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« on: November 28, 2012, 09:27:58 PM »
I'm interested in what you've got here but I needed to think about it for a while. I want to push you on some things because I think you're on to something, but you're not quite there yet.
So, okay, first of all, you give us some of the source material that's inspiring you. And you give us some flavour up front, with your run down of Hushed Valley facts, history, and background. Well, okay I like Silent Hill, and I like Twin Peaks, but---I'm not sure what they have in common. I mean, the trappings are there: small town, lurking supernatural horror. But the stories they tell are fundamentally different, right?
Silent Hill is survival horror, where you're waiting for the monster to jump out and chase you down. People are trapped in Silent Hill because the roads are blocked and there's magical mist. When violence happens, it's a demon or a ghost coming after you, and you can't hurt it; you can resist long enough to escape or temporarily pin the monsters down, but you can't take them on directly and you're very likely to be overwhelmed.
Twin Peaks is about the rotten shit that's festering under the sunny patina of everyday life. People can come and go, but if they're stuck, or if they keep coming back, it's because they're personally entangled in intimate, corrosive stuff and can't get away from it. When violence happens, it's between people, and it's personal: it's someone you know, and there's a grudge, or a crime, or something very human involved, even if it's being incited by woodland spirits.
So, my first thought is that you should pick one or the other, and focus on it. I mean, you also cited Hitchcock, and I don't even really know what to do with that, because I have even less of an idea what that means in this connection. Anyway, I'm seeing a LOT more Silent Hill than Twin Peaks or anything else, so I think maybe that's the angle that interests you more, is that right? Personally, I think a thing you should do is put more of the world building in the hands of the players at the table. But you should definitely have a direction for them to go.
One way this decision is going to impact your game is that these two sources suggest completely different styles of combat, and both are completely different from the D&D model or even the AW model of applying numerically-rated harm to a physical harm gauge.
In a Silent Hill styled game, you're rarely fighting mere mortals like yourself, right? You're fighting monsters. And there's not much point in applying harm to monsters, because you're not really going to bring them down. (Sometimes there's a swarming monster and you can pick off individual members of a swarm, but in that case you might as well treat the whole swarm as a monster anyway, since the danger of the swarm of little monsters is the same as the danger from one big nasty fellow.) And I would submit that you don't need to have monsters apply harm to the PCs, either; either the PCs manage to get away, or they're overwhelmed, but there's not really much middle ground. You might want to have conditions and status effects to account for injuries, but in general I think you could just have a fight move structured in such a way that you get away on a strong hit, and on a weak hit you get away but you leave something behind or take something (possibly an injury) with you.
In a Twin Peaks styled game, though, you're exclusively fighting mortals, never monsters. You can't physically hurt the supernatural beings in Twin Peaks. You're fighting their pawns and patsies, the mortals they've corrupted and tempted or otherwise manipulated. Okay, but in that case, you probably want something that looks more like real-world combat, which is pretty sloppy and unpredictable. Nobody in Twin Peaks is a jujutsu bad ass or anything. Again, you could probably just use conditions and status effects to account for injuries. You could probably run all combat with a stipulation that says, hey, when you are fighting hand to hand with someone, the MC arbitrates the outcome, generally by applying the moves "apply harm" or "trade harm for harm" (or injurious status effects, as the case may be). You might put some rules in place to emulate the way guns are used in stories like this (NOT the AW firearms rules). I have some thoughts about this, but they're probably for another thread.
The point I'm angling to make here is that you should focus on what kinds of stories you want to recreate, and you should look at EVERYTHING with a view to whether it contributes to the telling of those stories. I can see you've made some effort to do that, but you can go deeper: you should be asking, does this kind of game need health gauges and fight moves at all? Do you need any gauges, or stats? Maybe not! That kind of thing.
On the topic of stats. One thing you should have in mind here is, how often do you want characters to succeed at their rolls? An unmodified 2d6 roll gets a soft hit 15/36 of the time (41.7%), and a strong hit 6/36 of the time (16.7%). In other words, +0 gets you a hit 21/36 of the time (58.3%). That's better than even odds --- and that might be good enough for a horror game. Maybe you don't want the characters to have TOO good of a chance. If that's true, you might not want any stats at all. Rolls are generally unmodified, and have no guaranteed bonuses. You might make a +1 a rare commodity, so everything's chancy as hell. For comparison, +1 to the roll gets you a hit 26/36 of the time (72.2%), and +2 gets you a hit 30/36 of the time (83.3%). By the time you get to +2, you're equally likely to get a strong hit as a soft hit. AW has stats that go up to +3 or even +4, because it's about bad asses who roll the world up and smoke it. A horror game is a different kind of thing, right?
Why did you want to include a Freakishness stat? Why would the PCs be freaky in a game inspired by your source(s)? Isn't that something for the monsters?
I could go on and say some more specific things about the moves, but first I want to know whether this is the sort of feedback you're looking for. Is this helpful?