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« on: July 18, 2015, 02:48:23 AM »
Some more specific details...
At the moment, I have no equivalent to History, Hx, Strings, Bonds, or whatever. Like Monster of the Week, the history step will just be asking questions about your history and how it involves (this other character). This may change later, but is the assumption I'm going with for now. This means I'll be adding in some additional way for players to earn XP, likely by declaring and completing group objectives and personal objectives.
The attributes I'm using right now are Tough, Quick, Sharp, and Charm. Not much to say here.. The attributes kind of speak for themselves.
During the design process I'm also picturing those as my four categories of player-characters, the Tough Champion, the Quick Champion, the Sharp Champion, and the Charming Champion, and so I'm trying to make sure they all have basic actions they can perform, that they each have some role in combat scenes, they have each have some role in mystery solving, etc.
I'm not sure what actual playbooks I'll be using at the moment. For now, I'm content to use the playbooks in Monster of the Week, as they really are excellent. Eventually, writing up my own playbooks - or frankensteining my playbooks from bits and pieces of others - will probably be my last step. This started as kind of a project to adapt Monster of the Week to "my style" of game, but I'm perfectly happy with most of the playbooks other than maybe one or two I'd like to rename.
I took an idea from d20 Modern and am asking every player to select a "background". This plays out similiar to the "choose your background" step in the Crooked playbook of Monsters of the Week, except this applies to all characters. This basically represents your former life, before you became a Champion. The available backgrounds to choose from are: Academic, Artist, Athlete, Celebrity, Criminal, Dilettante, Doctor, Domestic, Executive, Nomad, Military, Police, Religious, Reporter, Rustic, and Technician. Each one has a list of 3-6 moves/traits, and you can select one. For some of them, the same move/trait is copied among different backgrounds. For example, "Computer Savvy" is a move that you can select if you have the Academic, Criminal, or Technician backgrounds.
One problem I'm going to have is how much overlap to have between the backgrounds and the main playbooks, and whether or not any overlap there is a bad thing. Like, I was picturing have a Criminal or Thief playbook -- does that overlap too much with the Criminal background? Should they have a similar move selection or completely different? Essentially, your background is your "Former" life, so a lot of overlap shouldn't matter, I guess. Like maybe you were Military, but now you're a Criminal. You would have very different abilities from someone who grew up in a life of crime. On the other hand, does that mean I should have a corresponding playbook for each background? Or if someone wants to be a Celebrity, should the Celebrity background completely cover that leaving no need for a corresponding playbook. (The "American Idol"?)
At the moment, my basic moves lists are:
- Act Under Pressure (similar to Act Under Fire, but to resist fear or act normally under tension or surprise, uses +Sharp) SHARP
- Avoid Danger (basically roll +Quick to avoid bad stuff, this is Act Under Fire) QUICK
- Move Stealthily (just a renamed 'avoid danger' to make it clear how to handle this situation) QUICK
- Manipulate or Bargain (mostly the same as Seduce or Manipulate from Apocalypse World) CHARM
- Research (taken from Monster of the Week, changed a bit, kind of a replacement to Open Your Mind?) SHARP
- Help Out (taken from Monster of the Week, except gives a specific "aid bonus". A player can use only one "aid bonus" on any given roll.) SHARP
- Throw object (basically ranged attacks without firearms. Throwing knives. Grenades. Whatever.) TOUGH
- Smash object (bash doors down or destroy breaktable objects. I'm considering removing this and working it into Move Stealthily.) TOUGH
- Sense Motive (this is the same as Read a Person in Apocalypse World, except it uses +Charm) CHARM
- Investigate Your Surroundings (a blend and middle ground between AW's "Read a Sitch" and MotW's "Investigate the Mystery") SHARP
- Defend (similiar to Monster of the Week, but with more clarification. On a 10+, you draw the danger but can try to react to it. On a 7-9, you just draw it.) TOUGH
- Open Fire (you try to take down a target with a firearm) QUICK
- Medical Care (a basic move to heal and stabilize a character, but has a list of complications - on a 10+ you get one, on 7-9, three. I might decide to simplify this later.) SHARP
- Physical Assault (the basic melee "Attack move" that players can declare when asked for their action. On a 10+, you don't take any harm and can perform the Combo with Followup move) TOUGH
- Combo With Followup (I'm not sure yet if I will keep this move. It's optional to roll, but can only be rolled if you rolled 10+ on a Physical Assault) TOUGH
- Demand With Force (this is basically "Go Aggro". I combined Seize with Force and Go Aggro together, and then later renamed it to Demand With Force to make it easier to declare) TOUGH
- Fight Back (a quick reaction, like 'avoid danger', but instead of avoiding it, you attack the source of danger before it can hurt you. Uses the same mechanics as Physical Assault except you can't Combo with Follow-up) TOUGH
There are three moves here that were designed specifically to be reactions. That isn't to say all the moves can't be reactions, but three have that specific role. When "{something bad} happens, what do you do?", these are the goto actions. They are Avoid Danger, Move Stealthily, Act Under Pressure, and Fight Back.
