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blood & guts / Re: Alternate core mechanic (Trollworld)
« on: November 17, 2013, 09:52:51 PM »To me, the AW rules revolve around moves -- the stats are derived from moves, the playbooks are mostly just collections of moves, the gear is defined such to work well as part of moves, the MC's participation is a list of moves, etc. Obviously there's more to the rules than just moves, but very little that doesn't interact closely with moves. I love this because the very structure of moves cuts out a lot of the bullshit that weighs down other RPGs; it's hard to write a pointless move without making it obvious how pointless it is.
So this proposal sounds like defining stats and stat-limits totally disconnected from moves, e.g., without due regard to what the PCs are actually going to do during the game and whether this mechanic is the best way for them to do it (or at least a better way than the existing stats). Maybe if you explain your motivation or intention more I would have better feedback.
-- 77IM