Hi everyone.

Hi everyone.

Hi everyone. I have recently run a US game settled in the dresdenverse. the group was composed by a white council guardian (wizard), a changeling (Fae), a Specter (a dead wizard), a white court vampire (Vamp) and a mortal (Aware). Everything revolves around a inminent conflict between the local faeries (a gargyles-like faeris that turn to stone during the day “wink-wink”) and the werewolfs. the local white council and everyone want to stop this conflict because the consecuence could be awful. Some local faeries are desapearing during the day and they blame the wolf for that, because they have always been enemies in the past, but now thay have a sort of truce that the wolf “broke”, at least , this was what the faeries believe.

Actually, the faeries are disapearing because a vampire is using an ancient vampiric magic tome and the faeries are the ingredients, and she is blaming to the wolf for that.

The game was super political, everyone were very nervous and the party keep together solely for the debts interwined between the character. The game tasted really to dresdenverse and it was amazing.

GREAT GAME!

Hey :)

Hey 🙂

Hey 🙂

Debt related question. Possibly a very stupid doubt, but still, I’m curious to hear what is the general consensus.

In character generation some relationships are represented by “big” Debts.

Like: once I saved your life, so now you owe me not 1, but 2 whole debts.

But then it is not clear if it is possible to Do Someone a Favor agreeing that the favor is worth 2 debts, or if 1 favor always equals 1 debt.

Hi :)

Hi 🙂

Hi 🙂

I’m not sure what to make of the Fae move Scales of Justice.

At first glance it looks like a great way to earn debts, like: you owe me a debt and I put my magic at your service.

But instead it requires the Fae to cash in (to spend) a debt she already has on the recipient of the magic.

Is this meant to be only used as a punitive action?

If you cross me remember that I can magically burn you because you owe me?

Or am I misreading something?

I MC’d my first session of Urban Shadows yesterday, and I absolutely loved it.

I MC’d my first session of Urban Shadows yesterday, and I absolutely loved it.

I MC’d my first session of Urban Shadows yesterday, and I absolutely loved it.

My group and I have been playing AW and some hacks for some time now. We used them only because they were rules-light, but never really adopted to the “play to find out” philosophy. Basically, we used moves as skills and all the GMs (we rotate at GMing) prepped their railroady adventures in a traditional way.

When I suggested we try playing the true PbtA way, there was some resistance because “we like it this way” and “I don’t want to read rulebooks”, but everyone accepted in the end.

I was a bit scared to not prep any story, but I trusted the system and everything clicked really good. After the charactrer creation we only had less than two hours to explore the city, but a lot of things happened. The PCs engaged with all four factions and I managed to set cool scenes based on answers I got from the PCs. It all seemed to connect in a more meningful way.

For me, as an MC, it was ten times more fun than GMing a traditional game like D&D!

My players liked it too, and I hope they’ll like it even more when the story heats up. Only one of them seems to be struggling a bit. He tends to choke up when improvising on the spot in a non-mechanical way (meaning: other than using his skills or spells), and it looks like the collaborative storytelling part is putting even more pressure on him than usual. Any ideas how I can help him?

The Urban Shadows rules have a lot of useful guidelines for running an ongoing story.

The Urban Shadows rules have a lot of useful guidelines for running an ongoing story.

The Urban Shadows rules have a lot of useful guidelines for running an ongoing story. Every session we do things that snowball into other things, moments that make me go, “Aha! And next this leads into this problem to be solved…” Now we’re winding up our campaign, though, and I’m hoping I can ask: Any tips for ending an ongoing Urban Shadows game?

I decided that I at least wanted to create the basics of the city in which my upcoming Urban Shadows campaign will…

I decided that I at least wanted to create the basics of the city in which my upcoming Urban Shadows campaign will…

Originally shared by Scott Cohen

I decided that I at least wanted to create the basics of the city in which my upcoming Urban Shadows campaign will take place. Just a name, backstory, and some city moves. The rest will be created by players in the campaign.

Inspired by Clive Barker’s Cabal / Nightbreed and I took it from there.

So this Thursday, I’m going to be running my first US game.

So this Thursday, I’m going to be running my first US game.

So this Thursday, I’m going to be running my first US game. While I’ve never played it or run it, I’ve watched everything I could get my hands on in the form of videos of actual play and have read over the books, etc.

Question for you guys:

In mentally going over my prep for the session, I’m thinking up situations with actions that don’t really have moves for them like “I want to kick in that door” or “I want to pick that lock” or “I want to hack a security system.” The way that I understand the game, I have several choices.

A) Use a move that already exists – Unleash to kick down that door (even though the description specifically says it’s not for that).

B) If the move becomes prevalent and important in the campaign it may be time to create a new move.

C) The action really doesn’t mesh with what the system is trying to accomplish with it’s move rolls, which is to say don’t worry about picking that lock – if it should happen, then it happens in the fiction without the need for a move. Or that it’s just not appropriate for the type of story that Urban Shadows is trying to tell, like hacking for example.

What is your general advice on situations like these? Thank you for your help!