"The guy pulls out a gun and aims it at your head."
"I act under pressure and continue the deal, uninterrupted" or "I avoid danger, and get crash through one of the windows." or "I fight back, and punch the guy in the face." "I Move Stealthily and give a subtle signal to Merideth."
This is the main conceptual difference between Physical Assault and Fight Back. Fight Back is ultimately a reaction to danger. Physical Assault is something more premeditated. Mechanically, the only difference is that one gives access to the Combo with a Follow-up move. The reasoning is, while I like the idea of fighting back as a reaction, I want to keep the action simple and smooth. In this case, I want the players to know the likely consequences for the roll before they even throw the dice, without having to look down at lists or make decisions between different options... my GOD, there's no time for that, a sword is swinging toward your head!!! And so I wanted the Fight Back move to me mechanically simple and fast, just like the Avoid Danger move.
I don't like looking at lists very much. Maybe I'll eventually get used to it, but I prefer rules that can be easily memorized and "pick 2 of these off this list" isn't something that's easy to memorize. So it was important to me to have basic attack actions that might get repeated a lot to be simple, such as Open Fire and Physical Assault. On a 10+, you inflict your harm. On a 7-9, you inflict harm and take harm, or with Open Fire something else bad happens.
Still, I liked having the options available in some form, and so that's where the Combo With a Followup comes into play -- it's the move with the list of special combat tricks like disarm the opponent, move him where you want to go, knock him out cold, etc. You can only use it if you get a 10+ roll though and only for Physical Assaults, not Open Fire, Demand With Force, or Fight Back. So now we have a list of special combat moves that may become available in combat, but the opportunities for it won't come up as frequently. That seems thematic, should streamline play a little, and gives special potential benefit to both melee attacks and melee attacks done "on your turn" or when you are the aggressor.
I'm still not sure I'm happy with it. I will probably be making a couple different versions of Physical Assault, with and without Combo With a Followup to see how they run in actual play. I know I really want 10+ to be "you take no harm" though, because the idea that you might get hurt while attacking feels more like a "7-9 roll" situation to me.
I don't have a "harm move" like Apocalypse World does. In Apocalypse World, you get knocked out on a 10+, you're okay on a 6-, and on a 7-9 you suffer a temporary annoyance off a list. While, instead, I'm doing what Monster of the Week does (mostly because I like the way it reads in many of their examples), where the MC just chooses an annoyance off the 7-9 list. No roll. The MC just does a hard "harm move" and we move on. It's one of the few times when I like their "narration instead of dice rolls" play-style. "Only 1 harm, but he cut a deep gash down your leg and you're on the ground." or "You wipe the blood from your eyes and realize he's gone. Both doors are open."
So the 10+ on the Combo With a Followup move is supposed to make up the lack of a "instant knockout" result to choose from on a table (which is important for taking out mooks and guards and salespeople), while the 7-9 options on the Combo With a Follow-up move and the advanced "pick one of these" moves normally found in attack moves such as "move the character where you want" or "inflict +1 harm".
Anyway, those are the attributes, backgrounds, and basic moves I'm working on for now.
My goal now is to watch a bunch of TV shows and say, "Okay, players are going to want to do that!" And then I have to decide if its going to be a character move (limited to certain playbooks and/or backgrounds), a special move (limited to certain campaign settings), or a basic move (available to everyone to at least try).