Barf Forth Apocalyptica

barf forth apocalyptica => brainstorming & development => Topic started by: Hildy on December 20, 2015, 04:01:55 PM

Title: Metroplex: The Edge
Post by: Hildy on December 20, 2015, 04:01:55 PM
Hello! I've been working on a hack recently and thought I'd share some of it, and maybe get a little feedback. It's a dystopian, near-future, cyberpunk game. Others have tackled the genre already, but a lot of those stray from AW elements I enjoy or emulate a specific game setting. I really dig the collaborative storytelling of AW, the collective campaign setting design, and the "day in the life" sandbox approach to adventure.

The Metroplex setting assumes it is the near future and that around 50 years ago some trouble befell our world. Humanity fled to cities in safe zones which eventually merged into massive mega cities. Your group decides what the trouble was (i.e. WWIII, global financial collapse, biblical apocalypse, alien invasion, a dimensional merge with the faerie realm, etc..) but, regardless of what happened, the world outside of the city is still a lawless and dangerous place.

Refugee colonies formed on the perimeter of the mega city. Eventually the flow of refugees into the city stopped and those on the outside were left largely to their fate. This became "The Edge"; a sort of demilitarized zone occupied by the poor that insulates the city from the world beyond.

This game focuses on life in The Edge. The characters are inhabitants of a neighborhood there doing what they need to do to survive, find a way out, or maybe even fighting to keep things the way they are.

I have this long term goal of building overlapping games that occur in the same shared setting, each using the AW rules, but with different stats and moves to reflect the most likely forms of conflict in that game. A companion game to this one might focus on the perils of corporate executives, celebrities, and the wealthy elite in the same metroplex.
Title: Re: Metroplex: The Edge
Post by: Roikka on December 20, 2015, 04:22:44 PM
Well, it seems to be your run-of-the-mill cyberpunk setting, but then again, that's what you were going for, right?

If I read this correctly, the game is mostly meant to take place in the slums which have grown between the wilderness and the actual city? You could perhaps emphasize that a bit more, as most cyberpunk takes place deep inside the actual city.

It's a bit vague. I understand that in order to keep it able to emulate as many different settings as possible, you need to keep it that way, but right now you have only given us the broadest of details. Perhaps you could tell more about the tone you are going for. What stats you are going to use, what basic moves, do you have classes thought out?
Title: Re: Metroplex: The Edge
Post by: Hildy on December 20, 2015, 04:23:39 PM
The Stats

The Moves

The Playbooks
Title: Re: Metroplex: The Edge
Post by: Spwack on December 21, 2015, 02:43:55 AM
Two things, how different are the Hustler and the Smuggler going to be? They both seem to fill the same niche. Not sure how they will differ mechanically, but just something to keep in mind.

And... I really want to play a Street Samurai. I'm a simple man, with simple pleasures, and playing as a cyborg samurai is one of those.
Title: Re: Metroplex: The Edge
Post by: Hildy on December 21, 2015, 04:43:32 PM
Well, it seems to be your run-of-the-mill cyberpunk setting, but then again, that's what you were going for, right?
Pretty much. I want to have enough flavor in the final product to reinforce the genre, but I want the group to build the actual setting. The most memorable AW games I've seen are memorable for the interesting takes on playbooks or the evocative setting the group builds together. I want to capture some of that.

I actually intend to provide additional playbooks and such to supplement this and show how it could be used to add some setting/campaign specific flavor. Playbooks currently being considered for that project include:

1. The War Machine: You are a hunter-killer robot with a synthetic human appearance. You might have been the ultimate weapon in a ground war between humans, or you might have been a foot soldier of the AI's when mankind's greatest creation turned on them. Your group should discuss how humans regard artificial intelligences.

2. The Uplifted Beast - You are a beast (e.g. an ape or a canine) that has been engineered to be sapient. You have the equivalence of human intelligence, but your kind has their own culture and social conduct. You and your group should discuss what place uplifted beasts occupy in society, and what their history with humanity is. Why were they created? How did they gain freedom?

3. The Alien Sherif - You are a refugee from another planet. You're stuck here with us now, and neither side is all that happy about it. Tensions run high between humans and the aliens, and your people look to you to protect them and provide for them when human law fails them. Sometimes that may mean you, yourself, have to break human law to see to their needs.

4. The Damned - You look human, but you are a actually monster that feeds upon them in some way. You struggle with your dual nature, your complicated relationships with humans, and the dark machinations or your kind. Was your kind responsible for the trouble that befell the world, or were they also victims; having had to face leaner times after so many humans were killed?

