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brainstorming & development / Translating theme/feel into Moves?
« on: August 12, 2014, 04:28:16 AM »
Hello all,
I was wondering if you could share your wisdom on how to translate the intend theme of a hack into a set of actual Moves. Is it as simple as figuring out what the PCs will spend most of their time doing and making Moves with those things as triggers, or is the process more complex?
I'm currently working on a hack that focuses on post-apocalyptic scavengers venturing into "ruins" (military bases, research facilities, spaceports, &c.) in search of lost technology. It's essentially an old-school dungeon crawler with post-apoc fluff: the focus is primarily on dealing with environmental hazards (radiation, automated defenses, structural instability), avoiding or escaping combat with rival scavengers, making judicious use of limited resources, and stealing everything that isn't nailed down (and maybe a few things that are nailed down). Because of the dungeon-crawling aspects, I'm also borrowing liberally from Dungeon World as far as Moves are concerned.
My main dilemma at this point is whether to have a multi-purpose Avoid Bad Stuff move (a la Defy Danger) and then more specific moves for fighting, searching, etc., or to follow the lead of Ghost Lines and just use more broad "do it with power" and "do it with finesse" moves. Following from this question, of course, is the question of what else should get its own Move.
I'd appreciate any insight/feedback/suggestions y'all can dish you, and I'm happy to provide any extra information about what I have so far or what I'm going for overall. Thanks in advance!
I was wondering if you could share your wisdom on how to translate the intend theme of a hack into a set of actual Moves. Is it as simple as figuring out what the PCs will spend most of their time doing and making Moves with those things as triggers, or is the process more complex?
I'm currently working on a hack that focuses on post-apocalyptic scavengers venturing into "ruins" (military bases, research facilities, spaceports, &c.) in search of lost technology. It's essentially an old-school dungeon crawler with post-apoc fluff: the focus is primarily on dealing with environmental hazards (radiation, automated defenses, structural instability), avoiding or escaping combat with rival scavengers, making judicious use of limited resources, and stealing everything that isn't nailed down (and maybe a few things that are nailed down). Because of the dungeon-crawling aspects, I'm also borrowing liberally from Dungeon World as far as Moves are concerned.
My main dilemma at this point is whether to have a multi-purpose Avoid Bad Stuff move (a la Defy Danger) and then more specific moves for fighting, searching, etc., or to follow the lead of Ghost Lines and just use more broad "do it with power" and "do it with finesse" moves. Following from this question, of course, is the question of what else should get its own Move.
I'd appreciate any insight/feedback/suggestions y'all can dish you, and I'm happy to provide any extra information about what I have so far or what I'm going for overall. Thanks in advance!