Here’s the first recorded session of our game.

Here’s the first recorded session of our game.

Here’s the first recorded session of our game. I think it’s about the third session after character and world creation.

I’m not sure how insightful it’ll be for playtest purposes, but it certain involves a lot of sidebar rambling. So that’s something.

https://www.dropbox.com/s/ue5ttfnp4omf0v5/SCUP%20S1%20E3.mp3?dl=0

https://www.dropbox.com/s/ue5ttfnp4omf0v5/SCUP%20S1%20E3.mp3?dl=0

I’m not really sure what’s going on, but I know I want to play this AW game.

I’m not really sure what’s going on, but I know I want to play this AW game.

I’m not really sure what’s going on, but I know I want to play this AW game.

https://m.youtube.com/watch?v=9ro0FW9Qt-4

Read through the SCUP document, and had a first session today.

Read through the SCUP document, and had a first session today.

Read through the SCUP document, and had a first session today. We didn’t get to actual play, opting to indulge in some extended Myth Creation and build characters at the table instead of before-hand. Also we tend to be a slow group that gets distracted, so it’s not much of a commentary on the system that we took as long as we did.

I’m actually pretty happy about it, because now I can jump off from world creation with some time to think instead of grasping for ideas right away.

I’ll probably be posting the recording in the Actual Play category within a few days. We came up with a sort of Arabian inspired world/culture, which hopefully doesn’t come across too ignorant, although I would describe myself as such so ..yeah.

Some notes from players and myself:

In the Voice playbook, the original character creation overview states taking 2 additional Voice Moves, and the character sheet resource states taking 1 additional Voice Move.

The way the original character creation section is written it isn’t obvious that the ‘Special’ isn’t a move you need to take. (The character sheet resources make this clear though)

The game sets precedent for information Gathering moves to not need to be spoken aloud, but the Screw Specific moves do not specify, and due to the nature of the Screw it is unclear if you’re torturing the information out, or simply inferring it.

That’s about it for notes at the moment, although I do have some general editing information, such as typos I can send you.

There is also a question I have about the Advanced Seduce or Manipulate (although far from coming up in play)

It reads, when used on a PC the effect is that your target must act under duress, without the choice to gain experience. Isn’t that explicitly worse than the 10+ effect? What about, must act under duress at a -2 or something?

Looking forward to play, everyone seemed to enjoy Myth Creation and found the text and character creation really evocative. It’s just written really well to make you want to see these character come to life.

We’re going to have a Screw, a Lyre, and a Voice. So I’m pretty excited. Those have to be my favourite classes of the bunch!

I finally got around to actually reading the SCUP rulebook, since I pitched it to my group and it looks like we’re…

I finally got around to actually reading the SCUP rulebook, since I pitched it to my group and it looks like we’re…

I finally got around to actually reading the SCUP rulebook, since I pitched it to my group and it looks like we’re going to tackle it. As such I’m sure to have some feedback eventually, might even record the sessions if that’s the sort of thing you have time to watch.

I’ve just been going off of what was said in the IPMM demo game until now and I’m seeing some obvious changes from one version to the next, which is to be expected but it just makes me really curious on the design decision.

Like what happened to Pull most of all?

I guess in play people found it was just another thing to forget? Is that why Places are gone and Factions have been rewritten?

Anyway, I’m still reading through the text, looking forward to seeing how it actually plays. I’m hopeful, as a weak GM, since it seems to have a lot of great tools for starting the game with, well, Factions and Patrons, to push the story and player interest.

I wanted to have a thread to talk about Custom Hexes.

I wanted to have a thread to talk about Custom Hexes.

I wanted to have a thread to talk about Custom Hexes.

There don’t really seem to be readily available examples floating around, and I’m sure I’m not the only one who tried to find some when I first started looking at advancements for my witch.

There are two things I’m trying to keep in mind when coming up with custom hex ideas. They should be some sort of temporary ailment, so that the effects can be reversed, and they shouldn’t dictate how the target should be roleplayed.

I think both or these are broken within the base hexes, so they are of course malleable. What do you think? Any suggestions for making Custom hexes with teeth? Examples of hexes you’ve used?

One of the most interesting concepts that the Leviathan AW actual play episodes introduced me to was making a new…

One of the most interesting concepts that the Leviathan AW actual play episodes introduced me to was making a new…

One of the most interesting concepts that the Leviathan AW actual play episodes introduced me to was making a new character in an RPG be an existing NPC. I was kind of disappointed that this idea wasn’t actually mentioned in the ApocalypseWorld text. It’s just an idea that I wouldn’t have thought of on my own, and I now associate very strongly with AW.

And it’s such a good idea! It solves the issue of playing 6 sessions, a PC dying, and that player making a new character who joins a party that has, up till that point, kept mostly to themselves, welcoming them with open arms.

Figured it’d be worth resharing these drawings with the community.

Figured it’d be worth resharing these drawings with the community.

Figured it’d be worth resharing these drawings with the community.

I wonder why I’m so interested in Time Cellist. I have no real connection with Dr. Who, the Goonies, or Yo-Yo Ma.

I guess it just sparks something in me.

Time Cellist is my most anticipated game from two years ago to whenever it comes out.

Time Cellist is my most anticipated game from two years ago to whenever it comes out.

Time Cellist is my most anticipated game from two years ago to whenever it comes out.

It’s been fascinating watching the development over the years through snippets of dialogue on The Jank Cast.

I was just re-listening to an episode from 2012 where they mentioned trying out using a cootie catcher, and adding the do-over rule.

Spontaneous thoughts about Help moves.

Spontaneous thoughts about Help moves.

Spontaneous thoughts about Help moves.

I commonly see people who want to collectively tackle a task, but don’t really know who is acting and who is helping, or if only one of them should roll, or if both of them should roll individually, or what.

So how about this: (obviously it could still use some tweaks)

When two people work together on something covered by a Basic Move you both roll as usual.

If at least one of you rolls a 10+, and the other doesn’t Miss, treat the roll as a 10+

If you both roll a 7-9, treat the roll as a 10+

If one of you rolls a 10+ and the other Misses, either treat the roll as a 7-9, or treat it as a 10+ but the MC makes a hard move in addition to anything else that happens.

If you both Miss, may the MC have mercy on you two.

Thoughts?

When you [placeholder] hold [x]

When you [placeholder] hold [x]

When you [placeholder] hold [x]

Spend this hold 1 for 1 to:

– Make a move as if you rolled a 7-9 without rolling.

– Treat a 7-9 as if you rolled a 10+

If you roll a Miss it’s too late, and it stands.

You may spend two hold to make a move as if you rolled a 10+ without rolling.