So, I’ve been tinkering with a Star Wars hack of WiP to take over for FFGs Star Wars RPG, given that I don’t always…

So, I’ve been tinkering with a Star Wars hack of WiP to take over for FFGs Star Wars RPG, given that I don’t always…

So, I’ve been tinkering with a Star Wars hack of WiP to take over for FFGs Star Wars RPG, given that I don’t always have the time lately to deal with all the stats and balancing that comes along with a crunchier system. And I figured I would put the very early ideas out there and get some feedback!

This Hack changes the stats, as well as alters the Power Profile a bit. It does away (at least in this version of the idea) with Drive Books and replaces Achievements with Destiny, which are a cross between Bonds and Achievements, as well as a reward for rolling 6-, ala Dungeon World.

Overall its still pretty basic and early, but I’d be interested in getting some feedback. Its currently based off the results of running a single session of Star Wars in more or less vanilla WiP, which actually worked really well, but definitely revealed a few things to tweak (such as changing the idea of “Difficulty” for the Power Profile to the idea of “Risk”, as asking how difficult it was for certain things sometimes drew a confused look, but once I switched to framing it in terms of risk of things going wrong, everyone was much more comfortable with their Pushes.

Anyway, yes, enough rambling. Any feedback is greatly appreciated. 🙂

So, I’ve got a bit of a question regarding the Possible category of powers.

So, I’ve got a bit of a question regarding the Possible category of powers.

So, I’ve got a bit of a question regarding the Possible category of powers. Namely, what’s the point of adding something as Possible to your sheet? Burnout is the only way to actually DO something Possible..but it also lets you add said thing to your powerset. But there’s no benefit to performing a Possible you have on your sheet vs using it like a Push and just inventing a whole new Possible. So.. is the Possible section really just like another Impossible area, where its more meant as overarching character definition?

So, one other question, I guess.

So, one other question, I guess.

So, one other question, I guess. Hopefully I can get some help on this one. How do you guys handle the Villains needing 12 Conditions to take down? Like.. how do your heroes end up delivering 12 different things? Do you just track individual trauma points, or is there a more elegant way to handle it when you’re dealing with huge Condition Thresholds?

Hey all!

Hey all!

Hey all! So, I’m running a play-by-post of this currently, and I had a question. One of our heroes failed a roll to generate a forcefield with some tech, so I had it go on the fritz, giving her a Moderate Condition. But it made me think about how I should deal with Advantages in terms of Conditions in the future. Advantages can just be straight taken away if it makes sense, but if its permanent, should it be represented by a Critical Condition if its a major part of the heroes gear? So, if our heroine continues to fail rolls using the shield generator, and I decide to break it completely, should I just say that its broken and apply a Moderate Condition that effects the rest of her tech, or should I assign it as a Critical Condition that will bring her closer to possible death?

Thanks in advance! Loving the system so far!

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it…

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it…

So, I am a huge, huge fan of Dogs in the Vineyard, and I was thinking today that, with Urban Shadows’ feel, that it would be an awesome setting for the Escalation mechanic.

For those not familiar with Vincent Baker’s amazing DitV, Escalation is a mechanic where you can escalate a situation from Talking to Violence to Gunfighting, in order to get a boost to your action. Basically, if you’re losing the argument, you can throw a punch to make a point. Its about how far you’re willing to go, because Escalating will block “damage” and give you a healthy advantage. But it asks the question of whether or not you’re willing to shoot someone over a simple argument just to win.

Urban Shadows already captures a bit of that with its Corruption mechanic, but rather than asking you to push the situation and your morality, it asks you to inch closer to oblivion for a taste of power.

I was just thinking about how things would play out with the addition of a single Basic Move: Escalation: If you escalate a situation/confrontation, take +1 forward. 

The move basically encourages you make situations more complicated/dangerous for the sake of not wanting to lose. 

Additional thought was adding: “You may also mark 1 Corruption to ignore the results of your last miss in the scene.”

More a thought experiment than anything else, but I figured I’d throw it out there!

Regarding Werewolf Territory.

Regarding Werewolf Territory.

Regarding Werewolf Territory.. anyone have thoughts on additional Troubles to pick from? With such a limited quantity, it feels a bit weird as I build various territories.

You’ve got Violent (automatic), Crime, Obligations, Encroachment, and Haunted.

Now, Violence & Crime already seem at least a little redundant (especially when to get rid of Violence, you’re taking something that says the people work hard to keep the place safe…but yet you can still end up with Crime?) But otherwise, it just feels a bit crowded with having to pick 2 out of 4.

Especially when you factor in a blessing like hunting ground, which seems to suggest your territory is like a woodsy area. Where’s the crime/violence coming from?

Also, is there a reason that Violence is the default + Pick 2, rather than just Pick 3? Or Crime might be the better default (just to represent the darker areas of the city a Werewolf would hang out) with Violence being a Trouble that you’d have to pick, since Violent Crime would be a step above break-ins, drug dealers, and prostitutes. And like I mentioned, what is the Violence if not itself Crime? What else is it supposed to represent?

Just to be clear, I love the idea of Territory, I’m just thinking the Troubles list needs to be expanded by at least 2-3 more options, and the default Trouble reconsidered.

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks.

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks.

So, looking at the Immortal, I can’t help but wonder if Into Your Ken is a bit much, in terms of story hooks. As it is, you’ve already got the Session Start roll to generate a hook, but then the Immortal+GM have to deal with an additional hook every session? And if its anything but the first session, there’s likely the continuing story to deal with as well.

That just seems like a bit much. If it modified the Session Start move for the Immortal, that’d be one thing. But as a completely separate roll, I can see it being a headache.

And now a question about Debts!

And now a question about Debts!

And now a question about Debts! Is there anything official on how multiple Debts should effect a Refuse the Debt roll? If someone is willing to spend multiple Debts to get something to happen, would you just give the roll a -1 per extra Debt being leveraged?

Also, any thoughts on adding some things to the Debts list more akin to Strings from Monsterhearts? Seems like being able to force them to Keep their Cool to do something would fit really well, as would effecting their rolls against you. Would give more reason for Debts to be collected, as they provide protection against people, as well as make you more dangerous to them; you owing the local Immortal who runs the mob a few debts is going to make it a lot harder for you to hurt him, because everyone knows the position you’re in. At the same time, if he owes you, things become a little easier, because people don’t worry as much about people who have done them favors.

Another round of question time!

Another round of question time!

Another round of question time! Can a player take a Corruption move from another archetype that refers to the archetype-specific ability (Fae magic, Wolf transformation, etc) to gain that ability? Or are those particular moves off-limits to “cross class”?

Thanks in advance!

New question!

New question!

New question! So, I’m starting up a game, and I’ve got a few Wolves. One of them hasn’t taken Bloodhound, and I just wanted to clarify their Corruption move.

Is hunting someone basically just looking for someone specific in the case that a Wolf does it? Does there have to be some sort of aggression or negative emotion behind it?

And what does a Wolf whose hunting without Bloodhound have at their disposal to actually do? Is it all just Fiction for them, with being able to smell if someone was in a place, and being fast in chasing them down if they’re running and such?

Thanks in advance!