Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: skinnyghost on July 04, 2012, 03:31:51 AM

Title: Sanity
Post by: skinnyghost on July 04, 2012, 03:31:51 AM
For a more horror themed game, with some craziness indicators;

Your Sanity is like hit points for your mushy little brain.  You start with your Wisdom and maybe a couple of classes get bonuses?  Maybe not.  Maybe there's a starting move that asks you about whether you've seen some crazy shit in your day or if you're a soft little lamb.

Some kind of custom move damages your sanity in a general way.  When you witness something that your paltry mind cannot handle, roll + Wis.  On a 10+ you're okay and either remember with distant clarity or blissfully forget what you experienced (your call).  On a 7-9 you retain control of your actions, but suffer 1d6 lost sanity points.  On a miss, oh boy are you in for some fun.  Hallucinations, temporary fugue states, etc.  The GM will tell you how it goes.

Create items that feed on your sanity.  Create custom moves that damage it in specific ways.  Make up a set of psychic debilitations.  Offer it up, most importantly, as currency for new and exciting power.
Title: Re: Sanity
Post by: stras on July 04, 2012, 10:10:42 AM
Wow,

This sounds ... a bit like the beginnings of an outrageously awesome Event.

I see touches of Eternal Darkness here.  Psychic debilities ... that was unexpected.

Currency.  That puts a couple shudders in me. 
If you offer up 1d6 sanity ... choose 'you give up the given sanity forever, or...'

This is some very strong mechanics.

Constructively for class ideas: the God of the Priest, and the Warrior Against Darkness (the paladin) shields their minds.  Take Sanity +4.  The Warrior witnesses horrors on the battlefield day in and day out.  Take +1 forward on any Violence trait horror check.  The druid serves spirits from beyond Sanity +2.  And the Wizard is prepared through text and chant and rigorous practice.  Sanity +6.

A 'Last Breath' style move that shatters your mind and provides a permanent mental Debility.  "When you Sanity shatters (reaches 0) and madness lurks beyond the edges of sight..."

Sacred Seal of the God of Light and Fury (5 charges): This seal appears as a relic, made of holy writ from ages bygone.  When applied with prayer and wax to weapons and armor this seal guards against the predations of the Shadow and Beyond.  When you take no sanity loss from a Supernatural or Corrupting horror check one of the verses on the seal blackens (remove a charge).  When all the charges are gone, the seal withers and falls, its Light to protect the world no more.

Probably should have a couple Compendium Classes - the Hunter, the Vengeance, the Black Knight.

Aaaaa so many thoughts >_< This is awesome.
Title: Re: Sanity
Post by: mease19 on July 04, 2012, 10:57:05 AM
When your mind and body are sundered, roll.  On a 10+, describe your vision quest and how you found your way back.  On a 7-9, your dark passenger will show you the way back for a price.
Title: Re: Sanity
Post by: mease19 on July 04, 2012, 11:00:02 AM
I'm with stras, sanity should be something you get at chargen and spend with very limited opportunity to regain rather than a second hit point stat.
Title: Re: Sanity
Post by: Antisinecurist on July 04, 2012, 11:48:31 AM
A quick draft of a monster add-on...

After you've made a monster, if it represents a truly horrible terror (a true abomination, horror from another realm, or extremely disgusting undead, for example) or else inspires supernatural awe and fear, answer the following:

Is it huge? If so, hold 1.
Is it solitary? If so, hold 1.
Is it terrifying? If so, hold 1.
Is it not of this reality? If so, hold 1.

Does it have a special attack or quality that inflicts horrific mental wounds? If so, note the attack and hold 1.

By default, anyone who witnesses the monster in all it's horrible (or awe-inspiring) glory takes 1d4 sanity damage. For each you've held, increase the damage size by 1, to a max of d12. If the creature has a mental attack, as above, they can also inflict their sanity damage through that attack.
Title: Re: Sanity
Post by: Christopher Weeks on July 05, 2012, 09:48:18 AM
Yeah, sanity costs should normally be 1, not 1d6.  And how do you heal it?  I dunno -- there aren't any rules for it.  Good luck!

