Barf Forth Apocalyptica

barf forth apocalyptica => brainstorming & development => Topic started by: doc_cthulhu on September 08, 2013, 07:33:18 AM

Title: Wayward Sons
Post by: doc_cthulhu on September 08, 2013, 07:33:18 AM
Hello to all!

As excited as I was from various AW hacks (including tremulus, Urban Shadows and Monster of the Week) I decided to try out my own hack. Those interested may follow the project at our gaming blog: http://blog.guildredemund.net/ (http://blog.guildredemund.net/)

I started the project using the guide lines for Simple World (http://buriedwithoutceremony.com/simple-world/) but will move forward once we get the process on the run.

The game we be hopefully be something like a hybrid of X-Files and Supernatural enhanced with the themes and ideas of horror movies from 80s and 90s.
Title: Re: Wayward Sons
Post by: doc_cthulhu on September 18, 2013, 04:56:34 AM
Finally got around to write the basic moves: http://blog.guildredemund.net/2013/09/18/aw-hack-basic-moves/

Comments, suggestions and feedback are appreciated.
Title: Re: Wayward Sons
Post by: arscott on September 23, 2013, 05:36:34 AM
I love your "Investigate" move.  It's a definite improvement on the Tremulus version.  I might actually steal it for when I run Tremulus in a few weeks.

I'm not sure exactly where you're going with "Fight".  It looks like you're trying to combine "seize by force" and "go aggro" into one.  Those moves are pretty specific to the way violence works in AW, and are out of place elsewhere (*cough* tremulus *cough*).  I don't think combining them into one really changes their nature.  I'd think carefully about how exactly you want violence to work in your game (which will take some narrowing-down.  Violence in Supernatural works differently than violence in the X files which is different than violence in horror movies)  If you haven't seen it already, look at the "lash out" move in MonsterHearts--it's very different, and perfect for that setting.

I think Instinct should come with a list of questions... but that doesn't mean you need to write that list right away.  Maybe play as is for a bit, see which questions end up getting asked, and then write your list.
Title: Re: Wayward Sons
Post by: doc_cthulhu on September 23, 2013, 02:04:30 PM
Thanks for the input and praises. Feel free to steal everything and give feedback of how it works.

I'll definitely check out the MonsterHearts for violence (it has always been something of a downfall for me in all rpgs). I want to downgrade the combat (so no "slayer moves") while still keep it relevant. It is an important part of the game anyway.

Instinct actually had a list of questions as I started. Those were mostly stolen from tremulus but I felt them to be a bit narrowing. I think I'll do exactly what you proposed - use it as it is and write down the questions my players ask.

In "other news" I'll be explaining a bit more about the game itself during this week when I get the time to write it down.
Title: Re: Wayward Sons
Post by: doc_cthulhu on September 29, 2013, 05:40:15 AM
As I'm going with a campaign approach on this one I was wondering if someone had already done some "tier based" playbooks?

I'm thinking that when the game starts all characters start with common people. Once they advance they may reach a point when a new set of playbooks "comes available" or "is unlocked". Let's say a someone start with a biker and manages to take all the advances on their career. On the top of your basic "expanded improvement" they would have an option to add an additional playbook to their character. One that no-one can start with.
Title: Re: Wayward Sons
Post by: Jeremy on September 29, 2013, 12:41:05 PM
That's pretty similar to Dungeon World's compendium classes. When a certain fictional trigger is met, the player can choose an "entry move" for the CC the next time they Level Up (advance). After that, they can choose moves from their CC in place of core class moves.

It's not quite the same as what you're proposing, but it fills a similar purpose.
Title: Re: Wayward Sons
Post by: doc_cthulhu on September 30, 2013, 10:49:59 AM
Thanks! I'll be checking that one out next.
Title: Re: Wayward Sons
Post by: arscott on September 30, 2013, 06:51:02 PM
Someone on the monsterhearts board made a "mentor" playbook that could only be taken as a season advance.  Monsterhearts in general had a whole set of "growing up moves" that could only be taken as a season advance--they weren't playbook specific, though.

Are you hoping to create playbooks that do a new kind of thing?  Or the same thing at another level.  If it's the latter, take a look at dungeon world's 6-10 level advancements, or the Ultimate moves in my own "world of nine swords" hack.

