Is there a way we could get a new Tab dedicated to writing up new Drives and Origins, for sharing here?

Is there a way we could get a new Tab dedicated to writing up new Drives and Origins, for sharing here?

Is there a way we could get a new Tab dedicated to writing up new Drives and Origins, for sharing here?

Or, if someone with better Plus-Fu can create an easy way to sort them out in this category, that would be cool, too.

Hello

Hello

Hello,

So, I recently bought this system and managed to test it with friends and I’d like to give a comprehensive feedback… And because I couldn’t get hold of any offcial e-mail here I am 😉 Prepare for a long one.

tl;dr: It looks good, it plays fine but it seems to lack a bit of polish and I think some mechanics could be done a bit better.

First of, let me tell you, I love this system. I love any apocalypse world hack, and well done hack is all the better. I also love superhero stories so it’s hard for me not to love Worlds in Peril. Having said that… I don’t think Dungeon World is bad but I think its one of the weaker additions to the Apocalypse Engine family and while I still play it a lot with friends I find it mechanically lacking. You basing WiP on it means it will have simmilar shortcomings.

Basic moves:

I instantly fell in love with the idea of every move using different stats and was kinda dissapointed to see you didn’t go this route with “serve and protect”. I’ll give you a quick example – The Brotherhood is fighting a raging monster to protect the orphanage with a few mutant kids inside. The monster throws a car in general direction of our unlikely heroes but it sails past them and flies straight at two kids watching the fight. Now, Magneto can declare he uses his control over magnetism to catch the car and I as MC will ask him to roll for the move with protect stat, so far so good. However Quicksilverdeclares he’s just gonna run there, grab the kids, leave them somewhere safe two blocks away and come back instantly – and thats the roll+Manouver. Scarlet with will use her probability manipulation to slightly change the air currents, trajectory and speed of the flying car and make it land besides the kids – that’s for me roll+Investigate. Jagernaut on the other hand will just headbut the flying car back at the monster – roll+Smash.

I’m kinda on a fence with having seperate moves for protecting someone else and yourself. I understand why it’s tempting to have both, but at the same time if you’ll look really closely they are nearly the same both in fiction and mechanically.

I’m also on the fence with use environemnt move. I like that it lets you impose conditions without doing “take down” move all the time but… both examples in the book (throwing manhole cover at the sniper and using cement to stop the mooks) it seems that the player actually uses “take down” in a creative way – simillarly to how you described rolling takedown with +Investigate. 

The “seize control” move. For an Apocalypse World veteran this move is one of the best ever created in the original system. It encompanses so many combat, and social situations and is extremely versatile. Your version on the other hand is insalnely limited specific and therefore rarely comes into play. 

Finally “Discern rea…”, sorry I meant “Examine”. In my many sessions as MC and player in DW I found this move to be weakly done because answers to most questions are just too obvious. You took it nearly word-by-word so it has the same problems here 😉

Origins:

The origins are well done and really tought out but at the same time… messy. They neeed one more editorial pass, I think. I mean just look – “Death in the family” starts with the paragraph that is named (“Haunted”). It provedes both description to the origin and is a move in itself, as it provides specific mechanic. Thats fine. However the very next move “The accident” also starts with named paragraph (“Changes”) it provides the description, some questions that help to flesh out your character and… no mechanics. So it’s not a move in Apo Engine sense. Then a bit down the line you have “I’m back from the dead”, which once again starts with paragraph that describes the origin, gives you a sentence to finish, has no mechanics… and this time has no name either. It just seems a bit messy and not thought out completely and would be so easy to fix I can only imagine it was simply overlooked.

There is also lack of one origin – a person who became a superhero because she genuinly wanted to be one. I’ll give you a few examples in fiction: DC Captain Marvel (SHAZAM!), MCU Captain America (neither The Accident nor My Mission really work for him), Netflix Daredevil (again you could argue accident or death in the family, but neither is the reason he became a super hero), Hiro Nakamura nad Peter Petrelli from Heroes, the father (whatever was his name) from No Ordinary Family and very simmilar father from The Incredibles. Just a suggestion for any one who likes to write hacks 😉 (or I’ll just do it myself :D)

Drives and Advancment:

Oh, this one is a mess. Tell me, how many drives can a character have at the same time? Can she grab a new one after opening the previous? What happens to the moves she opened? This are all the questions I got from my players and the book didn’t help me to answer them. I like the idea of getting exp from doing specific things in fiction (it’s simmilar to the Marvel Heroic RPG sollution and I loved it there) but I feel it’s very hard to actually get a miningful number of achievements. And by the way, how quickly should characters develop? Should they be able to finish one drive per session? Or should the single drive be something that goes through multiple sessions or even whole campaign?

