Barf Forth Apocalyptica

barf forth apocalyptica => Apocalypse World => Topic started by: wildeL on December 27, 2012, 06:20:03 AM

Title: Zombie apocalypse, let's do this!
Post by: wildeL on December 27, 2012, 06:20:03 AM
With my group we'd like to play a
Zombie apocalyse, with pc's as normal people (no
Playbook For now).
Influence: zombie movies (really?!), walking dead, 28 days later, survivors...

So far I've made some custom moves, and I'd like to implent something about humanity/survival.

I'd like to know your opinion about, advice or critics.
Here you are!

There are five basic stats (hard, cool, sharp, empathy, and another one that has not a name for now. Plus resolve).

Resolve: use it when you need to rely on your inner strength, desperation or will to survive. You don’t assign a value to it, it starts at zero and will have a fluctuant value. You gain it during the game, when you roll an highlighted stat.
You can spend Resolve to benefit of some advantage in a given situation:
? Spend a point to have +1 on a roll (max +3. With +2, your resolve is now +1. With +3, it uses all you resolve).

When your resolve is 5+, reset it to +0 and take an advancement. [I’m thinking to other way to spend resolve points]


When you open violence to an undead, roll+hard. On a 10+ you headshot them, choose 1. On a 7-9, you may choose to headshot them but you have to use more ammo/sacrifice your weapon, otherwise you can choose one (approppriate):
? you look for a better opportunity (take +1forward).
? you don’t let them come near.
? you inflict terrible harm.
? you inflict harm to every target you choose within reach of your weapon.

Analysis: if you get a 10+ it means you successfully kill-kill a zombie. Choosing to inflict harm to every target, means to kill-kill other target within reach. If you choose to inflict terrible harm, you do your best to be a ruthless dead meat killer, and in case of a group/horde you kill-kill/ dismember/mutilate more subject.

When you face an horde and you decide to flee, roll+cool. On a 10+ you are good to go. On a 7-9, choose to leave or stay, but if you leave Mc choose one:
? you leave something/someone behind.
? you don’t go unnoticed.
? you suffer some collateral damage, take 1-harm.
? you are exhausted, and need to take a break or act under pressure.
? you find a different problem on your way.

When an undead reaches you, roll+hard.
On a 10+, somehow you manage to shove him and you can act again right away. On a 7-9, choose one:
? you defend yourself, but you are still in the clinch.
? you can try to force yourself to attack, but you take -1-forward.

? you can free yourself from his hold, but you are overstressed and anything but save yourself it’s act under pressure.
On a miss, he bites you, the Mc make an appropriate hard move or you roll for damage.

When you search for loot, roll+sharp. On a hit, you find the item you were looking for. On a 10+, Mc choose two. On a 7-9, Mc choose one:
? what you find is better than you thought.
? you find it quickly.
? you find it with relatively little trouble.
? there’s some more, but you can’t take it now.
[es. you find the pharmacy you were looking for and search it for antibiotics, roll for the moves, and the Mc will tell you if, how and what you find]

When you suffer emotional or physical harm and you are Down, in a moment of pause say how it feels, roll+.... Mark Resolve.
On a 10+, it just don’t bother you too much. On a 7-9 choose one:
? You keep it to yourself (mc take one against you).
? you might need some help, see When you share your hidden pain
On a miss, say how it makes you feel really bad and the mc makes an appropriate hard move.

Analysis: When the player chooses to "keep it", it's a flag for the mc. And it doesn't mean a hard move, it means to put him in the spotlight, make something happen to him.
When you are Down it means you can't use resolve points or take an advancement or mark resolve.

When you share your hidden pain or your inner self with someone else (feelings, memory, pain) roll+empathy. They take +1 st, they know you better now. On a hit, your sorrow fades and you are not Down anymore. On a 7-9, they hold 1 over you. They can Spend theyr hold to:
? Aid/interfere with you as they had hit 10+.
? Take +1 forward against you.
? Hit 10+ on Seduce/manipulate with you, if they use what they learned about you and it
On a miss, they hold 1 over you. When they try to manipulate/seduce you, it count as they had hit 10+, no matter what as long as they have a legit leverage.

