It’s really satisfying to look back on a weekend and find yourself with three strong additions to a project, two…

It’s really satisfying to look back on a weekend and find yourself with three strong additions to a project, two…

It’s really satisfying to look back on a weekend and find yourself with three strong additions to a project, two section rewrites, and having also started merging an old flavor text dog in with the larger whole.

Pangs and Curator moves are there, though the Curator needs explanations so shit like make a Rule of Thirds move comes across as having any sense to it at all. The basic moves have been given circumstances to proc, but not 6/7/9/10 results yet. I may post up a preview of the Remnant doc before those are in. I know feedback or any kind will be hampered by their lack, but I’m reaching a point where I’ll need some outside eyes to ask some hard questions about how this jalopy is going to fly.

So, this is a thing I’ve been working on for a bit.

So, this is a thing I’ve been working on for a bit.

So, this is a thing I’ve been working on for a bit.

Here There Be… is a hack about being inside country sized containment zones filled with giant monsters. I tried to design it for short form play, meant to last a session or two. It’s been iterated on a bit, and playtested a bunch with friends.

https://drive.google.com/open?id=0B7LOUkLPcWcfdkI4T2RlZmkzTVE

If you take a look, let me know what you think. I dig me some constructive feedback.

I’m working on a couple little mini-supplements to expand some areas that I thought didn’t really fit into the main thing. Also thinking I should redo the playbooks as bifolds right now.

https://drive.google.com/open?id=0B7LOUkLPcWcfdkI4T2RlZmkzTVE

Warboys Post

Warboys Post

Originally shared by David Rothfeder

Warboys Post

Stay-cations mean that I have more chances to do chores and write games (or maybe just play pokemon go until my legs turn to jelly). In any case, I wrote an overview of what the game should look like from gathering the requirements to the end of game. I think this makes the game play-testable by people who aren’t me, but I’m not sure if there needs to be more mechanics to link the setting elements to the rest of the game play. What do people think? (also twin cities crew, who might want to try a campaign?)

https://drive.google.com/open?id=0B511-yaR3Cdxb25rVGsxZ3RCdm8

https://drive.google.com/open?id=0B511-yaR3Cdxb25rVGsxZ3RCdm8

I hit major stride this weekend and figured out Remnant’s Stats, part of what drives the player’s actions, and part…

I hit major stride this weekend and figured out Remnant’s Stats, part of what drives the player’s actions, and part…

I hit major stride this weekend and figured out Remnant’s Stats, part of what drives the player’s actions, and part of the game’s core concept: The pangs you obsess over drive you, the passion inside ignites you, the light you radiate enshrines you, and the stain in your heart devours you.

The range of emotion the player can express, and how capable they are at chasing their obsessions, reaching out to others, and staying afloat in the sea of their depressions are linked. If you need the passion to succeed you can stoke the fire inside to increase the odds in your favor, but that fire isn’t going out on its own. You have to talk yourself down, have someone reach out to you, or let the color that empowers you go and watch your dreams drift further out of reach.

I’ve got further to go on this, but the direction feels thematically appropriate.

I have been working on a Dungeon Starter style inspiration pack for Apocalypse World based on the Metro 2033 novels…

I have been working on a Dungeon Starter style inspiration pack for Apocalypse World based on the Metro 2033 novels…

I have been working on a Dungeon Starter style inspiration pack for Apocalypse World based on the Metro 2033 novels by Dmitry Glukhovsky

This Apocalypse Starter breaks a couple of the rules for AW, in terms of imposing some ideas on how the world works and proposing factions in the game, but certainly its a fun and appropriate world to run with the system.

WIP Document is here – https://docs.google.com/document/d/1eIf_1FHCqu_OqCVY50MtfZOduAR7kLAJqljsSBILiok/edit?usp=sharing

Thanks to +Marshall Miller for the Dungeon Starter idea.

So I’ve finished the new setting creation system.

