In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things.

In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things.

In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things. Which I think is excellent.

But does anyone have other scene setting moves they use? Moves that give the players scene authority? Moves that mimic Mouse Guard’s “player turn”? Any sort of “refreshment scene”?

I’ve done these things without the moves, I’m just a little curious if anyone has codified them

Looking for general inspiration:

Looking for general inspiration:

Looking for general inspiration:

I’ve been putting together the Xenologist career, and it’s been going quite well. However, I’m a bit stumped coming up with a 5th ability, and I feel I’m missing some key variant of a xeno-focused archetype.

Right now the career already supports diplomatic, scientific, military and commercial archetypes. I’m looking for inspiration for a final skill to either further support those archetypes, or provide tools for other archetypes.

Trinkets – Whenever you encounter an alien society, you can collect a free Class -1 Cargo of miscellaneous baubles, trinkets and other cultural detritus. Cargo Units you Trade or use in Acquisitions are considered 1 Class higher if they come from a distant planet or exotic alien culture.

Linguist – You can communicate passably with all known alien species and understand their languages. A successful Assessment of a newly-encountered or long-dead alien culture grants you permanent access to their written and/or spoken language.

Adaptive – You can partake in most alien consumables (food, drink, narcotics, etc), and know which ones are poisonous to your species. You can use machinery, vehicles, tools, equipment and weapons not designed for your species. Wearing Attire not designed for your species makes you Clumsy.

Familiarity – When you spend a Data Point about an alien species, choose one:

– You gain +3 to your roll instead of +1

– You gain +1 and keep the Data Point if the Move is successful.

Insert 5th skill here – Something something something.

Yet another FBH careers update/blog-thingy:

Yet another FBH careers update/blog-thingy:

Yet another FBH careers update/blog-thingy:

As I mentioned previously, I’ve been working on the Occult career. I had originally intended there to be two “magic” careers (Arcane and Occult), two “divine” careers (Chosen and Devoted), and two “psi” careers (Telepath and Kinetic). However, that ‘spread’ might be taking FBH too firmly into the realm of fantasy. While some fantastical elements are necessary to emulate the various flavors of sci-fi (I’m looking at you, WH40k), I need to be judicious.

I’ve taken the Occult and broken it between the Arcane and Chosen, the two careers that have the most outright “magic/supernatural” in them. This allowed me to strip out some semi-useful filler Skills from each career, and I feel they’re a lot stronger. I’m also stripping out the overt religious overtones of the Devoted career, making it more of a “fanatical devotion to a cause” and thus more applicable to a wider variety of obsessive archetypes. It’ll be simply called the Fanatic career.

Furthermore, I’m currently looking at adding a Xenologist career, to provide tools in dealing with alien beings. The career will hopefully serve characters in diplomatic, combat and mercantile situations, depending on the skills chosen.

Current crop of careers:

– Arcane

– Chosen

– Fanatic

– Telepath

– Kinetic

– Augmented

– Xenologist (??? Still not sure about the name, open to suggestions for a punchier name)

Still open to career or skill ideas, or even just archetype suggestions. I hope to have a new batch of previews soon. Also, keep an eye on the community in the coming week for possible playtest news.

-SG

Tales of the John Henry

Tales of the John Henry

Tales of the John Henry

With armed station security and detectives at the door, the crew is wondering what’s up. Jaxon Kane and Jason Flanders brace for the worst when the detectives mention that they’re here to seize contra-ban. Strangely enough, the boarders have (digitally) signed permission from the Captain to enter the John Henry. Even stranger, they demand to see Omega’s cabin and the med-bay.

With a little hacking from Jaxon, they open Omega’s room to discover that he’s been making a clone. But not any clone, it appears to be a youngster that’s a chimera of the crew’s DNA. Flanders notices that the facial features most favor him. A silent wave of creepiness goes through most of the crew.

The detective scan the crime scene with a zero-G drone and collect all the evidence. They never mention the subject in the tank as a person. We introduce the other members of the medical staff; Patty is a clever blonde woman with large solid black eyes. Pascal looks like a teenager, but he’s in his 30’s. Both of them come from clans that believe in gene-engineering themselves. Technically, they’re not clones, but they’re not baseline humans either.

