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« on: November 03, 2015, 10:03:39 AM »
So everybody probably know there's been some controversy in reviews regarding the special moves.
I think it's ok (not every game is meant for every player), but in need of a little tweak, so here's my proposal in doing it and why, with possible technical caveats.
Anything that counts as intimacy when at potential personal risk is a special move. It could be psychological, physical, emotional, mental, vocal. That includes sex, but also telling your worst secret to someone you think you may trust, risking to lose face in front of someone you care about in order to really reach them, see someone in their worst moment and it's ok, being trapped in a cramped place together with someone, deciding to push one's own boundaries in front of another person (first dumb example that came to mind: having to take a dump in the same room), and so on. You can probably think of more situations which would pass.
And there's the caveat. More possibilities potentially means higher frequency of marking experience. It would need more playtesting than i'd have time for to get the formula exactly right. Marking 2Hx where you would mark 3Hx might compensate, but does also even out the varied incentives to do special moves (and i think it's great that different playbooks have different incentives), but it could work. Having the upper limit of Hx before marking experience moving up a notch is a more invasive edit?
Or it might just work fine without any compensation. It may be that the players have a wider repertoir of actions that would pass as a special move, but it's very uncertain if it really means a hightened rate. It could just aswell mean a simple variation in how they achieve it, in which case it's just good.
This house rule is intended to do just that: differentiate/bring some variation to the special move. It also serves the purpose of bringing down sex seen as something super special -- it's a cultural attitude which varies on a lot, anthropologically aswell as discoursively, and i'm willing to disagree on it, not because sex is sex, but because it feels repetive and out of unintuitive to me that that alone would be a shortcut to (mechanical) relationship building between the characters.
So, what do you all think? I'm opting for this solution on my first try and i think my friends will agree on the proposal, and they may have additions or suggestions, but i just wanted to share my thoughts and maybe get a suggestion or comment or two. Is the formula good enough? Otherwise, how would you define it?
I also think it may be great for people who may have agreed to simply editing out special moves (and thus missed a game mechanic that might not be at the core, but still is important enough) to concider this alternative, because if you're not comfortable with sexual themes in ttrpgs, there's other conditions to check that feel special enough that may suit your playstyle better.
EDIT: Then there's the driver, obsessed with not being owned by anyone or something. I think it still works out ok, even though the idea comes from another cultural attitude (whether sex is linked to involvement and/or owning or not). But that could work just as well as any form of intimacy/fear of intimacy/fear of the concequence of intimacy. "We're not there yet, just so you know."