Totally awesome idea on the Geek about a Monster of the Week “shared universe” to let players and Keepers drop in…

Totally awesome idea on the Geek about a Monster of the Week “shared universe” to let players and Keepers drop in…

Totally awesome idea on the Geek about a Monster of the Week “shared universe” to let players and Keepers drop in and out of the plot.

http://rpggeek.com/thread/1069934/monster-of-the-week-voip-continuity-idea

It’s a lot more action-y than standard Sagas gameplay, but there’s some really neat Icelandic settlement moments in…

It’s a lot more action-y than standard Sagas gameplay, but there’s some really neat Icelandic settlement moments in…

It’s a lot more action-y than standard Sagas gameplay, but there’s some really neat Icelandic settlement moments in this volume. Plus: MANGA VIKINGS. (Not sure where the hardcover is, but this is the Kindle edition.)

http://www.amazon.com/Vinland-Saga-1-ebook/dp/B00CCOO6RK/ref=la_B00EEDGNDM_1_3?s=books&ie=UTF8&qid=1383097310&sr=1-3

I finally got to buy Sagas and it is a whole breed of amazing I didn’t know I wanted until now.

I finally got to buy Sagas and it is a whole breed of amazing I didn’t know I wanted until now.

I finally got to buy Sagas and it is a whole breed of amazing I didn’t know I wanted until now. And I’m only on Page 32.

EDIT: Finished. Now I need to immerse myself in this game!

So, I’m thinking.

So, I’m thinking.

So, I’m thinking. Very dangerously. With respect to a character, a playbook is one of two things: a Nature (“this is what I am”) or a Stricture (“this is how I have to be”). Okay, more honestly, a playbook is some mixture of both.

I mused over this as Monsterhearts (surprise surprise!) was simmering in the back of my brain. Specifically the Witch’s special move, leaving a sympathetic token in exchange for a sympathetic token. An impulse of mine was to say “that’s absolutely stupid! Why would you leave some sort of vulnerability like that?”

Then I started going over the various answers. “Because the Witch wants to.” “Because the Witch feels obligated to.” “Because that’s just what the Witch does.” “Because it’s a thing Witches usually do.” “Because it suits a typical Witch.”

Each of those answers lies somewhere on the spectrum between Nature and Stricture. And I think that’s very interesting. Every character you make will respond to their Playbook by way of motivation and action. You’ll give out-of-playbook advances to the characters who see their role as a constraint, and in-playbook advances who choose to embrace their role as their true nature.

And that reflects something really cool about fiction, too. Take the Destined Hero archetype (or the Chosen playbook from Monsterhearts or Monster of the Week)–the character can embrace their playbook (become a destined fighter of evil) as their nature, or rebel against it (branch out and take other moves) because they view it as a burden or an unnecessary restriction on their individualism.

That’s smokin’. I’m getting a lot of interesting ideas for if/when I make a *World hack.

Sudden Monsterhearts realization: Strings are a specialized form of hold.

Sudden Monsterhearts realization: Strings are a specialized form of hold.

Sudden Monsterhearts realization: Strings are a specialized form of hold.

DUH. (I feel like an idiot now for not noticing that.)

But it gets me thinking about what other ways the concept of hold (using a resource to represent the ongoing effects of a prior move) can be adapted.

So, I realized that this monster might be fun to stat up, since I’ve always got Doctor Who on the mind…a little…

So, I realized that this monster might be fun to stat up, since I’ve always got Doctor Who on the mind…a little…

So, I realized that this monster might be fun to stat up, since I’ve always got Doctor Who on the mind…a little rough, I’m sure, but fun. Not sold on the weakness, either.

~~~

Silent

Type: Queen (motivation–to possess and control)

Powers: Actively erased from memories (after the person looks away). Energy absorption/release. Mental suggestion.

Weaknesses: Subconsciously-commanded enemies.

Attacks: Disintegrate Ray (5-harm close magic)

Armor: 0

Harm capacity: 8-harm will kill it

Custom Move: Silent Words

When you encounter the Silent, roll +Cool.

On a 10+, make another move.

On a 7-9, choose one of the following: you’re aware something’s wrong, the Silent doesn’t manipulate you (see below), you don’t act under pressure.

If the Silent “manipulates” you, you mark XP if you do what the Keeper asks you to do.