Shortly thereafter, Captain Trask calls ALL the crew to Jenna Sitaaraputr’s office. She’s the station administrator and essentially the governor the Marsk system. She’s also pissed off. Oh, Omega and some of the rowdy engineers including Juanita and Taylor are also there… wearing big black taser-cuffs. One of the engineers has his arm in a sling. Station security is nearby with the shock controls. Both Captain Trask and Sitaaraputr look disappointed as she reads off the charges:

Suspicion of trafficking goods

Suspicion of clandestine activity

Operating under false identity

Public indecency

Under the influence of controlled substances

Drunk and disorderly conduct

Selling alcohol without a license

Brawling

Inciting a riot

Resisting arrest

Attempt to create an illegal clone

The crew is dressed down and brow-beaten. Jenna looks at Trask with something like sadness in her eyes, “Get off of my station within the hour.” They crew is escorted to the dock. Their cuffs are removed. It is unspoken, but Flander’s electronics and Omega’s clone are not returned to the crew.

It’s a small surprise that there are a hand full of passengers waiting to ship out with them. They had previously booked passage to Elliot’s Hope and had to scramble to catch their ride out system (the John Henry was not scheduled to leave for several days.) Down in the med bay, Febe confronts Omega and his staff. There are heated words and it almost comes to blows but Patty and Pascal manage to hold the normally unflappable Omega back. They part but not on friendly terms.

Jaxon and Omega both investigate the passengers using their specialties and discover some anomalies in their history. But, it’s too late to kick anyone off the ship before they have to head out. The John Henry is about an hour out when something happens and engineering / systems alarms start ringing all over the ship. The crew is shocked to see something terrible has happened to Marsk Station.

Captain Trask orders an immediate emergency deceleration and Flanders starts plotting a path to avoid the worst of the debris for their return to the station.

http://i265.photobucket.com/albums/ii221/zircher/marsk_disaster_zpsmp0j7kr1.png

http://i265.photobucket.com/albums/ii221/zircher/marsk_disaster_zpsmp0j7kr1.png

So here’s a question for you folks: How do you imagine the player characters would control their spacecraft?

So here’s a question for you folks: How do you imagine the player characters would control their spacecraft?

So here’s a question for you folks: How do you imagine the player characters would control their spacecraft?

In a WWII Bomber flight deck layout? An Enterprise-like bridge? The CnC on Battlestar Galactica? Or something else entirely.

(For those of you wondering what I mean by WWII Bomber flight deck, look at the flight deck of the Leonov from 2010: The Year We Make Contact that’s what I call a Bomber flight deck.)

Or… is it more like:

Captain: Ship?

Ship: Yes sir?

Captain: Plot a course for the Gary’s Excuse jump point.

Ship: Done sir.

Captain: Engage once we get clearance from System Control.

Ship: Yes sir. Sending query. [beat] Flight path approved.

Captain: Engage!

Ship: Yes sir. Attention crew, ship will be engage ship’s fusion drive in 5 minutes. Please secure all loose items and belongings. [3 minutes] Engaging fusion drive in 2 minutes. [1 minute, 45 seconds later] Engaging drive in 15 seconds. 10, 9, 8, 7, 6, 5, drive spin up, 3, 2, 1. Drives engaged.

Let’s be honest, you don’t need a bridge or even a cockpit on a spaceship. You’re not going to be flying it, the computer is. Even when you dock, your ‘puter will do a better job than any person could. (That’s assuming the space port will let you dock under your own steam. It may use tugs or even docking arms that reach out and grab you and control the whole process.)

Warships will have a CnC, Command and Control, center not a bridge and it will be buried deep inside the ship. That’s something Battlestar Galactica got right.

Barring computer control, at least use a system where the pilot plugs into the ship and becomes the ship for critical maneuvers or at the very least use VR/AR systems to control the ship with virtual consoles and 360° view.

Another FBH Dev musing

Another FBH Dev musing

Another FBH Dev musing

Still working on Occult, which is all about change and alteration of matter. However, I’m faced with the sad truth that some skills are only good in theory, but are too narrow or to forceful to be useful. One such skill I have on the chopping block is Necromancy:

Necromancy: You may substitute flesh, blood and bone whenever you need to use materials or a Kit

There are a bunch of interesting combos with that, be performing Patch Up/Surgery with blood rather than a medical Kit, creating a Skull Bomb by using Tinker + Necromancy, synthesizing a cure within your own body using Chemistry + Necromancy, etc.

But how many players are going to be willing to play that character? Aside from the occasional actual Necromancer archetype, the skill’s own theme and flavor make it unsuitable to most archetypes as a secondary ability. In fact, I feel the flavor is so “strong” that it takes over. A skill like Necromany warps the character archetype, and becomes too demanding.