Analysis: they can help you on that roll. But if they get a soft hit, they don't take any hold; and if they get a miss it count as if they had hit 10+ to interfere with you. Or mc make a move. Maybe they were not in the mood to listen to your annoying shit and trouble!

When you live a moment of true beauty, a lap of luxury, an unmistakable sign of humanity or hope, roll+empathy. On a 10+, pick two. On a 7-9, pick one. On a miss, it's just a passing moment and has no significant effect.
? Mark resolve
? Heal 1-harm
? Share it with someone, you both take +1 Hx with eachother. But if you pick an effect too, you choose who of you two benefits from it.

every character has a couple of principle, for example:
life is too short. you’re not a coward, but you don’t love to take risk if not strictly necessary.

When you have to face an imminent threat or take a risk that you don’t think is necesary, choose one:
? go against your principle, take +1-forward.
? follow your principle, mark Resolve.
I have faith in people. when you meet some strangers and trust them, without any clue about their nature or against what your friends say, mark resolve. or, if you don’t trust them take +1- ongoing against them.

analysis: after you have made your decision, whether to follow or not your principle, acting differently count as acting under pressure.

When you give/do something for someone else, mark resolve if you don't want nothing back. Or else, sign them for debt. You can spend debt to:
? They expose their self to danger to save you
? Give you what you want
? Do something you want

When you have sex...oh, you wish ya had, donch ya? Scarcity, it's all about damn scarcity.
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on December 30, 2012, 09:03:37 AM
I made some changes:

When a pc open violence to an undead:
Mc, based on circumstances, let the player simply kill-kill him. No roll required.

 If it's just one or a few and/or theres no or little pressure: Let the player go aggro. On a 10+, can kill-kill targets at reach. On a 7-9, choose one:
•you use more ammo/spoil your weapon in order to kill them.
•You Look for an advantage, but you don't kill them. Take +1-forward.

A spoiled weapons, means has some negative tags.

When you face an horde, roll+cool.
On a 10+ you are good to go. On a 7-9, choose to leave or stay, but if you leave Mc choose one:
•you have to leave something/someone behind.
•you suffer some collateral damage, take 1-harm.
•you are exhausted/stressed, and need to take a break or act under pressure.
•you open your way out with violence, you use all your ammo/loose your weapon.
•You find a different problem on your way.
When an undead reaches you, roll+rough.
On a 10+,  you shove him and you can immediately act again. On a 7-9, you suffer harm (as established), choose one:
•you defend yourself, but you are still in the clinch. You suffer little harm.
•you try to force yourself to attack now, but you take -1-forward doing so.
•you free yourself from his hold, but you are overstressed and anything but save yourself it’s act under pressure.
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on January 16, 2013, 10:49:59 AM
I completely revised all that stuff (It was a total draft/brainstorming and also total bu#§%shit, and had also a game session.
Soon, I will post what changes I have made and how the session went.
Title: Re: Zombie apocalypse, let's do this!
Post by: trayburn on February 26, 2013, 09:23:02 AM
Ever get a chance to get the draft done?

I am excited to try it!
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on February 26, 2013, 11:31:40 AM
@TRAYBURN hey, I'm very busy with work at the moment, but I'll try to post something in the next few days.
stay tuned!
thank you
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 08, 2013, 10:38:16 AM
Here's the draft we played..but it is in italian, and lately I'm busy/lazy to work on an english translation. Anyway, here it is!

“Sta succedendo, proprio ora!”