I know that the authors (Vincent Baker and John Harper, IIRC) of Knife and Candle were planning on having explicit tiers in that game.  But I don't know how far into that design they got before deciding that their time was best spent on other projects.
Title: Re: Wayward Sons
Post by: doc_cthulhu on October 01, 2013, 12:52:35 PM
What I was planing was introducing a set of new playbooks per tier (probably 1-3 tiers to begin with).

1st tier would be down-to-earth characters - like characters in the beginning of a tv-series. Examples could include biker, hooker, private eye, truck driver etc.

2nd tier would be an additional playbook. Thus they would keep the 1st they began with. This second tier would be something more special along the lines of characters that are more accustomed to fighting the supernatural. They would not be improved 1st tier playbooks. What I'm thinking is that they would be something more special like sorcerer, hunter, scholar, attuned, tainted etc. This would allow the players to come up with "combos" with the playbooks (more possibilities for a broken path, but more possibilities for fun too). This could also be used as an entry point if the gaming group did not like to start with mundane characters.

3rd tier would be the top of the notch. The best of the best. Cult leader, action star, slayer, mob boss... Something along the lines of usual playbooks of AWhacks. This could also be used as an entry point if needed.

This way the players would have something to aim to. "Oh I want to be a cult leader! I wonder how my character will reach that state". And again if someone would be running just a oneshot he/she could be using any tier preferred.
Title: Re: Wayward Sons
Post by: doc_cthulhu on October 11, 2013, 01:16:43 PM
We played through the 1st "setup" session two nights ago. Five preliminary playbooks were created (athlete, con-artist, evangelist, dealer, and lawyer). It was a solid start and were going to build on that after my trip to northern Finland.

I'll try to update the process as soon as possible.
Title: Re: Wayward Sons
Post by: doc_cthulhu on October 22, 2013, 12:59:07 PM
"As soon as possible" turned out to be almost two weeks due a holiday trip and some not-so-funny insomnia.

The quick reference of our first session as well as the first five playbooks (drafts) can be found HERE (http://blog.guildredemund.net/2013/10/22/wayward-sons-1st-session-playbooks/).

I do hope that some of you find the time to comment on the playbooks!
Title: Re: Wayward Sons
Post by: doc_cthulhu on November 03, 2013, 03:18:23 AM
The 1st draft of this hack is ready to be presented here. After running only two sessions with it, it still needs a lot of work but the basic structure is there.

Download:
The Core Rules (http://blog.guildredemund.net/wp-content/uploads/2013/09/Wayward-Sons-AW-hack-1st-draft.pdf) (pdf)
Playbooks (http://blog.guildredemund.net/wp-content/uploads/2013/09/WaywardSonsPlaybooks.zip) (zip)
Title: Re: Wayward Sons
Post by: doc_cthulhu on November 22, 2013, 11:15:02 AM
We played through another session last Wednesday and it lead to some rewriting of the rules (no updates on the files still though).

http://blog.guildredemund.net/2013/11/22/wayward-sons-grinding-the-system/
Title: Re: Wayward Sons
Post by: arscott on November 28, 2013, 01:24:35 PM
doc_cthulhu, I keep trying to reply to the private message you sent me and the website keeps crashing.  please just e-mail me at alanrileyscott@gmail.com
Title: Re: Wayward Sons
Post by: doc_cthulhu on December 15, 2013, 12:18:27 PM
Another session behind. It is getting more and more apparent that I need to rebuild the playbooks. They just do not stand out in any interesting way. Discipline will most likely be out of the window and get replaced with a more abstract stat that can be used in more ways. I also need to tackle the issue of fronts/threats whatever I will call them.

It does not help that we are moving in a week and I'm writing a new campaign for WFRP at the same time. ^_^
Title: Re: Wayward Sons
Post by: doc_cthulhu on December 27, 2013, 07:07:47 AM
I'm in the process of changing this hack into something more "hunterish". All characters will have to balance at the edge of humanity when fighting for it. Urban Shadows (https://plus.google.com/communities/101690788864141664454/stream/8970e230-648d-4a5a-9343-cba78fcb849c) is a major influence though I wouldn't go as far as describing it the "mother game".

I also began the work on "Creating Fronts" and this is what I have come up thus far:

Creating Fronts


To create a front, go through the following steps.