When someone with a holy connection (clerics and paladins, sure, maybe others) opens a channel and looks directly upon their god to beseech a major boon, loose one sanity and roll+wis.  On a hit, your god looks upon your request favorably.  On a 7-9 they require something of you as well.  Or something.
Title: Re: Sanity
Post by: skinnyghost on July 05, 2012, 11:07:10 AM
Determining how one loses and gains sanity says more about the setting and cosmology of the setting than it does about the characters or the mechanisms that govern them.
Title: Re: Sanity
Post by: sage on July 05, 2012, 07:25:41 PM
I think Adam just wrote our next Event right there.
Title: Re: Sanity
Post by: stras on July 05, 2012, 11:35:55 PM
I think Adam just wrote our next Event right there.

I wish I could plus one that comment harder.
Title: Re: Sanity
Post by: skinnyghost on July 06, 2012, 01:37:55 AM
It'd be easy to write.  Maybe we could get Graham Walmsley to help us do some kind of fantasy-cthulhoid adventure framework...
Title: Re: Sanity
Post by: samuraiko on July 06, 2012, 02:15:27 AM
It'd be easy to write.  Maybe we could get Graham Walmsley to help us do some kind of fantasy-cthulhoid adventure framework...
Yes, please! Stealing Chthulu was brilliant.
Title: Re: Sanity
Post by: Murgh Bpurn on July 06, 2012, 04:16:56 AM
I think Adam just wrote our next Event right there.

I wish I could plus one that comment harder.
I would have doubled my pledge if this had been a stretch goal, nearly all our games have at least a hint of cthulhuoid horror!
Title: Re: Sanity
Post by: admutt on July 06, 2012, 08:57:57 AM
Sorry if this is uncalled for in this thread, but in terms of Sanity and Cthulhu, I just felt compelled to point out that Sean Preston, over at Reality Blurs, is working on an AW/DW Cthulhu-Hack called Tremulus: http://realityblurs.com/wordpress/?tag=tremulus (http://realityblurs.com/wordpress/?tag=tremulus).

Okay then, back to this thread.  Would a move for healing sanity be warranted?  I suppose it depends on your campaign, but something that merges the concepts of the "Make Camp" and "Perilous Journey" moves might be appropriate:

Find Respite
When you take an extended break in a place of spiritual comfort, you may go on a mental journey of self-discovery and healing.  Roll+WIS (??).  On a 10+, choose 3.  On a 7-9, choose 1 and the GM tells you something else that happens.  On a 6-, the GM tells you something else that happens.
- Regain 1 Sanity
- Discover an answer to a Mystery
- ??
- ??

Does anyone have any ideas to fill in the "Choose" options in this?
Title: Re: Sanity
Post by: MrPrim on July 06, 2012, 09:39:54 AM
For Find Respite:
Title: Re: Sanity
Post by: skinnyghost on July 06, 2012, 01:05:13 PM
I definitely think that the "Bleakness Slider" is tied to how you get your sanity back.  Generally, recovering from mental trauma takes time and care and time away from adventure.  Maybe the gods can provide such succor, maybe not.  Breaking your body is easy, breaking your mind is where things really start to come apart.
Title: Re: Sanity
Post by: stras on July 06, 2012, 02:16:52 PM
I'm reminded of Earthdawn and Horrors (wish there were better mechanics there for similar sanity).

From reading what you have - you seem to have established 3 knobs in your layout. 
 * Temporary sanity loss
 * Permanent sanity loss
 * Mental debilities (different insanities). 