Statistiche: Attribuire i seguenti punteggi alle statistiche base: +2, +1, +1, 0, -1. E’ possibile aumentare una stat di +1, riducendo il valore di un’altra di -1. Così facendo però, non è possibile avere nessuna stat a +3 oppure a -3.
Resolve: deciso, risoluto
Clever: arguto, ingegnoso, capace.
Rough: rude, brusco, brutale, violento.
Insight (visione)
Caratterizzanti: nome, aspetto, occupazione, abbigliamento, relazioni.
Sopravvivenza: Si ottiene tirando le stats evidenziate o come conseguenza di un’azione. Quando raggiungi 5 di Sx, si azzera e prendi un avanzamento.
Puoi spendere i punti Sopravvivenza anche per ottenere dei vantaggi in gioco (es. +1 prossimo, su di un tiro di dado).
Umanità: E’ un contatore che tiene traccia dell’umanità del PG. Ogni segmento aggiunto, allontana il Pg dall’umanità. Quando si raggiunge il 12, il Pg é fuori controllo ed esce di scena.
Tratti: vantaggi e svantaggi relativi a situazioni specifiche. Un tratto negativo dà una penalità di -2 ai tiri che ne sono influenzati.
Principi: il modo di pensare, la loro visione del mondo. A seconda della situazione e in base alla scelta del giocatore di rispettare o meno un proprio principio, l’Mc sceglie se far segnare XP o dargli +1 prossimo/continuato.
Afflizioni: ?
Stress: I Pg iniziano con un valore di stress pari a zero. Come conseguenza di alcune mosse o situazioni, il valore può aumentare.
Quando si raggiunge +4, lo si resetta a +1 e si segna esperienza.
Inoltre, tira+insight. Con un colpito, non dai di matto che vuol dire che sei preda dei tuoi impulsi, sei poco lucido o psicologicamente provato. Ogni volta che dai di matto, segna un segmento sul contatore dell’Umanità. Quando il contatore arriva a 12, sono problemi!
Legami: una frase legata ad un altro Pg. Quando risolvi un Legame, segna Xp e creane uno nuovo.
Scrivete principi e legami che sia possibile sfidare, mettere in discussione, tentare. Risolverli ed applicarli deve essere interessante e deve creare narrazione.

St iniziale: ogni giocatore attribuisce un +1 ad un pg altrui e un -1 ad un altro, poi segna zero a tutti gli altri. In casi dove si è deciso che tra due pg c’è un particolare grado di conoscenza, attribuire un valore diverso a scelta, sostituendolo ad uno di quelli a zero.
Evidenziare le statistiche: quando tiri una statistica evidenziata ottieni Sopravvivenza.


Prendere con la forza, tira+rough.
Sedurre/manipolare tira+charm.
Aggrare tira+rough.

Quando hai sofferto logorìo fisico o emotivo. In un momento di pausa dici come ti senti, tira+insight. Segna Sopravvivenza.
Con 10+, te ne fai una ragione e tiri avanti.. Con 7-9, scegli uno:
Ti chiudi in te stesso (Mc prende 1 contro di te).
Cerchi aiuto da parte di qualcuno (vedi "condividere il dolore").
Hai bisogno di un po’ di tempo per recuperare (prendi -1 continuato).
Con un mancato, prendi +1 stress.

Analisi: quando il giocatore sceglie di chiudersi in se stesso, è un segnale per l’Mc. Ciò non vuol dire che debba fare una mossa dura contro il Pg, ma significa di metterlo sotto i riflettori. Fargli accadere qualcosa che riguardi principalmente lui.

Quando condividi il tuo dolore, qualcosa di personale (sentimenti, ricordi), tira+charm.
Il loro St con te va subito a +3, ti conoscono meglio adesso. Con un colpito, ti senti risollevato, rimuovi un'Afflizione/Stress.
Con 7-9, loro prendono 1 con te, sei vulnerabile. Possono spendere la loro Presa 1:1 per ottenere i seguenti effetti:
Aiutare/interferire con te, come se avessero ottenuto 10+.
Prendere +1 prossimo contro di te.
farti tre domande come se avessero letto la persona.
Ottenere 10+ su sedurre/manipolare con te, se usano ciò che hanno appreso e questo conta qualcosa.
Su un mancato, loro prendono 1 con te.

Analysis: they can help you on that roll. But if they get a weak hit, they don't take any hold; and if they get a miss it counts as if they had hit 10+ to interfere with you. Or mc makes a move. Maybe they were not in the mood to listen to your annoying shit and trouble!

Quando vivi un momento di vera bellezza, di estrema comodità o lusso, un inconfondibile segno di umanità o speranza, scegli uno:
Rimuovi 1 Stress.
Cura 1-danno.
Condividilo con qualcuno, prendi 1 con loro.

Quando rovisti in cerca di risorse, tira+clever.
Con 10+, trovi il necessario. Con 7-9 scegli 1.
Non è sufficiente.
Impieghi molto tempo.
È difficile da prendere.
È rovinato...

