Several custom moves and their associated threats from my recently concluded Apocalypse World game.

Several custom moves and their associated threats from my recently concluded Apocalypse World game.

Several custom moves and their associated threats from my recently concluded Apocalypse World game.

http://www.noordinaryobsession.com/2015/11/11/technology-of-the-climbers/

Translating the revamped stuff for #NahualRPG . I like the way this one turned out! Want some angel wing fajitas? =)

Translating the revamped stuff for #NahualRPG . I like the way this one turned out! Want some angel wing fajitas? =)

Translating the revamped stuff for #NahualRPG . I like the way this one turned out! Want some angel wing fajitas? =)

Is there a PBtA game for The Game of Life?

Is there a PBtA game for The Game of Life?

Is there a PBtA game for The Game of Life? I don’t mean playing the boardgame literally, but a PBtA game where you play an ordinary person living an ordinary life… That of course doesn’t stay that way after the MC starts making the hard moves!

Remnant dev post.

Remnant dev post.

Remnant dev post.

I had a bit of a breakthrough in my understanding of the PBTA system. This is probably going to sound pretty yah-duh to most of you but I’ve been struggling for a while to wrap my head around the concepts. Most of my background is in video games where almost anything a developer wants the player to experience is driven mechanically. If I don’t think of a given mechanical lever to throw to encourage player behavior, I have no certainty of outcomes. As a result, most of my thinking thus far for Remnant has been rather brute force and obvious when it comes to systems.

As an example one of my latest efforts, Pangs, has seen a lot of rough and stupid ideas end up on the chopping block. Its supposed to be a PC’s desire which they find easy to race toward half the time, and the other half sits out of reach as they sink into their self loathing. My notion for the first was to make it a bit like Strings from Monster Hearts, but always on so long as an action is aimed toward reaching the goal, so bonuses in other words. When the player is in the morose state however the script needed to be flipped with the Pang providing debuffs as you reach toward it.

I presented this to a friend who is smarter than me and he asked why it needed a debuff? I was puzzled, how else do you tell the player that something is bad now, because you cant just do nothing, because that would suggest it’s normal or as valuable as anything else. My friend said the MC will handle that, going on to explain that just having the Pang at all was enough. But how?

“Your character has a car. As the MC I use ‘Take Away Their Stuff’. Now you dont have a car.”

It was a very pure rundown.

So getting back to the original point I’m working on some elements of the game, this time it’s Precious Memories. You need color to live in Remnant, and in a pinch you can eat your memories to do it. I wondered how the game would handle eating a memory associated with the learning of a skill, or of a friend, or of a bad scar, and what would happen in the game if you couldn’t remember something when there is evidence of it’s existence? It would leave a Hole in your memory, and on your character sheet.

Oh! My brain said excitedly, What sort of debuff does a Hole put on someone. Well… Losing a memory of a skill doesn’t take your muscle memory, it doesnt make your friend vanish, and the scar is still there physically on you. losing a memory is in no way debilitating, but it leaves a hole in your narrative.

It doesn’t do anything I realized. You just mark it down and move on. If your character is the type to find a gap in their memory uncomfortable, they’ll be motivated to do something about it in the fiction.

I don’t need a debuff to prod them. They’ll prod themselves!

my new book Lonely World has been approved and is now available for sale!

my new book Lonely World has been approved and is now available for sale!

my new book Lonely World has been approved and is now available for sale! If you like bleak horror and apocalypse-themed RPGs you will want this! 

http://www.lulu.com/shop/taylor-white/lonely-world/paperback/product-22404046.html

Reaching the end of my 18 session long Apocalypse World game.

Reaching the end of my 18 session long Apocalypse World game.

Reaching the end of my 18 session long Apocalypse World game. Miami is free but now a larger threat looms: the “gods”, psychic intelligence who want to turn the world into one vast blood cult.

http://www.noordinaryobsession.com/2015/10/16/the-climbers-recap-the-god-smiter/

I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy.

I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy.

I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy. Teenage exorcists and psychopomps in a necropunk action drama.

Each player character has 2 “bonds”. These are statements of something they can’t, must, or won’t do. They also have six tick boxes to track “blood”. However, only 3 are available at the campaign start.

When you spend blood, fill in a box. You can spend blood to cheat death, get a 12+ result on a roll, or activate certain powers.

When you do, also mark XP and Gaze into the Ether. Each playbook has a different cost on a 6 or less.

At the end of each session, ask:

1. Have I found a new bond to replace an old one? This could be a complete change or a gradual evolution. If so, write a new bond in its place, mark XP, and regain a spent blood mark.

2. Have either of my bonds driven me to an extreme? If so, mark XP and gain access to one more blood box (6 max). [I have no idea yet, for what to do after the maximum is reached]

If you ever spend all 6 blood and at the end of the session can’t answer “Yes” to question 1 & regain blood, you become a hollow spirit, a poltergeist or grudge, forever transformed by your obsessions. Game over.