My most recent campaign of AW was pretty well focused, not by any intention, upon my own fears of being a parent.

My most recent campaign of AW was pretty well focused, not by any intention, upon my own fears of being a parent.

My most recent campaign of AW was pretty well focused, not by any intention, upon my own fears of being a parent. In the game there were three children, two human children and a monstrosity at the center of the earth waiting to be born. Added to that was the feeling I got that all of the PCs were also childlike, a Touchstone with a faith in death, a Faceless who joyed in murder, a Savyhead with a child’s belief that things could be fixed, and a Quarantine who was like some great newborn taking his first steps into a terrifying new world.

The theme built slowly over the sessions and were not something I could have intended if I had wanted to. It came from my subconscious lifted on the wave of shared mind. We worked our way backwards from the adults to the children, to the newborn, to the birth of a whole new world with terrible new gods to watch over it. The gods were parents who are like any parents, just tall children with no idea what to do with the responsibility they had been handed.

Watching the players fumble and struggle to do right by the children in their care, even though each one was more horribly alien than the last, and succeed in new and amazing ways was a pleasure.

Diving back into Apocalypse World.

Diving back into Apocalypse World.

Diving back into Apocalypse World. This time I am running a campaign idea I picked up on the old WotC d20 modern forums, Walmart World. To get the feel of the setting imagine two shadowy figures meeting in an isle that is miles long and stories high. Around the neck of one is a bloodstained smiley face pendant. The figure with the pendant intones, “Always low prices.” To which the other replies, “Always Walmart.” All around them the mindless machines of the Walmart World carry out there tasks, unaware that there are no consumers left, only thieves.

Our group consists of a Maestro ‘D played by +Steve Fillmore , a Space Marine Mammal played by +Terrence van Ettinger , and a Solace played by +Anders Smith which should make for some interesting gaming. The combo of sex moves is particularly strange and ambiguous.

Here is the rough pitch for a game about politics powered by the Apocalypse and based roughly on West Wing:

Here is the rough pitch for a game about politics powered by the Apocalypse and based roughly on West Wing:

Here is the rough pitch for a game about politics powered by the Apocalypse and based roughly on West Wing:

Politico Agenda

Portray a bitter world

 – Everyone is jaded, everyone feels that the weight of the world is falling on them and they want to make it your characters’ problem. Fill your character’s world with people who are willing to make their problems your characters’ problem.

Fill the character’s lives with frustration

 – Whatever they want there is someone who does not want it at all and isn’t shy about saying so. No issue is easy to decide on because there are good people on every side. Your candidate will never be led to any issue easily.

Play to find out what happens

Politico Principles

Draw schedules, leave spaces

 – Every day you are going to want to sit down with your team to talk about what happens today and what the weeks and months ahead look like. Put things on their schedules but leave room for them to put things there themselves. This gives the characters a direction to head in and the players a sense of the scenes ahead even though everyone knows that it will all go to hell the moment the meeting is over.

Address the characters, not the players

 – 

Everyone wants something

 – There will be no support for your candidate if you can not give them something. It may be time on the air, their issue in a speech, time with your candidate, or just your presence near or far. No one is giving votes away.

Give faces to the issues

 – If the issue didn’t matter to someone then it would not be an issue. Sure, the ones that are the most visible are often other politicians but the ones that really matter are the voters. Give every issue politicians who care and voters who are affected. They need to be people with names and lives, not cardboard cutouts.

Think disastrous

 – Make them think, everyday, that today is the day that the campaign falls flat on it’s face and dies. Don’t let it happen unless it has to but the threat is always there. Then give them a day where you cause nothing to go wrong. Watch as they tear themselves apart in worry.

Playbooks

Policy Adviser

Political Adviser

Speech Writer

Press Secretary

Campaign Manager 

Chief of Staff

Executive Officer

Organizer?

The latest version of The Veil complete with a map of the various pipes and veils.

The latest version of The Veil complete with a map of the various pipes and veils.

The latest version of The Veil complete with a map of the various pipes and veils. Big thanks to Anders Smith Terrence van Ettinger andrew bampton and Shan Wolf for helping me brainstorm the names for the map. As always, big thanks to John Harper and Vincent Baker for the inspiration.

https://www.dropbox.com/sh/144f5bki15yrodk/4V1sGs_QZ4

Based on Ghost Lines by +John Harper and the Matrix Trilogy I offer you The Veil.

Based on Ghost Lines by +John Harper and the Matrix Trilogy I offer you The Veil.

Based on Ghost Lines by +John Harper and the Matrix Trilogy I offer you The Veil.