5. The Spellslinger - You have access to Forbidden Knowledge which allows you to call upon magical forces and empower all manner of spell, ritual, and enchantment. You meddle with temperamental and addictive power that could destroy you if you become careless.

6. The Sidhe Rebel - You are an elf, or possibly a human stolen as a child and raised among elves, who has been exposed to the faerie world of Sidhe. When the elves came to conquer humanity; you were among those that opposed the Seelie Court. You carry a powerful relic and are practiced in fairy glamour magics. You are an Unseelie traitor to the people of Sidhe, and a constant reminder of loss to the people of Earth.

7. The Master - You have spent a lifetime training in the martial arts and focusing your mind, body, and spirit to the purity of your purpose. Your dedication to this balance is so great that you are capable of seemingly mystical feats of strength, endurance, and athleticism.

8. The Tormented - You are a powerful psychic antenna capable of interacting with the unseen world to glean deeper insight. You are a psychic, seer, and medium. Your affliction marks you as different and isolates you even if others aren't aware of what you are.
Title: Re: Metroplex: The Edge
Post by: Hildy on December 21, 2015, 04:52:45 PM
Two things, how different are the Hustler and the Smuggler going to be? They both seem to fill the same niche. Not sure how they will differ mechanically, but just something to keep in mind.
I dig that you asked this. I made the decision to not have a "read a person" basic move specifically because this is a setting where nobody is ever really telling the truth. If that move exists it would more likely be a playbook move for the Bloodhound. That has caused me to question if a hustler playbook makes sense in a world where almost everyone hustles to some degree. I chose to include it for now, until I have a chance to dive into it's moves more, but it's the most likely candidate to be cut.
 
And... I really want to play a Street Samurai. I'm a simple man, with simple pleasures, and playing as a cyborg samurai is one of those.
I agree 100%. :)
Title: Re: Metroplex: The Edge
Post by: Spwack on December 22, 2015, 06:21:40 AM
To me I feel the Hustler has a wider spread of options available, while the Smuggler is limited to one occupation. If there is no one to sell to, it's much harder to ply your trade. I can see the echoes of Operator and Driver here, so it would be good to see how they compare.
Title: Re: Metroplex: The Edge
Post by: Hildy on January 20, 2016, 02:47:42 PM
I've continued to work on this project. I've made some changes since my last post.

I'm currently tackling my first draft of human augmentation, which is a necessity for the genre. I currently have 11 base augmentations. One of those is a cybernetic computer which is a prerequisite for all of the other augmentations.

The Street Samurai is the only playbook that always starts with augmentations. They get the cyber computer and three other augmentations. They also have three improvements that allow them to take a new augmentation or upgrade an existing one.

Several other playbooks will have a move available to them that provides a cybernetic computer and a choice between two specific augmentations. (e.g. The Commando has Soldier of Tomorrow which provides a cybernetic computer and either cybernetic senses or cybernetic arms.)

Design Note
None of the augmentations received from Moves, or the improvements in The Street Samurai playbook, require augmentation surgery.

Here are the current concepts for the augmentations.

Characters will be allowed to acquire new augmentations or upgrade (select additional choices) existing ones within the game. This is done via a peripheral move.

Augmentation Surgery
Whenever you go under the knife to install an augmentation, upgrade an augmentation, repair an augmentation, or uninstall an augmentation or upgrade; roll+Tech. On a 10+, you pull through the surgery without issue. On a 7-9, you pull through the surgery without issue but the augmentation has the unreliable tag. This means it may fail at some point and require additional augmentation surgery to repair it. On a miss, the augmentation is installed correctly but you must take a debility.

Debilities
Debilities are symptoms of mental trauma that can occur as a result of your mind’s inability to accept the changes augmentations have made to your body. You suffer increasing anxiety, and the feeling of being a stranger in your own body, as you accumulate debilities. These manifest in various ways like depression, panic attacks, obsessive compulsive disorder, reclusive behavior, social awkwardness, post traumatic stress disorder, irrational decision making, selective amnesia, or sociopathy.

Debilities are linked to four of your five stats. You may have one debility each for Balls, Cool, Sway, and Wits. Tech cannot have a debility. Each debility incurs a -1 modifier to both the maximum potential rating of a stat (the maximum becomes +2) and the current rating of that stat (with a lowest possible value of -3).

If you incur a new debility and you already have all four debilities; you expire on the operating table.

Design Note
I am using Luck from Monster of the Week instead of debilities, so I repurposed them within this hack to be specific to augmentation to play the part of the man vs machine trope common within the genre.