Got a question about the Oracle’s Foretellings move.

Got a question about the Oracle’s Foretellings move.

Got a question about the Oracle’s Foretellings move.

The bit on p219 that talks about the players “retroactively declare they foresaw something as its happening”.

Like, if the players have gotten themselves in a situation where they’re being stalked by a werewolf, or I guess even being attacked, they could say “I saw this coming as part of a foretelling!”.

But on 122, for the move itself it mentions spending hold to “declare that something terrible is about to happen.” And then describes the benefit being “to avoid the impending disaster.”

This phrasing makes me think that its a stronger narrative, that it lets the player – out of the blue – declare that a car is careening toward them.

Can anyone give me some clarification or examples of how this should work?

I’m interested in running Urban Shadows, but the characterization of Factions and the way they’re baked into…

I’m interested in running Urban Shadows, but the characterization of Factions and the way they’re baked into…

I’m interested in running Urban Shadows, but the characterization of Factions and the way they’re baked into advancement rubs me the wrong way. Long reflection below.

I believe I’ve seen this expressed in other discussions, but the idea that advancement requires meaningful (i.e. mechanically marked) interaction with each Faction confuses me. Essentially, it seems to say, “I gain experience and become a more powerful Wolf/Oracle/etc. because I know more about how everyone else works.” I understand that it reinforces the social/political focus at the heart of Urban Shadows, but I find it hard to grok a system that ties personal advancement entirely to political maneuvering, rather than personal experience. For example, Apocalypse World rewards experience for social interaction (via Hx) but also by ability usage (highlighted stats). Along the same lines, as a MC I’d be concerned about having to constantly involve members of all four Factions in every conflict, to the detriment of the story. I recall a thread some time back about a MC who was concerned by the fact that their players’ corruption advances were far outstripping their regular advances, and the advice to them was generally to find a reason to involve every Faction in every story. That’s all well and good for many stories, but I think an important aspect of exploring modern urban politics is dealing with intracommunity issues. The RAW seem to punish this interest with mechanical stagnation.

Furthermore, I feel that this mechanical feature imbues Factions with an awkward narrative reality. Because players must engage with every Faction in order to advance, and Faction membership seems to be a largely mechanical concern (a Wolf is in the Night Faction until they spend an advancement to change it), it seems to tacitly encourage thinking of Factions as actual institutions. As in, every Wolf by default thinks of themselves as sharing more in common with other Wolves (and Vamps/Spectres/Revenants) than any other kind of person. This concern has been exacerbated by both some sample US maps, which literally split up cities into four color-coded blocs connected by their Faction-ness, and Dark Streets, which does much the same thing but along social rather than geographic lines (i.e. every Faction seems to perceive themselves as a united front, like an actual fictional faction).

I somewhat like the idea of Faction “scores” to represent how well you can socially maneuver with different supernatural/mortal types, but to me it represents a more baseline social instinct than, say, being a member of the Wild Faction in good standing with much clout. In this way, I think that the idea of Factions I desire is more akin to something like Identities. I think this would also open the door to having more nuanced factions in the fiction, such as cabals of wizards and vampires or a drug ring composed of fae and their hunter enforcers, rather than the United Faction Fronts that puts all the Vamps in this corner and all the Tainted in the other.

Which leads me to my actual questions. Am I missing something core to assumptions in US, or do the game design and I simply have divergent concerns? More importantly, how can I hack the advancement system to represent a system that rewards both social engagement and personal experience, without adding new stats? My instinct is to award experience for debt moves for the former, and for the latter adapt one of the more popular PbtA experience methods (on a miss, highlighted stat, etc.), but I’m not sure which one. Moves that currently read “mark Faction” will instead mark experience. Any unforeseen snags I should look out for when I hack in this model of advancement?

Hit the streets.

Hit the streets.

Hit the streets.

Sooner or later comes the time when PCs decide that they just have enough of particular NPC and time has come for that NPC to be crossed out from the list.

Assuming that it is not a very powerful NPC, how do you handle player’s ambush on an NPC?

1. Allow them to camp outside NPC home and wait?

2. Use Hit the streets to set the scene?

– NPC having what is need can be interpreted as finding opportunity for an ambush

– juggling their own problems can be for example – a not perfect ambush opportunity, there are some others all the time nearby target, it is highly uncertain situation with a lot of variables

– cost more than anticipated means players give debt or other favor to an NPC that helped them set an ambush

How do you frame such hostile interaction between PCs and Factions where you know that violence will be involved as well as fangs, claws, clubs and guns ??

Hello I’m new to running the game and one of my players (a hunter) has chosen one of his weapon tags to be enchanted.

Hello I’m new to running the game and one of my players (a hunter) has chosen one of his weapon tags to be enchanted.

Hello I’m new to running the game and one of my players (a hunter) has chosen one of his weapon tags to be enchanted. Is there any specific rules to this tag or any ideas on how it might work? Thanks!

Hi everyone!

Hi everyone!

Hi everyone! I just started playing US with a small group and we are loving it so far. I’ve DMed D&D5e for about 9 months and have played in other PbtA games before, but I’m having some issues MCing US–particularly, issues with NPCs.

I know people have posted about this in the past before, but I’m looking for a little more advice.

My NPCs are simply not powerful enough to take on my PCs (one of which is a very powerful Wolf, and another is a Tainted with a lot of corruption moves–major damage dealers!). How can I beef up my NPCs in a way that still makes them seem fair?

I’m also trying to figure out a good balance between cagey, nervous NPCs working to please their bosses and NPCs that will freely provide information. I–as a person–don’t think that people would be so forthcoming with important information if it was terribly important. Any tips on this as well?

I’m constantly working to improve my DM skills, and NPCs are a huge part of that!

Hi, I have a question regarding distract, mislead or trick move: can it be used by players to lie to another player…

Hi, I have a question regarding distract, mislead or trick move: can it be used by players to lie to another player…

Hi, I have a question regarding distract, mislead or trick move: can it be used by players to lie to another player character? I have an idea that only debts are intended be the only way for a player to affect the other player decision making, but i may be wrong here. And if you can use this move in pc vs pc interaction, how would you do it?

Hello, I’ve been running an IRL Urban Shadows rpg for a few months now and now I’m running a one-shot in the engine…

Hello, I’ve been running an IRL Urban Shadows rpg for a few months now and now I’m running a one-shot in the engine…

Hello, I’ve been running an IRL Urban Shadows rpg for a few months now and now I’m running a one-shot in the engine for some online friends. I’m adapting it to a sci-fi setting, in a deep-space colony ship that will act as the game’s city. Has anyone else run urban shadows in a sci-fi setting before, and if they have, do you have any suggestions for doing so?