[es. trovi la farmacia che cercavi e la ispezioni alla ricerca di antibiotici, tira per la mossa, e l’Mc ti dirà se, come e cosa trovi]

Quando ti imbatti in un’orda, tira+resolve.
Con 10+ tutte . Con 7-9, scegli due:
Lasci dietro qualcosa/qualcuno.
Subisci del danno collaterale, prendi 1-danno.
Sei provato dalla situazione. Guadagni una condizione/stress.
Ti fai strada con la forza, usi tutte le tue munizioni/perdi l’arma (se applicabile).
Ti imbatti in un problema diverso.
non finisci da qualche altra parte.
non lasci dietro qualcosa/qualcuno.
non ti danneggia*.

Quando leggi una situazione, tira+clever. Se agisci in base ad una delle risposte dell’Mc, prendi +1 prossimo.
Con 10+, chiedi due. Con 7-9, chiedi 1.
Qual’è la mia migliore via di fuga? La migliore strada da prendere?
Qual’è la minaccia maggiore per me ora?
Da cosa dovrei stare in guardia?

Quando leggi una persona, tira+charm.
Sta dicendo la verità?
Cosa vorrebbero che io facessi?
Come posso far si che loro ____?
Quali sono le loro vere intenzioni?
Se agisci in base ad una delle risposte dell’Mc, prendi +1 prossimo con quella persona.

Quando agisci sotto pressione, tira+stat (appropriata alla situazione oppure a come il giocatore ha descritto l’azione). Con 10+, tutto ok. Con 7-9, esiti, tentenni o ti blocchi.

Quando uno zombie ti raggiunge, tira+rough.
Con 10+, entrambe. Con 7-9, scegli 1.
Eviti il suo attacco.
Rallenti, ostacoli o...
Ti divincoli/allontani.
Prendi possesso di _____.

Quando vuoi capirci qualcosa, tira+insight.
Con 10+, l’Mc ti dirà qualcosa di utile. Con 7-9, l’Mc ti dirà qualcosa, starà a te capire come possa esserti utile. In ogni caso, potrebbe anche farti qualche domanda.

Quando resetti St da +4 a +1 con qualcuno, ottieni anche una presa su di loro. Puoi spendere la presa 1:1 per:
Prendi +1 a sedurre o manipolare con loro.
Dargli -3 invece che -2 quando interferisci con loro.

Loro possono spendere la tua presa 1:1 per:
Darti qualcosa che vuoi, che sia rischioso o gli costi per ottenerla.
Salvarti la vita.
Rivelarti un segreto o una debolezza che può essere usata per danneggiarli o indebolirli.

Sessione uno, consigli per l’MC:

segui i Pg in giro, nei giorni precedenti a quando tutto inizia a sfancularsi.
fai emergere i pg, fai molte domande.
costruisci sulle risposte
segui il passaggio verso la sopravvivenza.
tienili sotto pressione.
annota le persone con le quali interagiscono.
facilita la creazione dei Pg, delle relazioni e della creazione delle varie parti che delineano i sopravvissuti.
Fai creare tratti e principi che siano utilizzabili.
Segna i luoghi visitati.
Crea conflitti tra pg e png sopravvissuti.
Come mossa dura, a volte infliggi stress e condizioni.
Fai in modo che le situazioni possano sempre evolversi.
Immagina e fatti ispirare da ciò che succede.
Poniti domande e fai rispondere in gioco.
Non pre determinare nulla. Non è uno scherzo.
Sii onesto e coerente.
Rendi le cose interessanti.
Lascia le tue impronte ovunque.
Crea un mondo vivido e vibrante.
Scopri le loro relazioni, chi conoscono.
non avere fretta di far scoppiare l’outbreak.
cucina il caos, fallo esplodere solo quando la situazione è carica.
Title: Re: Zombie apocalypse, let's do this!
Post by: trayburn on March 08, 2013, 05:18:07 PM
What is Pg?
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 09, 2013, 04:55:10 AM
Pg = pc; png = npc.
Title: Re: Zombie apocalypse, let's do this!
Post by: trayburn on March 09, 2013, 12:04:21 PM
Here is a quick english translator from Google translate ...... a lot of it works, some needs to be tweaked. There were a few italian words that it had no idea what they were.

"It's happening, right now!"

