Had a game tonight with Dragon and Immortal.

Had a game tonight with Dragon and Immortal.

Had a game tonight with Dragon and Immortal.  Dragon really needs an update but was fun.  Immortal was REALLY fun using Poker Face.  The Dragon and Immortal were both trying to figure each other out…that was difficult (in a good way)!!

Honestly didn’t care for the Immortal power “Into Your Ken”.  The reason is that it seems too much as most GM’s I know already have a story idea in mind and how to incorporate the players.  I would say it needs to be something related to Knowledge or Resources as when you think immortal, you think he must know or have something!

Also along the same lines we are only using the “Session Intro” to mark faction and generate hold but not the rumor/opportunity as we’ve already built those into the games.

On a positive note:  REALLY love the new advance system of marking factions versus experience!  This played out wonderful tonight as I think even the worst players should get 2 marks a game towards an advance if not all 4.

REALLY love the Corruption moves on updated Archetypes as well.  Well Done!

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it…

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it…

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it would be an awesome setting for the Escalation mechanic.

For those not familiar with Vincent Baker’s amazing DitV, Escalation is a mechanic where you can escalate a situation from Talking to Violence to Gunfighting, in order to get a boost to your action. Basically, if you’re losing the argument, you can throw a punch to make a point. Its about how far you’re willing to go, because Escalating will block “damage” and give you a healthy advantage. But it asks the question of whether or not you’re willing to shoot someone over a simple argument just to win.

Urban Shadows already captures a bit of that with its Corruption mechanic, but rather than asking you to push the situation and your morality, it asks you to inch closer to oblivion for a taste of power.

I was just thinking about how things would play out with the addition of a single Basic Move: Escalation: If you escalate a situation/confrontation, take +1 forward. 

The move basically encourages you make situations more complicated/dangerous for the sake of not wanting to lose. 

Additional thought was adding: “You may also mark 1 Corruption to ignore the results of your last miss in the scene.”

More a thought experiment than anything else, but I figured I’d throw it out there!

More nitpicking.

More nitpicking.

More nitpicking.

Just noticed the Gaelic name of the first Fae corruption move, and I’m sorry to say but the phrase doesn’t actually make any sense in modern spoken Irish.

‘Gach’ means every, and ‘cumhachtach’ means powerful: as a compound, every powerful. Yeuch.

It could work if you use ‘cumhachtach’ on its own (Powerful), or you could have ‘gach cumhacht’, which would mean Every Power.

A question about character motivation.

A question about character motivation.

A question about character motivation. 

When i play my character; what drives me to get involved with what is going on in the game? There is all that faction politics thing going on, there might be threats to the city etc. But nothing of that might matter to my character right? 

In Apocalypse World i need to deal with the people in power because otherwise i don’t get to eat. Scarcity is driving me to get involved. There are less people and so there are less jobs. I need to get my jingle from somewhere so i do weird jobs. 

That is not true in a modern city. I can work a normal job in a callcenter and get my food at the Walmart. I can have normal friends that don’t deal with the supernatural politics that are going on. 

How do you deal with such a character? It is perfectly reasonable to do so. The only thing I am seeing right now is the beginning of session move; when i fail it. Otherwise i can just live a really normal live, especially as a mortal. 

How does the system handle that? 

Regarding Werewolf Territory.

Regarding Werewolf Territory.

Regarding Werewolf Territory.. anyone have thoughts on additional Troubles to pick from? With such a limited quantity, it feels a bit weird as I build various territories.

You’ve got Violent (automatic), Crime, Obligations, Encroachment, and Haunted.

Now, Violence & Crime already seem at least a little redundant (especially when to get rid of Violence, you’re taking something that says the people work hard to keep the place safe…but yet you can still end up with Crime?) But otherwise, it just feels a bit crowded with having to pick 2 out of 4.

Especially when you factor in a blessing like hunting ground, which seems to suggest your territory is like a woodsy area. Where’s the crime/violence coming from?

Also, is there a reason that Violence is the default + Pick 2, rather than just Pick 3? Or Crime might be the better default (just to represent the darker areas of the city a Werewolf would hang out) with Violence being a Trouble that you’d have to pick, since Violent Crime would be a step above break-ins, drug dealers, and prostitutes. And like I mentioned, what is the Violence if not itself Crime? What else is it supposed to represent?

Just to be clear, I love the idea of Territory, I’m just thinking the Troubles list needs to be expanded by at least 2-3 more options, and the default Trouble reconsidered.

I noticed that all corruption moves triggered by something the MC does to a character (e.g.

I noticed that all corruption moves triggered by something the MC does to a character (e.g.

I noticed that all corruption moves triggered by something the MC does to a character (e.g. the Immortal’s and Oracle’s corruption moves) have been replaced with new corruption moves triggered by a choice made by the character. I really like that change!

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks.

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks.

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks. As it is, you’ve already got the Session Start roll to generate a hook, but then the Immortal+GM have to deal with an additional hook every session? And if its anything but the first session, there’s likely the continuing story to deal with as well.

That just seems like a bit much. If it modified the Session Start move for the Immortal, that’d be one thing. But as a completely separate roll, I can see it being a headache.

Is the Persuade An NPC at the end of the Fae End Move a paste error? Doesn’t seem to make sense.

Is the Persuade An NPC at the end of the Fae End Move a paste error? Doesn’t seem to make sense.

Is the Persuade An NPC at the end of the Fae End Move a paste error? Doesn’t seem to make sense.

So looking at the spectre, is that an oversight on the Power box or do they not advance from interacting with Power?

So looking at the spectre, is that an oversight on the Power box or do they not advance from interacting with Power?

So looking at the spectre, is that an oversight on the Power box or do they not advance from interacting with Power?