Choose a Theme
Create 3-4 threats.
Come up with the agenda and dark future.
List the front’s cast.
Write 2 to 4 stakes questions
Come up with progress trackers and requires special moves.

Themes
You do not need to start with the theme if you have good threats in your mind. But most likely you will either return to this step or start with it. Choose 1:
   - Paranoia         - Doom
   - Debauchery          - Fringe
   - Taint            - Seclusion
   - Fear            - Secrets
Threats
When creating threats choose one.

- Overlord: Someone who controls others to achieve his/her goals.
- Affiliations: Groups of people with or without leader.
- Weird: Something from Beyond or something that has something to do with Beyond.
- Landscape: Natural or constructed, from this world or from Beyond.
- Danger: Something that threatens to happen or what is already happening.
Agenda and Dark Future
Answer following questions with a sentence or two.
- What is the ultimate goal of the threat (agenda)?
- If nobody stops the thread what will happen (dark future)?
List the fronts cast
Come up with the NPCs (including monsters) of the front. A list of names is usually enough.
Write 2 to 4 stakes questions
Write the stakes for front. They should involve the NPC cast and/or the PC directly involved with the threat.
Come up with progress trackers and requires special moves.
Use progress trackers the guide your way through the threat. Basic “if > then” structure is recommended.
Title: Re: Wayward Sons
Post by: doc_cthulhu on January 18, 2014, 08:09:48 AM
Just started on working on the "seasoned" tear of playbooks. Weirder moves, more Deep and confrontation with the Beyond. I'll update the process when I get it going.
Title: Re: Wayward Sons
Post by: doc_cthulhu on January 21, 2014, 04:37:13 AM
I decided to concentrate on "the hunt". The actual hunt can be anything from tracking agents to multidimensional space aliens but the playbooks should all be related to the Hunt in some way. Why would a person go on a "hunt" that means he would have to forsake his/her former life?

Thus far I'm getting playbook ideas for The Agent, The Collector, The Avenger (stupid name?), The Mediator as different approaches for the hunt (I discuss this in greater length at our blog (http://blog.guildredemund.net/2014/01/21/wayward-sons-writing-of-the-seasoned-playbooks/)).

Care to throw in any additional ideas?
Title: Re: Wayward Sons
Post by: doc_cthulhu on January 21, 2014, 12:15:59 PM
Also - just started to try out the tutorial for images. Suddenly I'm really glad of my immense photo collections!

(http://i.imgur.com/s7A6X1A.jpg)
Title: Re: Wayward Sons
Post by: Munin on January 21, 2014, 01:03:37 PM
For hunters how about the Protector, the Curator (might be too close to Collector, or could be another name for it), the Investigator (a CoC classic), and the Cannibal?
Title: Re: Wayward Sons
Post by: doc_cthulhu on January 21, 2014, 02:44:22 PM
Thanks for the input Munin! I'll bring these all to our group.

Protector might be a good one. It could actually work for the "man of the God" my friend is creating. Curator is a bit close to the Collector and I just cannot pass that name (brings up fond memories from Grand Collector card from Doom Troopper CCG). I'm not sure if investigator is too broad in the same sense that Hunter would have been. And the Cannibal would be something to hunt... maybe a set of Tainted playbooks?

I just have to add this last image I did. It was a simple use of my friend's birthday image with a background taken from a factory photo I took last fall.

(http://i.imgur.com/IL5vAImm.jpg)
Title: Re: Wayward Sons
Post by: doc_cthulhu on February 01, 2014, 06:18:12 AM
First seasoned playbooks on the table. What do you think of these move and gear sets?

The Asset
The Asset is any type of "agent" working for someone/-thing (organisation, syndicate, cigarette smoking man, you name it).

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special move:

[] Believer: Gain +1 for all Act Under Pressure and Lore moves when dealing with beings from Beyond.
[] Electronically Simplified: Reduce Intellect by one and increase Fitness by one. Gain +1forward to Influence move when making threats.
[] Orders from Above: When able to make a call roll+Presence:
On a 10+, They’ll do it.
On a 7-9, They’ll do it, but become suspicious or agitated.
On a miss, the situation escalates.
[] Protector: Whenever another character takes harm in the same scene, you may Roll+Fitness. If you succeed you may shift all harm from that character to you. On a 10+ reduce the Harm by one and increase their Trust to you by one.