Statistics: Assign the following scores based statistics: +2, +1, +1, 0, -1. You can increase a stat +1, reducing the value of another of -1. In so doing, however, it is not possible to have no stat to +3 or -3.
Resolve: strong, resolute
Clever witty, clever, capable.
Rough: rude, abrupt, brutal and violent.
Insight (vision)
Identifying: name, appearance, occupation, clothing, relationships.
Survival is achieved by pulling the stats shown or as a result of an action. When you reach 5 Sx will reset and take a feed.
You can spend points to get even survival advantage in the game (eg +1 next, on a roll).
Humanity: It is a counter that keeps track of the humanity of PG. Each segment added, remove the PC humanity. When you reach 12, PC is out of control and leaves the scene.
Traits: advantages and disadvantages in specific situations. A negative trait gives a -2 penalty to saving throws that are affected.
Principles: the way of thinking, their vision of the world. Depending on the situation and depending on the player's choice whether or not to comply with its own principle, Mc choose whether to score or give you +1 XP next / continued.
Stress: The PC begin with a stress value equal to zero. As a result of some moves or situations, the value may increase.
When you reach +4, it resets to +1 and marks experience.
In addition, roll + insight. With a hit, not the freak that means you are the prey of your impulses, you are not very bright or psychologically tested. Every time you freak out, marks a segment on the counter Humanity. When the counter reaches 12, are problems!
Ties: a phrase linked to another PC. When solving a tie, marks Xp and create a new one.
Write principles and bonds that can be challenging, questioning, groped. Solve and apply it must be interesting and to create narrative.

St initial each player gives a +1 to a character of others, and a -1 to another, then zero marks to all the others. In cases where it is decided that between two PC there is a particular degree of knowledge, to assign a different value to be chosen, by replacing it at one of those to zero.
Highlight the statistics: when you take a statistic highlighted get Survival.


Take by force, pulls + rough.
Seduce / manipulate pulls + charm.
Pulls aggro + rough.

When you have suffered physical or emotional wear and tear. In a moment of pause about how you feel, pull + insight. Mark survival.
With 10 +, you'll make a right and pull forward .. With 7-9, choose one:
You close in yourself (Mark takes 1 against you).
Looking for help from someone (see "share the pain").
Need a little 'time to recover (take -1 stop).
With a failure, take +1 stress.

Analysis: When the player chooses to withdraw into himself, is a signal for the Mk. This does not mean that it should make a move hard against PC, but it means putting it in the spotlight. Him something happen that primarily concerns him.

When you share your pain, something personal (feelings, memories), roll + charm.
Their St with you immediately goes to +3, I know better now. With a hit, you feel relieved, remove affliction / Stress.
With 7-9, they take one with you, you're vulnerable. They can spend their socket 1:1 to achieve the following effects:
Help / interfere with you, as if they got 10 +.
+1 Take next against you.
yourself three questions as if they had read the person.
Get 10 + on seduce / manipulate with you, if they use what they have learned and that counts for something.
On a failure, they take one with you.

Analysis: On That they can help you roll. But if they get a weak hit, they do not take any hold, and if they get to miss it counts as if they had hit 10 + to interfere with you. Or mc makes a move. Maybe they were not in the mood to listen to your shit and annoying trouble!

When you live a moment of true beauty, extreme comfort and luxury, an unmistakable sign of humanity or hope, choose one:
Remove 1 Stress.
Care 1-damage.
Share it with someone, take one with them.

When rovisti in search of resources, roll + clever.
With 10 +, are needed. With 7-9 choose 1.
Is not sufficient.
Take a long time.
It is hard to take.
You ruined ...

[Eg. see the pharmacy you are looking for and inspections in search of antibiotics, pulls for the move, and Mark will tell you if, how and what to see]

When you come across a horde, roll + resolve.
With 10 + all. With 7-9, choose two:
Leave behind something / someone.
Accept the collateral damage, take 1-harm.
Are you tried of the situation. Earn a condition / stress.
You make your way by force, using all your ammo / lose the weapon (if applicable).
You run into a different problem.
not end up somewhere else.
do not leave behind something / someone.
you do not damage *.

