/sheets) into a small box

– Character creation takes just minutes, and you can jump into the zombie apocalypse with a whole big group (up to six or eight) with minimal prep

– It’s the first game (!) I’ve designed with my fellow Magpie, Brendan Conway, the creator of The Last Days of Anglekite and Masks: A New Generation

– Marissa Kelly and Mirco Paganessi put together some amazing art for the game, and Miguel Ángel Espinoza did a bunch of amazing layout (with help from Sarah Richardson)

– There’s a bite deck that doesn’t get reshuffled until someone gets bit… making it one of the most tense mechanics I’ve ever seen in an rpg

So let us know what you think! And I hope you’ll back the project when it launches next week on Tuesday, July 17th!

http://bit.ly/zomworld

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following…

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following…

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following questions:

What is your favorite mechanic for gaining experience in a PbtA game?

Are there any commonly used methods that you dislike?

How fast do you prefer to gain advances for your characters?

Have you encountered a mechanic for gaining experience that felt too slow or fast, and what was it?

If you had the option of having any of the following mechanics in a game, which two would you pick:

Exp tied to…

…relationships

…missing rolls

…rolling specific stats chosen at beginning of a session

…end of session move regarding actions taken within a session

…character specific moves that fit along a theme for every character

If genre of game is important to your answer, let me know how and in what way you’d want the mechanic tied to genre.

The purpose for those wanting to know is for a game I’m creating that I’m currently playtesting privately.