I imagine that temporary sanity loss is recoverable (seeing something horrific you break and run in panic, and hide under a bush for several days while you pull yourself together).  Permanent sanity loss is the sort of thing you give up to be able to witness something or wield something without breaking (that little piece of your mind, walled off like a secret garden, where the memory hides), or you see something so incomprehensible your mind cannot hold together after.  And mental debilities ... ... ... how about them gods?

But adam is right.  Cthulu can be that awful (or is it awesome?).  Sometimes when you see something there's no coming back from that.

I find it interesting that there is a level 9 cleric spell that COULD deal with such effects of trauma (Recovery) ...
Title: Re: Sanity
Post by: mease19 on July 06, 2012, 02:19:14 PM
When you find some peace and quiet to search your soul, each other player will ask you about a time in your life, which you must answer honestly - regain all but one of the sanity you lost.
Title: Re: Sanity
Post by: skinnyghost on July 06, 2012, 03:27:19 PM
You could use sanity as a counter for over-the-top or humanoid-on-humanoid violence, too.  It would dramatically recolor your setting; it's something that could alter the feel of the game pretty significantly.

When you commit violence against a sentient being, spend 1 sanity.
Title: Re: Sanity
Post by: Christopher Weeks on July 06, 2012, 04:18:52 PM
That's remarkable.  Just this morning on the drive to work, I was thinking of drifting Apocalypse World with almost that exact idea.  I was thinking of a 'humanity' countdown clock that would suffer when you killed folks.
Title: Re: Sanity
Post by: mease19 on July 06, 2012, 04:37:37 PM
Unless you play a fairy, then your humanity goes up whenever you kill people.  Eventually you turn into one of them!
Title: Re: Sanity
Post by: noofy on July 06, 2012, 08:12:14 PM
Straight from Mr. Harper :)
When you steel yourself against the assualt on your SANity roll+SAN. On a 10+ you’re fine. On a 7-9, you’re shaken. Choose one:
*Flee, freeze in shock, scream in terror, beg for mercy, or collapse in fear.
*Take -1 ongoing until you are safe.
*Suffer 1 SAN loss (visions of madness) but you’re free to act.
On a Miss you break. Flee, freeze in shock, scream in terror, beg for mercy, or collapse in fear and also suffer 1 SAN loss (nightmares) as established.

Title: Re: Sanity
Post by: sage on July 06, 2012, 08:18:07 PM
Yup, that's what I was thinking: permanent sanity loss is the big bad thing beyond your initial reactions of shock and horror and flipping out. Oh, sure, you can keep it together even when you would flip out, but that means inviting long-term problems.
Title: Re: Sanity
Post by: noofy on July 06, 2012, 08:22:54 PM
Exactly :)
Title: Re: Sanity
Post by: (not that) adam on July 06, 2012, 08:47:09 PM
How about adding as an option for a 7-9 on Cast a Spell:
• you lose N sanity

And the same for a 7-9 on Last Breath.

Uh?
Title: Re: Sanity
Post by: skinnyghost on July 07, 2012, 11:56:46 AM
Sanity loss as a spell option is good.  I would say it could replace the "you forget the spell" option and I'd reword the "you draw attention" so that this is the new Wizard "Cast a Spell".

When you release a spell you've prepared, roll+INT.  On a 10+ the spell is successfully cast and costs you no additional price.  On a 7-9, the spell is cast, but choose one:
* you draw the unwelcome attention of an unearthly power or its servants
* the spell disturbs the fabric of reality as it is cast - take -1 ongoing to Cast a Spell until you Prepare Spells again
* you must pay 1 Sanity point to cast the spell