So I’ve finished the new setting creation system.

So I’ve finished the new setting creation system. I still need to go through the current rules for running the game to make sure the elements of setting creation integrates with the rest of the game, but I’m done for the night. Robert Bohl​, I think you had interest since reading the Authority creation in Mispent Youth is what made me realize that setting creation should be similar to character creation

https://drive.google.com/open?id=0B511-yaR3CdxN0hGLTEyVUdqMTA

https://drive.google.com/open?id=0B511-yaR3CdxN0hGLTEyVUdqMTA

Working on a new form of world building for Warboys.

Working on a new form of world building for Warboys.

Working on a new form of world building for Warboys. I realized after reading Robert Bohl’s Misspent Youth that what I was doing wouldn’t hold up (I suspected so, but now I have a better feeling of why). I’ll post an update when I feel it’s all come together.

Once again I’m fiddling with Remnant, my setting hack.

Once again I’m fiddling with Remnant, my setting hack.

Once again I’m fiddling with Remnant, my setting hack. For a long time I’ve had an inkling of what I want it to express, the ecstasy and agony of my creative process, but I’ve not been able to think through an implementation that doesn’t feel like a set of obvious ‘game benefit’ levers. The rough loop goes like this:

Players need a scarce liquid resource called ‘Color’ to survive.

1) Drink the Color – This makes the player flush, luminous, the world around them feels better, npcs enjoy their presence because they feel more alive around them.

While flush the player is able to make things out of ash and memories. These things can be public or private, durable or impermanent. This includes objects, places and even people.

Players get bonuses to their rolls when they use their flush state to pursue personal goals.

2) Burn – Color was never supposed to be imbibed straight, but the world went to shit so now you do. Color burns off your pangs, which are like… Think of the strings from monster hearts but tethered to your personal goals, things you want, things you want to make, etc. whenever you make a successful step toward achieving one of your pangs the burn grows. The stronger your burn, the greater the bonus to your rolls.

Depending on how you got the color you’ll have a varying amount of Tint. This substance builds up over time and can kill you eventually, but the first thing that burns in a body is tint, followed by your harm. If you don’t spit the color out the burn will consume you.

3) Hollowed – Once empty of color a body is empty and dull., You don’t shine, and you give off no warmth. The tint that you hold works against you wreaking havoc on anything you try and do. The things that you made while flush will now begin to display their flaws, breaking down, or turning on you. This is when the Downside begins to rear it’s head.

This cycle of superb artistic freedom, marred by an encouragement toward self destructive behavior, culminating in a depressive and impotent state is what I’m trying to paint here.

I just can’t figure out how to do it elegantly.

Updates on my hack for childhood adventures.

Updates on my hack for childhood adventures.

Updates on my hack for childhood adventures.

Originally shared by James Mullen

Troublemakers: Kid Playbooks

After the last online game I MCed, I edited a few of the moves on the playbooks for this game, so the updated version is available now.

I also took one big step: I switched the Twins out of the basic lineup in favour of the Royal. You can still find the Twins in the New Kids folder, but after reflecting on the two game sessions I’ve run online, the Twins feel like they need a lot more careful management to be effective without dominating the game. I don’t want to restrict their advantage any more than I already have, as then no-one would want to play them, but I wouldn’t recommend them as a basic playbook, they’re more like an advanced one for a whole other level of play.

These two play tests have also given me lots of ideas for MC guidance & moves, so I have a couple of new chapters to write and lots of previously written things to tweak, including:

‘First Time’: a peripheral move that triggers when a kid has a landmark moment, like a first kiss, first time in hospital, first time on a rollercoaster, etc.

‘Kid to Story’: a simple tool for MCs to judge what sort of content to include in their game, based on the players’ choice of playbooks.

‘MC Moves’: I’ve had enough experience of MCing the game now to write a formal structure for these, instead of just winging it as I have been doing.