The Deep Move
You automatically start with your Deep Move.

Fringe Bureau: If you have contact for to your superiors you may ask one device for a test run, roll+Deep.
On a 10+, choose 3.
On a 7-9, you choose 1, GM chooses 1
- The item is delivered
- The item has a tag (maybe be chosen multiple times for different tags)
- You are expected to give a full report
- The item goes missing
- Someone is searching for the item
On a miss, GM chooses 3

Gear
You start with:
agency ID card [forged or reliable] +1 to Influence moves when suitable
short distance radio with earplug
small sidearm of your choice
clean black suit
black shades

Choose two of the following:
bulletproof vest [1armor]
additional firearm [hidden]
d6 doses of amphetamine [illegal, hidden, addictive]
walkie talkie
auto [reliable or expensive]

(http://i.imgur.com/8RPfQTUt.jpg)

The Avenger
This is your basic "he who fights the monsters" (http://tvtropes.org/pmwiki/pmwiki.php/Main/HeWhoFightsMonsters) kind of an approach.

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special moves:

[] Dear Diary: Whenever you encounter a new kind of being from the Beyond, gain +1exp.
[] Doomed the Die: When you suffer a lethal amount of Harm you may make one last Fight move against your opponent. Add +2 to the roll.
[] Killer Instinct: When you cause Harm, increase the Harm by 1.
[] Solitare: You may spend 1exp. to add +3 to any roll if unassisted.
[] Trunkful of Weaponry: When the need arises you have the right weapon in your disposal.

The Deep Move

[] I Know This Beast: When you encounter something from Beyond, roll+Deep.
On a 10+, you have encountered something like this before. GM will tell you about about it and how it can be killed. Gain 1clue.
On a 7-9, you know someone who can give you the info. You own them one. Gain 1clue.
On a miss, it is something you hold a grudge against. Suffer -1ongoing against it.

Gear

You start with:
sawed-off shotgun
box full of shotgun shells
knife (big, scary)

Choose two of the following:
old ouija board (weird)
old american car (reliable)
tattoo or talisman (protective)
bulletproof vest (1armor)

(http://i.imgur.com/cKA4fZ4t.jpg)

The Collector
This is the collector from such Lovecraft's stories as the Hound. Someone collecting items and information that the mankind was not meant to know.

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special moves:

[] Calculative: You may use roll+Intellect instead of roll+presence when making using Influence move.
[] Connected: You may use Presence instead of Deep when taking the Lore move. You cannot suffer Taint in this way but whenever you would the situation escalates.
[] Familiar with the Goods: When you use Lore move to study an item, gain +1.
[] I’ve Got a Buyer for That: Each time you find an item via Investigate move you can trade it for one Experience when you get to sell it.   
[] Provider: When you need something mundane that might be hard to get, roll+Intellect.
On a 10+, you get it.
On 7-9, you get it but someone wants something in return.
On a miss, you don’t get it but someone might be interested to buy it later.

The Deep Move
[] Personal Collection: Once per session you may take the Investigate move with roll+Deep to go through your personal collection.

Gear

You start with:
vallet full of cash
storage container (modern security)
various small collectibles

Choose two of the following:
a set of lockpicks
cast iron safe [warded]
pocket handgun [small]
personal library (+1 for moves on one subject, requires time)

(http://i.imgur.com/6cuzielt.jpg)
Title: Re: Wayward Sons
Post by: doc_cthulhu on February 14, 2014, 07:10:52 AM
Had an excellent session yesterday. So great in fact that I ended up writing 1508 words on it. And it all started out with an innocent love letter from me to a player. Great fun was had yes!

http://blog.guildredemund.net/2014/02/14/wayward-sons-love-letters-demonic-possession/ (http://blog.guildredemund.net/2014/02/14/wayward-sons-love-letters-demonic-possession/)

I also updated the Facebook page: https://www.facebook.com/EldritchSigils
Title: Re: Wayward Sons
Post by: doc_cthulhu on February 28, 2014, 01:32:44 PM
We had a big photo shoot this Monday for the images used in this hack. There is still a lot of work to be done as I have just recently understood some major flaws in the system. Hopefully I'll have the energy to go through it all once again to make it more worthwhile.