I'd probably also ramp up the weird on the second option, describing corruption and strange stuff happening to the Wizard so long as the -1 was present.
Title: Re: Sanity
Post by: mease19 on July 07, 2012, 01:02:38 PM
If spells are significant sanity sink, it'd be cool if everyone could cast spells (for cost) but the wizards had, perhaps, a better way of getting sanity back.  That way other classes could cast a couple spells over the course of the game but it would use up some of their very limited sanity.
Title: Re: Sanity
Post by: sage on July 07, 2012, 01:04:24 PM
Wizards are more sane? That dog won't hunt monsignor!
Title: Re: Sanity
Post by: Jeremy on July 07, 2012, 01:38:08 PM
If you go the "everyone can cost spells" route, then the highest level of spell you can cast should be be inversely proportionate to your Sanity.  E.g. anyone can cast a rote.  To cast a 1st-level spell, you must have taken 1 Sanity damage (or sacrificed 1 Sanity to do so).  To cast a 3rd-level spell, you must have taken 3 Sanity damage/sacrificed 3 Sanity.  Something like that. 

Or... take a page from Unknown Armies.  You get hardened to certain levels of cosmic weirdness.  If you cast a spell beyond your "hardened" rating, you might wig out and/or get more hardened.  But the more hardened to cosmic weirdness you are, the more insane you are as a baseline. 

Not sure how to model that "baseline insanity" mechanically... something like Alignment moves or keys might work. 
Title: Re: Sanity
Post by: stras on July 07, 2012, 01:56:48 PM
@skinnyghost: "Secrets Man was not Meant To Know: When you cast a spell on a 7-9 you may also choose: ..."
Also that corruption and aberrant reality (shadows that bear extra appendages and tend to do horrible things to other people's shadows, eyes randomly oppening on surfaces about you ... watching, nightmares to all that sleep within 100 yards, all cats in the town stop and stare at you as you walk by, always) ... yes.  Just yes.

@sage: Depends on your genre/setting.

Most of the Cthulhu genre assumes that wizards have more 'sanity' because they need to train themselves to stay sane (compartmentalize) in order to bind, channel energies that are from beyond the stars.  However this higher-influx of the Dark and Deep Dreaming, this study of the maleficent, maddening and abhorrent knowledges has it's cost.  Most spells bound, are bound into your very mind.

So you might start with more sanity, but for you to be special, for you to be useful, for all the horrors you witness to have meaning - you have to learn the spells.  Which more often than not means permanent loss of sanity as you learn things, and temporary loss as you cast, or bind energies into your mind.

Also you could just stop.  You really could.  If you wanted to.  Really. But once you see them, they see you.  And they come for you.  And now you're without spells ...

Literally the reason wizards run around wide eyed and wild haired is because they are holding words that darken the sun, and make the ears of all present bleed black inside their mind only inches away from their own consciousness.

So maybe it costs you permanent sanity to learn certain spells, or temporary sanity to study them every morning.

Frequently, in fiction, it's not the casting that breaks you, it's seeing the effects.  Or maybe you just need something to bleed "most of" the corruption into that doesn't have sanity to shatter.  How do you guys feel about familiars?
Title: Re: Sanity
Post by: mease19 on July 07, 2012, 02:00:17 PM
Yes!  I totally want insanity alignments!
Use vegetables to solve a problem
Run screaming and waiving your arms
Help someone understand your gibberish
Discover something mundane during a crisis
Do something inappropriate during a moment of solemnity
Start another fire
Do something for the third time

Oh, yeah, it totally costs sanity to learn a spell.  When you study a spell, your insanity alignment replaces your regular alignment until the spell is cast, taking those otherworldly colors from your mind.
Title: Re: Sanity
Post by: skinnyghost on July 08, 2012, 01:49:08 PM
The thing is, mechanics influence behavior of players to create genre adherence. If you want folks to act like mythos sorcerers, reward them for it and guide them that way using the mechanisms of play.

I think that the plan would have to be making sanity points very tempting to spend, as a wizard. Perhaps, like luck for a halfling in DCC, sanity does -more- for a wizard. It is a sacrifice they have learned to master.
Title: Re: Sanity
Post by: sage on July 09, 2012, 12:52:40 PM
Yeah! Wizards getting more out of sanity is a great solution.