“The Veil is all around you. It is in the air you breathe, the water you drink, the partner you fuck. From the moment you are born you are trapped in the Veil. There is only one way to escape the Veil and death is not it. Even in death the Veil holds you, like a fly in amber.

I know the way out. I have been that way before. I am here, a moth on the fabric of the Veil, to show you the way out. Is that what you want? Once you are outside the Veil you can never be a part of it again. Are you willing to give up everything you are to know the truth?”

https://www.dropbox.com/s/kmutxrq8b6xot0o/The%20Veil.pdf

Hastily thrown together rules for a Nobilis *W hack in the tradition of Ghost Lines and World of Dungeons.

Hastily thrown together rules for a Nobilis *W hack in the tradition of Ghost Lines and World of Dungeons.

Hastily thrown together rules for a Nobilis *W hack in the tradition of Ghost Lines and World of Dungeons.

Edited

Light – When you work to preserve human life, gain XP, and add a point to Light. 

Dark – When you led someone into self-destruction, gain XP, and add a point to Dark. 

Heaven – When you create a thing of true beauty, gain XP, and add a point to Heaven. 

Hell – When you steal or corrupt a thing of true beauty, gain XP, and add a point to Hell. 

Wild – When you free a soul to do as it will, gain XP, and add a point to Wild.

Protectors – When you end an Excrucian plot, gain XP, and add a point to Protectors

Excrucians – When any two of the sides above match their numbers a new Excrucian incursion happens, add a point to Excrucians. The HG will know what this means.

You have four stats in this game Aspect, Domain, Power and Spirit. All three stats start at +3 and can be lowered to increase shared fictional elements. When two stats are both important to a roll only roll the most important stat. 

Aspect – Is added to rolls where your control over your physical body matters. Can be lowered to add a point to Allies. 

Domain – Is added to rolls where your control over your Chancel matters. Can be lowered to add a point to Chancel. 

Power – Is added to rolls where your control over your part of reality matters. Can be lowered to add a point to Imperator. 

Spirit – This stat gets divided between your attack and your defense. Your attack is how much damage you can do to another Power. Your defense is how much damage you avoid when you are attacked by another Power.

Allies – Allies are friends of the group. If they have a useful tag for a situation they are involved in then they add their value to whomever is rolling. Each player who contributed a point to the Allies pool may create an Ally. Then the players take turns adding either points or an tag to each Ally. Each point or tag costs one point to add. Allies may only have 3 points in them and may only have five tags. 

Chancel – Each player gets to add two features to the Chancel. The first feature must be equal or less than the amount they added to the Chancel pool. The second feature may be anything that the pool can afford. 

-4 The Chancel is a target for Excrucians.

-3 The Chancel population does not like the Powers.

-2 The Chancel is hated.

-2 The Chancel has a passage to and from an enemy Chancel.

-1 Your Chancel is easy to enter, requiring neither magic nor special knowledge other than the location of the border. (Normally the Chancel is difficult to enter)

-1 Your Chancel has a bane, a spirit that has the soul desire to wreak havoc in the Chancel. (You may take this up to three times)

-1 Your Chancel starts with no people in it. (Normally a Chancel only has the population of a village)

-1 Your Chancel starts with the +shrinking population tag.

-1 Your population starts with no tags at all. (Normally a population starts with three tags)

1 Your population starts with three additional tags. (Normally a population starts with three tags)

1 Your Chancel is connected to several major locations on earth. (Normally only connected to a single location)

1 Your Chancel starts with the +growing population tag.

1 Your Chancel starts with a population of a town. (Normally a Chancel only has the population of a village)

2 Your Chancel is connected to several major locations in the multiverse. (Normally only connected to earth)

2 Your Chancel has a Allia, an object of power and beauty that, if destroyed, can grant a single wish.

2 Your Chancel has a blessing set upon it that soaks up one point of harm per two points of blessing that you put on the Chancel.

2 Your Chancel starts with the population of a city.

2 The Chancel is well known.

2 The Chancel has a passage to and from a friendly Chancel.

3 Your Chancel may connect with new locations at will. (Normally cannot create new connections)

3 Your Chancel has a border guard, some sort of being that patrols the Chancel to warn of attacks (soft moves made against the Chancel). If you spend one extra point to strengthen the border guard it will warn of hard moves made against the Chancel. If you spend two extra points to strengthen the border guard the HG may not make soft moves against the Chancel.