When you read a situation, roll + clever. If you act in accordance with one of the Mc answers, get +1 next.
With 10 +, ask them. With 7-9, ask 1.
What is my best way out? The best way to go?
What is the greatest threat to me now?
From what I'm supposed to be on guard?

When you read a person pulls + charm.
He's telling the truth?
What do you want me to do?
How can I make them ____?
What are their true intentions?
If you act in accordance with one of the Mc answers, get +1 next to that person.

When you act under pressure, roll + stat (appropriate to the situation or how the player has described the action). With 10 +, all right. With 7-9, outcomes, waver or you get stuck.

When a zombie reaches you, roll + rough.
With 10 +, both. With 7-9, choose 1.
Avoid his attack.
* Attacks.
Slow Motion, obstacles or ...
You divincoli / away.
Take possession of _____.

When you figure it out, pull + insight.
With 10 +, the Mc will tell you something useful. With 7-9, the Mc will tell you something, it's up to you to understand how it can help you. In any case, it may also ask you some questions.

When you reset St +4 to +1 with someone, you also get a grip on them. You can spend taking 1:1 for:
Get +1 to seduce or manipulate them.
Give -3 instead of -2 when interferisci with them.

They can spend your hold to 1:1:
Give you something you want, that is risky or cost to obtain it.
Save your life.
Reveal a secret or a weakness that can be used to damage or weaken them.

Session one, tips for the MC:

follow the PC around in the days prior to when everything starts to sfancularsi.
do emerge PC, you have many questions.
build on the responses
follow the passage to survival.
keep them under pressure.
notes the people with whom they interact.
facilitates the creation of PC, relationships and the creation of the various parts that outline the survivors.
Please create traits and principles that are used.
Mark the places visited.
Creates conflicts between PC and NPC survivors.
How to play hard, and sometimes inflict stress conditions.
Make sure that situations can always evolve.
Imagine and be inspired by what happens.
Ask yourself questions and you answer in the game.
Not pre-determine anything. It is not a joke.
Be honest and consistent.
Make things interesting.
Leave your footprints everywhere.
Create a world vivid and vibrant.
Check out their relationships, who they know.
not be in a hurry to blow up the outbreak.
kitchen chaos, do it explode only when the situation is fully charged.
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 09, 2013, 02:15:46 PM
Hey, thanks for your efforts!
Althought google translater, you know, has some issue expecially translating english-->italian.
I also just noticed that many phrases that were barred in google docs, aren't in my previous post (some moves have way too many choices there, instead of 2 or 3).

Ok, you persuaded me. I'll translate it now.
Hold on!
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 09, 2013, 03:32:13 PM

ok, I wrote something. There are many things missing (advancement, stress, character creation), but it's more or less what we played.
Title: Re: Zombie apocalypse, let's do this!
Post by: trayburn on March 09, 2013, 06:35:16 PM
I guess I have two questions to get this working.

1. You have different stats here, if i translate those to AW stats. Which ones replace what?
2. What does stress do?
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 09, 2013, 08:37:05 PM
About the stats:
I changed the name just for flavour, but you can keep the usual Aw stats except wierd wich I call insight (but if you find a better name it's even better).
Insight represents your inner state, empaty, maybe something close to humanity.
The ability to get along with other people and to confront your feelings.

Stress: I think i'll make a move for it.
 since the game I have in mind it's not about zombie hunters and firefights, I think should be something like the harm -even with a clock counter- ad it advance when you suffer emotional or physical trauma, take hard decision that put on the spot your humanity, things like that.
I don't know if it is a useless mecanich, but it feels to
Me it could work.
So instead of tracking harms we have that clock tracking the overall condition of the character.
Beat up, scared, tired, hungry..and clock advance. Maybe when you reach 12:00 you reset it to zero.
Also, I think the game should be played over a number
Of seasons in the game world.
Title: Re: Zombie apocalypse, let's do this!
Post by: trayburn on March 09, 2013, 09:25:58 PM
I was wondering about some type of infection counter where if full you lose the character to being a zombie. Could make some real RP fun.
Title: Re: Zombie apocalypse, let's do this!
Post by: wildeL on March 10, 2013, 05:39:42 AM
It could totally work in that way, If you feel it points tour game in the direction you want.
I have just played a single session with my friends, and since then I just put it aside.
Take what you think you need, it's only a rough draft.