Also, why would I want to spend 4 of my precious, hard to get Achievemnts to get something I can also get by using Push move – as in, why is there an option to add new things to the power profile and why the hell is it so expensive?

Finally, Powers:

They are great. It was another great idea to leave them mostly in fiction… buuuuuut… They are too far in fiction. I just feel there should be some kind of mechanics connected to them, something like – “Easy powers should not require a roll most of the time, unless you use them in creative way that may actually not work. Difficult moves should trigger a roll, defy danger if nothing else is more apropriate. Borderline moves should always triger a move and the roll should be at disadvantage (-1).” There should also be some mechanic of using a “possible” power (as in the one you already written down as possible). I think a Push covers it, but it isn’t stated anywhere in the book so it’s just my guess. And as for impossible powers, mayb eit’s just me and my players but we all instantly thought they would be something that is impossible, so it will be done in the finale 🙂 We were kinda sad that book states otherwise.

And just to nitpick, there is no “powers that are advantages” section on the character sheet even though you mention it in the book :D.

So… yeah. Let me state one thing. We had a ton of fun creating heroes and the world and the play itself was… a bit clunky, but thats expected from the new system that we don’t yet fully know. Despite this post focusing on negatives and things that could, or should be improved in “next printing” the game is VERY GOOD. I’m only sad I didn’t know about kickstarter campaign or I’d throw some money in much eralier. Sorry for a wall of text and for any errors I most definitely made and I’m to lasy to correct. Cheers and keep up the great work 😉

Still reading and absorbing this but it is an exceptional build of the AW systems and the powers rules are seriously…

Still reading and absorbing this but it is an exceptional build of the AW systems and the powers rules are seriously…

Still reading and absorbing this but it is an exceptional build of the AW systems and the powers rules are seriously intuitive and clear.  Great job, guys!  I look forward to playing this.

Kyle, thanks for your answer to my previous question!

Kyle, thanks for your answer to my previous question!

Kyle, thanks for your answer to my previous question! I have a few more questions about Bonds, if that’s okay? They’re all kind of inter-related…

Are there any hard limits on a single Bonds total (I’m mostly thinking about negative Bonds)? Could I conceivably have a Bond rating of -6 or lower?

And, related to that question; can I burn negative Bonds? Clearly you can burn a Bond at 0 to -1, but can I keep burning that Bond after it is negative? In the fiction, this makes sense, as the relationship keeps gets worse, but after a point might seem mechanically abusive. As an EiC, of course, you might say that the deteriorating nature of the relationship means they cut all ties with you and that Bond simply goes away… planning, of course, to turn that person into a new Villain, since their hatred of the hero has become so all consuming!

How do negative Bonds affect the Bond Threshold? For instance, if my Bond Threshold is 5, and my negative Bonds total -3, then could my positive Bonds total 8? Or is the limit on my positive bonds, so that no matter how negative my Bonds, I still can’t have more positive Bonds than my Threshold?

Sorry to bombard you with questions! I’m excited about the game, it does a lot of the things I’ve always felt superpower games should do!

Hi!

Hi!

Hi! Enjoying my read-through of WiP, but I had one rules question regarding the Last Chance move. Since you don’t make it until you have your maximum number of Conditions, does that mean you are always making the Last Chance move at -2 or -3? It does not seem from the text that any Stat is ever added to the move, so there’s no way other than Bonds to mitigate that penalty. Is that correct?

Greetings.  I have a question regarding the Take Down move and Condition Thresholds.  For Take Down, you are able to…

Greetings.  I have a question regarding the Take Down move and Condition Thresholds.  For Take Down, you are able to…

Greetings.  I have a question regarding the Take Down move and Condition Thresholds.  For Take Down, you are able to spend multiple choices on increasing the severity of the Condition you impose.  Enemies and threats, however, don’t seem to have a track for Minor, Moderate, or Critical Conditions to track in their Condition Threshold, just the number of Conditions that they can suffer before losing their agency.  Is this simply a case of the fiction established by the Condition type suggesting how the threat’s actions are limited?  What’s to stop players from simply peppering the opposition with a bunch of Minor Conditions just so long as they fill up the target’s Condition Threshold (besides bad form in exploiting the rules in this manner)?

I’m going to have to dig in; I’ve never felt AW/DW/mods’ bonds lived up to what they could be; the page on bonds…

I’m going to have to dig in; I’ve never felt AW/DW/mods’ bonds lived up to what they could be; the page on bonds…

I’m going to have to dig in; I’ve never felt AW/DW/mods’ bonds lived up to what they could be; the page on bonds grabbed me as what could be a great basis.