3 Your Chancel starts with the population of a metropolis.

3 The Chancel population likes the Powers and wants to be helpful.

4 Your Chancel may move from place to place. (Normally connected to a single place)

4 The Chancel is popular.

Imperator – All Imperators start as complete jerks, points spent at the start of the game may make the Imperator better but unlike the Chancel, the Imperator cannot be made any better during play. Your Imperator is, Chaotic, Corrupt, Cruel, Demanding, Dishonorable, Dispassionate, Disrespectful, and Short-sighted. By spending points of your Power you can remove one of these negative traits of your Imperator per point spent.

When you use your powers against mortals roll the appropriate stat: on a 12+ choose three, on a 10+ choose two, on a 7-9 choose one and the HG may make a soft move against you, on a miss something interferes and the HG may make a hard move against you.

• You do what you intended.

• No bystanders get hurt.

• You draw no unwanted attention.

• You impress or frighten onlookers.

When you use your powers against another power roll the appropriate stat: on a 12+ choose three, on  a 10+ choose two, on a 7-9 choose one and the HG may make a soft move against you, on a miss the other power gains the advantage and the HG may make a hard move against you.

• You take them by surprise and gain an advantage.

• You make them loose track of something.

• You bend their power back on them.

• You force them to flee.

• You draw all of their attention onto you.

• You do them harm.

• No bystanders get hurt.

When you use your powers against an Imperator roll the appropriate stat: on a 12+ choose three, on  a 10+ choose two, on a 7-9 choose one and the HG may make a soft move against you, on a miss the other power gains the advantage and the HG may make a hard move against you.

• You take them by surprise and gain an advantage.

• You make them loose track of something.

• You bend their power back on them.

• You gain an opportunity to flee.

• You draw all of their attention onto you.

When you use your powers against an Excrucian roll the appropriate stat: on a 12+ choose three, on  a 10+ choose two, on a 7-9 choose one and the HG may make a soft move against you, on a miss the other power gains the advantage and the HG may make a hard move against you.

• You take them by surprise and gain an advantage.

• You make them loose track of something.

• You bend their power back on them.

• You gain an opportunity to flee.

• You draw all of their attention onto you.

When you use a flower as a focus for your power you obfuscate that it is you that did whatever the effect is. Only those who saw you do it, those they tell, and those you tell will ever know for certain that it was you. You may always choose one from the lists when using a flower and you may choose one extra on a success. Add the following options to the Imperator and Excrucian lists when using a flower as a focus:

• You force them to flee.

• You do them harm.

Soft Moves

• Put someone in a spot

• Announce future badness

• Tell them the possible consequences and ask

• Offer an opportunity, with or without a cost

• Twist their words

• Separate them

• Make them responsible

• Offer something with strings attached

• Threaten someone, directly or by implication

• Someone approaches, seeking help.

• Reveal a hidden threat

Hard Moves

• Trade harm for harm (as established)

• Announce off-screen badness

• Inflict harm (as established)

• Turn their move back on them

• Deal poetic justice

• Activate their Chancel’s downsides

• Activate their Imperator’s downsides

• Capture someone

• Take away their Anchors 

• Demand concession or obedience

• Someone approaches, seeking comfort

• Obfuscate the one responsible

Toying with the conjunction of d6 and *W.

Toying with the conjunction of d6 and *W.

Toying with the conjunction of d6 and *W. For those unfamiliar with d6, it is a dice pool system where you total up your pool to beat a target number that sits in a five point range. For those unfamiliar with *W, it is a two die system where going below 6 is all bad, going between 7-9 is kinda bad, and getting over 10 is great.

My thinking is that you could easily couple the two systems and create a system that models varying difficulty task resolution with strong genre emulation. My testbed for this will be my next attempt at Boarsdraft. It is a combination of Mini Six and *W that gives me the feel I think I am looking for. I added a bit from Burning Wheel as well by giving players the ability to make moves when they score 6 better than their target difficulty.

Are you:

Are you:

Are you:

Pure Wizard? +2 Ambition, -1 Curiosity

Half Mortal? +2 Courage, -1 Ambition

Mortal Born? +2 Curiosity, -1 Courage

Half Wizard? +2 Stalwart, -1 Curiosity

Do you favor:

Madris? +1 Courage, -1 Curiosity

Dracon? +1 Ambition, -1 Stalwart

Risara? +1 Curiosity, -1 Stalwart

Urza? -1 Ambition, + 1 Stalwart

Basic Moves:

Locate:

When you try to find out something within Boarsdraft roll + Curiosity. On a hit you find it before you are needed elsewhere. On a 10+ you discover some new facet of the castle along the way. On a miss you are called away before you can find it. Someone is upset with you.

Investigate:

When you take time investigating a magical mystery roll + Curiosity. On a hit you may ask the HM questions about it. On a 10 ask 3, on a 7-9 ask 1:

– Who made this?

