What is your favorite MC move when players roll 6- on Help/Aid/Interfere Move?
What is your favorite MC move when players roll 6- on Help/Aid/Interfere Move?
What is your favorite MC move when players roll 6- on Help/Aid/Interfere Move?
What is your favorite MC move when players roll 6- on Help/Aid/Interfere Move?
What is your favorite MC move when players roll 6- on Help/Aid/Interfere Move?
Looking for players (or MCs) in or near Federal Way, WA. Anyone out there? Drop me a line.
Looking for players (or MCs) in or near Federal Way, WA. Anyone out there? Drop me a line.
In Dungeon World, the Encumbrance move text isn’t clear.
In Dungeon World, the Encumbrance move text isn’t clear. “Load” is calculated using a number determined by class + STR. Does that mean STR score or STR modifier?
At the moment, this is what little I have at the moment for my magical girls hack, Beauty of Destiny (what little I…
At the moment, this is what little I have at the moment for my magical girls hack, Beauty of Destiny (what little I have for it so far is available here: http://homebrewery.naturalcrit.com/share/HJ2eLio_b). It was hampered a bit by me trying to come up with not only moves for each of the roles available in-game, but also their unique gimmick (like in Apocalypse World, the Angel is really good at healing people, the Hocus has a fucking cult, the Gunlugger is really good at shooting people, &c.)
And by “was hampered a bit” what I really meant to say was “is hamstrung by the author trying not to just rename the moves from AW and call it day.” So I asked one of my friends to help me come up with moves for your team of nakama.
And boy howdy did he deliver.
At the moment, I’m looking at the list he came up with, trying to figure out what does/doesn’t gel with what I had in mind; I had Sailor Moon Classic/Cute High Earth Defense Force Love/Precure in mind in terms of tone, while my friend was aiming more for Sailor Nothing.
My own thoughts on the moves in-game so far:
The Assault: Her main ability, the Variable Blast, might be either too overpowered with the right blast options or be reduced into a contradictory mess with the “right” options.
(Also, I’m not sure if I should add “You can take this move twice for 2-armor” to C’mon, Hit Me.)
The Soul: I’m quite well aware that her Healing Touch is a reskin of the Angel Kit. On the other hand, if it ain’t broke, don’t fix it, eh? (OTOH, there’s no currency like x-barter, you just make a Mender roll at end of session to try and regain some of your Heal.)
The Techie: Also aware that the Magitech Workbench is the Savvyhead’s workspace; I did reduce it to something about the size of a normal desk that you can put in a bedroom (like your workbench in Persona 5) and was probably a bit more merciful on the prereqs the MC is able to put on crafting.
The Void: This one’s a tough one. While the other six roles are content to work as a team, the Void’s intended to work outside of the team– think like the Outer Scouts. (Except they work as a team that works outside of the team, so I think I might have loused up my metaphor and oh god ive gone crosseyed.)
Also, I wanted to put out feelers on this move my friend suggested for the Void:
>Hateful Aura: Rolling your lowest stat, on success you create a dark, devouring aura that draws from all viable targets in audible range (Enemy, Ally, and Innocent alike). They all receive a -1 for the rest of the fight, while you may apply a +1 for the same amount of rolls as people you’ve terrified with the move.
(My attempt at implementing that would be “Roll +Troubadour. On a 10+, your opponents take –1 ongoing. On a 7-9, as above if you’re willing to impart the same on your nakama. On a 6, you take –1 ongoing.”)
Injuries: I thought about your character taking –1 (or –2!) ongoing as they took more and more damage (equivalent to 10:00 and 11:00 on AW’s damage clock), but I think that might be too mean-spirited and death spiral-y.
*tl;dr*: Don’t wanna 1-for-1 AW’s moveset, but struggling to come up with moves, friend suggested a lot of them, might as well ask the community.
VIOLENCE MOVES
VIOLENCE MOVES
This is the second post in the series analysing my very personal spin on a fantasy PbtA game.
As usual, here is the link to the full content posted on the Story-Games forum, for ease of exposition and discussion 🙂
http://www.story-games.com/forums/discussion/21332/unplayable-fantasy-pbta-violence-moves
http://www.story-games.com/forums/discussion/21332/unplayable-fantasy-pbta-violence-moves
Question about a ‘magic move’ for my new game.
Question about a ‘magic move’ for my new game.
I’ve been toying around with a new cross-genre PbtA game tentatively titled “F*ck Your Genre” or “FYG” for short.
In my brain it’s currently sort of a combo of the RIFTS RPG meets Rick & Morty. As the working title implies, it’s designed to evoke and fuck with different genres at the same time. The working draft playbooks 16(!) include characters like The Dread Pirate, The Fastest Gun in the West, The Luchador Supreme, The Mighty Kongorilla, The Mekka Prime, and (which brings me to my question) The Holy One.
I don’t want ‘MAGIC!’ to be a big part of the game, so The Holy One’s moves are minor miracles like “Give Me A Sign” (crowd faith healing), “Suspiciously Specific Sermon” (influencing), and such. Those are pretty straightforward, but I could use some feedback on whether the following makes sense or if I’m missing something really obvious….
Religion is Magic: Appeal to whatever sentient cosmic force you believe in, strike a dramatic pose or gesture, and roll +MOVE. On 10, choose the spell form and one effect; unless otherwise specified, the effect is instantaneous. On 7-9, choose the form and effect, but the GM also creates or chooses a mishap. On any hit, target one creature, object, or area within line of sight that is also no larger than an imaginary cube of approximately [6 x STAT] feet on each side; you may target yourself instead. On a miss, your magic goes significantly awry; the GM will decide exactly how.
Special: On 11, double the effect or add a second effect as appropriate. On 12, double one of the current effects or add a third effect as appropriate.
Form: bolt, burst, cloud, flame, globe, ray, shadow, wind
Effect: animate a statue (up to STAT minutes; you do not control it), clothes to ashes, detect magic, find money (up to STAT coins), multiply food (one piece becomes up to STAT), purify water, walk on water/air (up to STAT minutes), water to wine/beer (up to STAT gallons)
Mishap (examples): wrong form, unexpectedly intense form, similar but different effect, max variable = 1 (1 min, 1 coin, 1 gallon, etc.)
I can’t remember where I stumbled across it, but I remember seeing an Apocalypse World of Night Witches hack for…
I can’t remember where I stumbled across it, but I remember seeing an Apocalypse World of Night Witches hack for Star Wars X-Wing pilots. Does anyone know what I’m talking about it?
I’ve recently played with The Veil – the system featured a neat Giri system that tied the PCs together before the…
I’ve recently played with The Veil – the system featured a neat Giri system that tied the PCs together before the game even started. Similarly, I’ve noticed a few other Powered by the Apocalypse games have featured similar mechanics – Monsterhearts has Strings, while Apocalypse World has HX, etc.
I’m wondering – what other systems feature mechanics for connecting PCs before the game starts? Something that builds a web of inter-dependencies that would give the PCs a reason to stick together even if they might otherwise not get along?
Are there any PBTA games that are intentionally comedic?
Are there any PBTA games that are intentionally comedic? I’m not looking for suggestions like “You could totally play Monsterhearts for laughs”–I’m wondering if there are PBTA games that, like Paranoia and InSpectres, are written to set up the comedy.
I’m working on my personal take of the #DungeonWorld Cleric class.
I’m working on my personal take of the #DungeonWorld Cleric class.
MAN! is it difficult to avoid the walking band aid!
Does anyone know of alternative playbooks for the Cleric class?