So yeah. Sorry Necromancy. You were a cool idea, but it’s the wrong game for you. =/

Random FBH Dev Journal

Random FBH Dev Journal

Random FBH Dev Journal

Was tackling the balancing issues of the concept of Polymorph/Shapeshifting last evening, (working on the Occultist career) and it really stumped me. Polymorphing can become the Swiss Army Knife of skills. It’s immensely versatile, to the point of invalidating other abilities. So it needs restrictions. However, simply locking down what the skill can do (say, by giving a list of what the caster can become) is unsatisfying and doesn’t really jive with the spirit of PbtA. Time-based usage limitations (can only use it once per day) also felt very clunky, and I hate tracking that kind of stuff.

What I was looking for was a way to grant flavorful shapeshifting, where the choice of shape is a deliberate, premeditated decision. I wanted something that had great versatility, but wasn’t unrestrained in usage. Finally, I wanted something that created combos with existing skills. Today it finally hit me:

Transform: Spend a Data Point about a subject to take on the physical properties of that subject (resistances, locomotion, vulnerabilities, etc). You cannot take on a form smaller than an insect or larger than twice your size.

EDIT! New design, after some considerations

Transform: You can take on the shape and physical characteristics (locomotion, size, vulnerabilities, etc) of a subject immediately after making an Assessment of it, or at any time by spending a Data Point about it. The subject cannot more than roughly four times smaller or larger than your natural form (mouse to elephant, roughly). You can return to your normal form at any point.. Transforming into something larger than the available area is a bad idea.

I’m still waffling about the size limit, but picking bacteria or a titanic space whale would make for situations outside the purview of the game. I wish I could come up with a cleaner way of conveying that concept though (totally open to suggestions)

Other than that, I’m actually quite excited about how many of my criteria this hits. It’s a built-in limiting factor because it has a resource. The limitation is flavorful, because it requires research, study and understanding of the subject to assume their form (Assessment as occult research). The resource itself is already part of the game, rather than being tacked on. And it combos well with other skills that interact with Data Points.

A couple of examples off the top of my head:

– A Clandestine Occultist can Interrogate someone and then impersonate them (Doppelganger).

– An Occultist Explorer can immediately take on the form of beasts in any wilderness they visit (Druid).

I’m sure there are more, which is why I’m quite excited about it.

Simple intent question: Education (allies get a Data Point too) + Interrogation (you get 3 Data Points) – do allies…

Simple intent question: Education (allies get a Data Point too) + Interrogation (you get 3 Data Points) – do allies…

Simple intent question: Education (allies get a Data Point too) + Interrogation (you get 3 Data Points) – do allies get 1 or 3 in this case?

Playing around with a little data sheet for a world created in our UW game.

Playing around with a little data sheet for a world created in our UW game.

Playing around with a little data sheet for a world created in our UW game.

We established a few planets in a local cluster that is months of travel away from Earth even with Jumps.

The players are all local citizens recruited by some outside organization to destabilize the cluster governments. They all have their own motivations (“Fuck the Sanco Corp, they killed my dad!”) and ideas about where the orders come from (“They’re clearly Earth-based, trying to re-establish authority in this cluster”), but for now they are focused on trying to cause chaos, and their faceless employers will pay them handsomely.

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon),…

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon),…

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon), and am still not sure if pbta/uw style is best for me. But I enjoy a lot running it, and my game prep and stressing for it has dropped dramatically. I tend to get ideas between sessions and write them up, and sometimes I sit down for a moment, trying to come up some interesting npc, locations, factions and other details. This a fraction of preparation I’ve done for other games.

But what doesn’t come naturally to me is asking players to tell what happens, who’s coming in etc. I do it sometimes, but often just once or twice a session, and even then about less important things. I also find myself to have bad imagination when it comes to moves – right after today’s session I realized what I should have done with the player rolling partial success when salvaging an alien wreck and trying to leave in hurry as something big and bad was approaching. Breaking another character’s drone was quite boring.

I need some ideas what to do when it’s time to do moves. I really like Impulse drive’s gm materials and use them when running Uncharted Worlds, but I could use even more help. I appreciate elegance of uw gm moves but they are not my style (at least yet). I’ve been carrying Rory’s story cubes with me for inspiration but have forgotten to use them when I would have needed them =o)

Another thing I’ve noticed is that my game doesn’t meet character’s xp triggers. No XP has been shared yet, which is strange, although Sessions have been shortish. I let present players take 2nd triggers and thought of giving them 1xp for free to help them a bit. I don’t know if my jump point took the game to bad direction, but that would be wrong to say too as the games have been fun! I have an idea where the session is heading but don’t prepare it thoroughly and am open to changes.

Cool ideas just come to me but I wonder should I try to drop even the little preparation I do, except for jump points?