1
Monster of the Week / Re: More Weirdness for MotW
« on: August 27, 2016, 12:44:24 AM »
I showed the alternate moves to my group, and they were all fairly intrigued, since only one of our number ever used Use Magic with any sort of frequency. Three out of four PCs decided to try swapping. Some notes from our game tonight:
Looking over the options, none of us found Hunches to be that appealing, because 1) a well-paced mystery is going to point you to leads anyhow, and 2) we had a Spooky, whose predictive powers kind of made it moot.
The Flake took Sensitive, but we didn't do much investigating this session, so it didn't come up.
I (as The Professional) took No Limits. There were some situations where I conceivably could have used it, but with a Weird-1 and Cool+3, it was generally smarter money to find some mortal, if difficult, way of doing things and Act Under Pressure instead. (Maybe that's my fault for picking "more reliable" over "more interesting to fail", but there we are.)
On the other end of the spectrum, we had our Spooky with Telekinesis. With his Weird+3 he was using it all night long, trapping monsters, lifting things, throwing things at monsters, flying for a bit... At the end, our GM decided it needed some tweaking before our next game. His main problem, which I agree with, is that with any other basic move, 7-9 is a partial success. With Telekinesis, even if 7-9 only lets you pick one option, each of the options were good enough to accomplish what the player wanted to do anyways, with no drawback. One floated solution was to let the player and GM both pick an item from the list on 7-9, which I suspect would end withsome more things catching on fire each game. Maybe TK needs a list of glitches like Use Magic has?
Looking over the options, none of us found Hunches to be that appealing, because 1) a well-paced mystery is going to point you to leads anyhow, and 2) we had a Spooky, whose predictive powers kind of made it moot.
The Flake took Sensitive, but we didn't do much investigating this session, so it didn't come up.
I (as The Professional) took No Limits. There were some situations where I conceivably could have used it, but with a Weird-1 and Cool+3, it was generally smarter money to find some mortal, if difficult, way of doing things and Act Under Pressure instead. (Maybe that's my fault for picking "more reliable" over "more interesting to fail", but there we are.)
On the other end of the spectrum, we had our Spooky with Telekinesis. With his Weird+3 he was using it all night long, trapping monsters, lifting things, throwing things at monsters, flying for a bit... At the end, our GM decided it needed some tweaking before our next game. His main problem, which I agree with, is that with any other basic move, 7-9 is a partial success. With Telekinesis, even if 7-9 only lets you pick one option, each of the options were good enough to accomplish what the player wanted to do anyways, with no drawback. One floated solution was to let the player and GM both pick an item from the list on 7-9, which I suspect would end with