One of the major things that require work is the main idea of this hack. "Hunting supernatural monsters" is a good starting point but it has been refined in our test games into something more concrete. This hack will be about trying to survive in a fractured world. Though nobody sees it, the world is falling apart. There are holes in the fabric of reality and this is what the characters will be dealing with. Sure these holes might spawn some monsters (I mean why the hell not?) but they represent a bigger threat. Think them as the gates in tv-show Fringe, but with more X-Files/Twin Peaks/Lovecraftian touch. If you would be up for that kind of thing, this hack would/could explain to you why the world ended and spawned the Apocalypse World - I know I will be playing it this way.
Title: Re: Wayward Sons
Post by: doc_cthulhu on March 09, 2014, 08:32:51 AM
Another game session debriefing at our blog: http://blog.guildredemund.net/2014/03/09/wayward-sons-mansion-of-madness/
Title: Re: Wayward Sons
Post by: doc_cthulhu on June 29, 2014, 12:42:47 PM
I'm now considering of returning to this hack from a different point of view.

This time I'm interested in creating a hack that draws inspiration from Conspiracy X/Delta Green (and quite possibly XCOM). The discussion started HERE (https://plus.google.com/101282524805480823686/posts/XeND641L5YF) and it got me thinking that maybe I should actually do this.

Things I'm currently thinking:
- Cell generation as the beginning step of the campaign (something similar to Conspiracy X)
- Strings (borrowed from Urban Shadows, debt were called strings earlier, right?)
- Replacing "trust" with "bonds"
- Re-thinking the basic moves and stats
- Playbooks maybe covering the various different entry points to the "Bureau" (similar to Conspiracy X)

I'm also thinkin wether I should use the normal 2d method or tweak it a bit so that players get to roll more dice (who doesn't love dice?!).

Original work will be incorporated most likely as an alternative "faction".
Title: Re: Wayward Sons
Post by: arscott on July 11, 2014, 02:59:01 PM
I think playbooks as entry points is maybe not the best road to go down with a game like this.

Playbooks have to be about who your character is, not who your character was before the agency (whatever that agency happens to be)
Title: Re: Wayward Sons
Post by: doc_cthulhu on December 09, 2014, 01:37:51 PM
So after a long hiatus and testing other hacks and systems I'm back working on this hack. There are a lot of changes, the most visible being the fact that this hack uses skills, dice pool and chips. A lot of whacky stuff but that's just what our group likes. Here's what I've come up with for now: LINK (https://drive.google.com/file/d/0B-It2FNr27LlMVFHQ2ZwM0hPYVU/view?usp=sharing) (pdf)
Title: Re: Wayward Sons
Post by: doc_cthulhu on March 15, 2015, 11:55:25 AM
After a couple of sessions of playtesting most parts seem to be working. Some minor alteration is needed though.

Here is my feelings of the first session we had: http://blog.guildredemund.net/2015/03/15/door-of-shadows-creating-the-campaign-setup/
Title: Re: Wayward Sons
Post by: doc_cthulhu on March 20, 2015, 09:24:30 AM
Today I talk about how we have used the Legacy Tokens to seal in events in our campaign world - ie. how the players have had their say in the events their characters take part:

http://blog.guildredemund.net/2015/03/20/permission-to-change-the-world/
Title: Re: Wayward Sons
Post by: doc_cthulhu on August 03, 2015, 10:33:08 AM
Back from oblivion! We are currently wrapping up last campaign with this system and will delve into the colonial times in the next one. The first draft of the set just went online. I would really appreciate any and all commenting, criticism and ideas!

https://drive.google.com/open?id=0B-It2FNr27LlLTdUb01oQlhFVmc
Title: Re: Wayward Sons
Post by: doc_cthulhu on November 27, 2015, 11:31:28 AM
We have had quite a few visitors at our blog via this topic recently. For those interested, the latest minigame "Season of the Witch" can be found at Eldritch Sigils Facebook page: https://www.facebook.com/EldritchSigils/
Title: Re: Wayward Sons
Post by: doc_cthulhu on January 04, 2016, 04:01:47 PM
An updated version of the rules is due this week. Hopefully. It includes an additional playbook, refined rules, added options for existing playbooks, and more stuff for GM to use.