More doubts. This time The Onomastic.

More doubts. This time The Onomastic.

More doubts. This time The Onomastic.

The basic move seems a little difficult to use IMO. You need to gather components, what might take several seasons, to just roll once. I have been considering adding one more option:

– Keep one component.

This way you could choose to be less effective to retain some of the ability to repeat on the same individual.

Would that break something? Maybe I am just being to harsh with the gathering of components. I just feel difficult to keep gathering more and more personal details on the same person. Could you provide several examples of ‘major life events’, that is how components are defined in the playbook?

Hi, Fraser Simons

Hi, Fraser Simons

Hi, Fraser Simons

I am having some trouble with The Seeker.

There is a section called Insight that looks central to the layout but only comes into play if you take one concrete option for your surplus.

I also have some trouble differentiating it from answer. It seems with the surplus answer you get to the the GM something you want to discover along the session, while with Insight you get more or less the same but you get some clues beforehand so you have +1 when you face it? I am a little bit confused here. Could you elaborate on how they are supposed to work?

Hi Fraser Simons, Oli Jeffery

Hi Fraser Simons, Oli Jeffery

Hi Fraser Simons, Oli Jeffery

In case I were to translate Glitch City into Spanish, is there any chance that you would lay it out nicely so it looks like the English version?

I am thinking about translating it for the Spanish community, but I don’t want to lose all that amazing art and layout.

THE EMPATH – Absorb move

THE EMPATH – Absorb move

THE EMPATH – Absorb move

Hi, I have many doubts regarding this one.

First of all, it is not mentioned explicitly, but I assume The Empath can read the emotional state of anyone around. Since the move says you know beforehand what emotion you want to absorb and how many spikes it has, it makes sense for me you just know their general superficial feelings. Is that so or are you supposed to guess based on what you see them doing?

– ‘Choose and emotion and absorb all their spikes’. Do you get all those spikes yourself in a 1-to-1 basis? So, if I were to absorb 3 spikes in Powerful from a teammate I get 3 spikes in Powerful myself. Am I right?

– Can I do it partially? Maybe absorb 1 o 2 spikes? Do I have to drain an emotion completely and absorb all its spikes?

Doubs regarding the options to choose:

– ‘You get +1 Flow’ You only get 1 Flow no matter how many spikes you absorb, right?

– ‘You don’t spike that emotion yourself’. Does choosing this once protect you from all and any spikes you absorb? You may absorb a looooot of spikes if you choose the last option too.

– ‘You completely clear out or fill up all their emotion spikes’

This is a tricky one. Since the move itself already says ‘choose and emotion and absorb all their spikes’, what do you mean by completely clear out all their emotion spikes? All spikes in all emotions? If that is so, do you get all those spikes for yourself?

‘… or fill up all their emotion spikes’ Do you mean all in every emotion or all spikes in one emotion? If you do not choose not to spike yourself, do you get spiked for spiking someone the same way you do for absorbing their spikes? Is it still 1-to-1? So if I you have 2 spikes in peaceful and I spike you for 3 more to fill all your emotion spikes in peaceful, do I get 3 spikes myself unless I also choose ‘You don’t spike that emotion yourself’?

– Can you still get +1 Flow when you do not absorb anything but fill someone else emotion spikes? Or maybe you have to absorb one emotion, then you can choose to fill all emotion spikes in another?

My head is a complete mess right now, sorry 🙁

Fraser Simons, heeelp!

Hi

Hi

Hi,

I want to share with you two custom moves I made for a StarWars 1-shot I run using Uncharted Worlds.

Rogue One spoilers ahead!

The idea was to represent something in the flavour of THAT scene at the end of Rogue One.

In this case, the PCs are recovering the body of a Jedi in cryostasis from an abandoned facility in an uncharted planet.

They deal with the features of the planet, they deal with the defenses of the facility and imperial troops arrive.

When discovering the body, they are surprised by a heavy, metallic breathing coming from the shadows. A red light switches on and Lord Vader is revealed, lightsaber in hand.

The 2 custom moves are:

FEAR OF THE DARK SIDE

When you are in presence of a lord sith, a sith artifact or a place of power owned by the dak side, roll+Mettle:

10+ You feel the darkness coming from it, flinch for a second, but gather your breath and carry on. Ignore the source for the rest of the scene.

7-9 You are scared and shaky, but you find the guts to do one action. You’ll have to roll this move again if you want to do something else.

6- Your heart is shrouded in cold darkness, your whole body shivering. You can’t control yourself and choose one:

– You run for your dear life.

– You freeze out of fear, unable to do anything but uttering a few words.

– You react with madness and anger, attacking recklessly.

The GM also makes a move as usual. She may impose a debility on you, or she may say something you lose (you forget what you where doing, you drop what is in your hands) or anything else appropriate.

FACE DARTH VADER

When you dare to face Lord Vader, say what you do and roll+Stat.

10+ You stop, divert or somehow prevent him from acheiving his goals, for a short time.

7-9 As above, but you suffer his wrath in return. GM makes a move (force push, lightsaber cut, your weapon flies to his hand…)

6- You don’t know the power of the dark side. GM makes a hard move. Force choke strongly recommended 😉

The idea behind these moves is to make it almost impossible to kill him, but let daring players try to delay him and scape with their prize.

If everything goes terribly wrong, the sleeping jedi will awake in the last second to save their asses, and he will sacrifice himself to let the PCs scape.

In this case the mission will be a failure, but not every PC will be Force-choked to death.

Let me know what you think. I’ve run this mission twice and both groups gave very possitive feedback of this encounter.

Hi Fraser Simons

Hi Fraser Simons

Hi Fraser Simons,

I have some doubts regarding advantage. Why having advantage (3d6 keep best 2) instead of plain +1 ??

Is there any rationale behind? Math? Flavour? GM can give you advantage if the circumstances apply, and you can get +1 from moves. Do both things stack?

Traditionally in PbtA you cannot go above +1 no matter how much help you get. Can you get +1 and advantage at the same time in The Veil?

I’ve seen games using advantage and games using +1, but having both is a little wierd to me.

Hi, Sean Gomes

Hi, Sean Gomes

Hi, Sean Gomes

I want to introduce some friends to the game, but not everybody is fluent in English. I am thinking of translation the support material in your website character sheet, MC sheet, moves sheet, etc.

How can I do it keeping the look? Can you provide an editable version of the documents? If do a raw translation (no layout) and send it to you, would you embellish them?

I am willing to do it, but dunno how to do the layout.

We could use this translation to add it to +Oli ‘s Roll20 project.

I have a doubt in Legend of The Elements, the wuxia hack by Max Hervieux.

I have a doubt in Legend of The Elements, the wuxia hack by Max Hervieux.

I have a doubt in Legend of The Elements, the wuxia hack by Max Hervieux.

The move Speak Honorably involves anything regarding persuading others and the move Act Dishonorably involves the threat of violence and/or social consequences.

What if I want to persuade someone to do something that will have ill consequences for them, but I am not telling them? There is no threat involved, but I am trying to fool or deceive the other. Is that still under Speak ‘Honorably’ ??