– What was it’s original purpose?

– Who made use of it most recently?

– How do I trigger it?

– When was it put into place?

Chase:

When you rush through the halls of Boarsdraft to find or lose someone roll + Courage. On a hit you catch or lose them. On a 10+ you do so in a timely manor. On a miss you lose your quarry and the HM may make a Hard Move against you.

Tattle:

When you try to tell an adult about anything that does not fit their preconceptions roll + Courage. On a hit you don’t get into trouble for speaking up. On a 10+ they take you seriously enough to look for confirming evidence. On a miss, you are risking detention.

Patrol:

When you wander the halls of Boarsdraft aimlessly roll + Stalwart. On a 10+ your GM will offer you a Golden Opportunity. On a 7-9 you are unbothered in your perambulations. On a miss you open yourself up to a Hard Move.

Defend:

When you stand up for someone take a String on them and then roll + Stalwart. On a hit they don’t get hurt or in trouble. On a 10+ you don’t get hurt or in trouble either. On a miss you both are hurt, in trouble, or both.

Fight:

When you get into a fight roll + Ambition. On a hit your opponents have to visit the Hospital Wing. On a 10+ you don’t get into trouble over it. On a miss you are in the Hospital Wing and in hot water.

Make Friends:

When you make an overtly friendly gesture towards someone roll + Ambition. On a hit they do not suspect you of having ulterior motives. On a 10+ they count you as friend if you give up every String you have on them (friends don’t hold things over each other’s heads).

Favors:

When you ask someone for a favor and give them a String on you then if they do it they mark XP.

Plot:

When you want a character to show up where you are and you have a String on them, burn that String and if at all conceivable they will show up.

Earn House Points:

When you do something that earns you House Points (HM’s call) you earn 1 Popularity.

Lose House Points:

When you do something that looses you House Points (HM’s call) you earn -1 Popularity.

Plead:

When you try to get a group to do something that is in their best interest roll + Popularity. On a hit they do what you suggest if you reset your Popularity to zero. On a 10+ if things go well for the group you mark XP. On a miss they don’t do what you want but you keep your Popularity.

Learning Magic:

When you attempt to learn a spell tell us about it and then the HM will tell you “You can learn that but…” and then 1-4 of the following:

• it’s going to take hours/days/weeks/months of work to master;

• first you’ll have to get/understand _;

• you’re going to need _ to help you learn it;

• the best you’ll be able to do is a weaker version;

• it is restricted knowledge;

• it’s going to take several/dozens/hundreds of tries;

Once you have done what the HM says then write the spell’s name (in your best psudo-latin) on your sheet. Make a note if it is restricted or not.

Casting Magic:

When you declare that you are using a spell you have on your sheet while making another move take +1 to the roll.

Advanced Moves:

Show Off:

When you show off in an attempt to gain popularity roll + Ambition. On a hit increase your Popularity by 1. On a 10+ you didn’t injure yourself doing it. On a miss everyone thinks your a showoff and you probably hurt yourself doing it.

Press On:

When you decide to act even though your life may be in danger roll + Courage. On a hit you do what you wanted to do. On a 10+ you are not injured doing it.

When you stand shoulder to shoulder with a friend in battle roll + Stalwart. On a hit you both take +1 forward for as long as you are together. On a 10+ you share any damage that comes at you (1 is ignored, 2 is one each, 3 is one each and so on). On a miss you and your friend stand out and become a focus of the battle.

When you search in ernest for the answer to a question roll + Curiosity. On a hit the HM will tell you the answer. On a 10+ you may ask one follow up question.

Friends:

Every friend you have is a permanent +1 to your Popularity. If you ever take a String on a friend they no longer count as a friend and it may mean you have made an enemy.

Insight:

When you use your friends for insight, ask your followers what they think your best course is, and the HM will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

This is My Gang:

As long as you have friends with you, you count as a gang (the size depends on how many friends you have with you.

I Have Needs:

When you tell your friends that you need something roll + Ambition. On a 10+ they will bring it to you, no strings attached. On a 7-9 they will bring you something close or at least word on where you can find it. On a miss, they find it but there will be a cost to get it. Your HM will tell you what that is.

Lend Me an Ear:

When you tell your friends that you want to speak with someone roll + Curiosity. On a hit they find them and either bring them to you or you to them. On a 10+ the person is predisposed to talk freely.

Stand Up:

When you want a policy, staff appointment, or some other facet of the way the school is run to change scratch through Popularity and tell us what you do to force the change.

#Boarsdraft