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Messages - JasonT

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1
brainstorming & development / Re: In Nomine hack
« on: June 01, 2016, 09:20:46 AM »
Hey, thanks for messaging! I backed off from doing a full-on redesign for a couple reasons, but I'm still fiddling with a shorter, World-of-Dungeons-style mini-hack. (Urban Shadows is scratching more or less the same itch for my group that the longer hack would have, and I'm personally finding it more fun to do more mini-hacks of a variety of games than fewer big conversions.)

I should probably take some time to make my notes readable to someone other than myself so I can post them here!

2
Monster of the Week / Re: Use Magic: Spooky/Monstrous vs. all the rest
« on: March 24, 2014, 10:18:59 AM »
Okay, that is reassuring. Thanks!

3
Monster of the Week / Use Magic: Spooky/Monstrous vs. all the rest
« on: March 23, 2014, 12:59:51 PM »
First, I should say that I just ran my first session of Monster of the Week last night, and it went great. What was intended to be a one-shot is now going to be an ongoing game because people loved it so much.

I had just one rules question that I was hoping folks here might be able to help out with: Does the Use Magic move potentially work differently for different playbooks? I kind of ruled on the fly that this was the case, and that just about any magical effect required some time to prepare or perform it, plus some kind of genre-appropriate explanation for what the hunter does to activate it. For instance, one hunter wanted to Use Magic in trying to banish a demon, reciting prayers in Latin like he'd seen characters do in Supernatural, but he didn't have anybody covering for him, so the demon attacked him mid-ritual.

The exception to this rule, I figured, might be The Spooky (and perhaps the Monstrous, who was not in play), who could draw on their dark power source to Use Magic instantaneously. The way I ruled this on the fly was that if the Spooky used magic immediately rather than cautiously preparing like everyone else, I could ask them to do something revealing their dark side right then and there (like the playbook suggests).

To be honest, the main reason I made these rulings was one or two of my players tried to use "I Use Magic to trap him with an invisible wall of force!" every time they needed to deal with a potential enemy, and it was getting a little dull. I pointed out that trapping a Duke of Hell probably required a bit heavier mojo, including drawing circles around them and such, but I'd already let the Spooky get away with it, so ... that's where that ended up going.

How do others approach improvised attempts to Use Magic – the same for everyone, or based on the context of what certain characters/playbooks seem like they'd be able to do?

4
Apocalypse World / Re: Rules question - monsters
« on: July 03, 2013, 01:56:29 PM »
I have tended to use variations on the landscape:breeding pit (generate badness). This is limited, though, since the "badness" itself doesn't necessarily have its own moves. Like, maybe the badness is a bunch of bugs all over your stuff (as in the example from the rule book), but the bugs themselves don't really have a move; they're just there to be bad. I've used this threat myself to represent an effect the landscape has on NPCs (as the "black sick" that turns people violent and makes them seep oily muck from their pores); some affected just go nuts and have basically only one move (violently spread the sick), and those who survive with their sanity become a "grotesque:disease vector" – still a character, not a monster.

That said, I get the impression that classic "monsters" were left out pretty intentionally, as so many other games focus on that so much already. This game focuses on people, environments, and harsh circumstances, so I've been trying to take that to heart and resist the urge to throw in evil mutants or whatever.

5
Apocalypse World / Re: Mass Effect: Apocalypse
« on: July 03, 2013, 01:37:58 PM »
No worries on delay, and thanks for clarifying the intent.

6
brainstorming & development / Re: In Nomine hack
« on: June 17, 2013, 07:42:16 PM »
And here's a slightly modified take, now with 3 stats (Corporeal, Ethereal, Celestial), among a few other tweaks. Still unsure whether stats actually make it better. Will let you know if I get a chance to try playing with anything like this.

https://docs.google.com/file/d/0B7nAXUqkUHp0VXF1QXZzcUkyMEk/edit?usp=sharing

7
brainstorming & development / Re: In Nomine hack
« on: June 17, 2013, 12:04:17 AM »
Despite publicly abandoning this project, I had some ideas I really wanted to get on paper still, so I went ahead and made a sample playbook just for the heck of it. It's smaller in scope than what I originally intended, and ugly as homemade sin, but it was fun to try some stuff out.

https://docs.google.com/file/d/0B7nAXUqkUHp0XzIwTmw3WEJ4eDA/edit?usp=sharing

So, that stuff I tried out:

1. As suggested above, everybody chooses a Superior page (playbook interior) and a Choir/Band page (playbook front cover). They're a bit cramped, but I think they work okay.

2. Also as suggested above, everybody has access to roughly the same half-page of resource options on the back cover, with only about 10 songs and the only really relevant aspects of roles, among a few other things. Again, cramped, and terribly pared down from what's available in In Nomine, but enough to keep you busy for a while of play (and hopefully not so much that it's way more daunting than the typical hack's playbook).

3. A different experience system, based on things you do that make your Superior happy with you, with a greater emphasis on politicking. I don't think what's in this draft would work perfectly – you should probably advance more slowly and have risk of losing favor, not just gaining it – but you get the idea.

4. The new resolution mechanic strongly encourages spending and bidding Essence over relying on the dice. I was inspired by the blood bidding mechanics of Undying here. I wanted to keep some use of dice, though, even if the odds are against you without spending Essence; I felt like In Nomine wouldn't be In Nomine without the constant hope/fear for "111" and "666" rolls. (Edit to add...) It occurs to me in retrospect that it's not really safe to rely on Essence this much unless it's much easier to get Essence back in play. I'm already ignoring the original game's "only once a day" rule for rites, but it's probably also worth it to throw in some more easily achievable rites, perhaps inspired by the original game's Invocation Modifiers (e.g., for Janus: "steal something small" or "get someone to diverge from routine").

5. Where I really start going off the rails: No stats, and only 3 basic moves. I was inspired by the very few basic moves of Ghost Lines here. (And I meant to put in a similar move to "impose your will" that relies on hierarchies between Choirs/Bands and distinctions, but I forgot. Maybe later.) I've been fiddling with a variant that uses just 3 stats corresponding to the 3 basic moves (Corporeal, Ethereal, Celestial), but I don't yet feel like you gain much from including stats at all. "What you're like" comes so much from your Choir/Band, and "what you can do" comes so much from your attunements and resources, which are still pretty great in number (as I tried to preserve my favorite things about original In Nomine character creation and setting details). Compared to these customization options, it didn't feel like minor differences in body/mind/soul numerical figures did much besides complicate the dice mechanics. That said, getting to gradually boost stats (and thus rely more on dice than on Essence) does make it easier to feel like your character is growing more powerful over time, and many players are really into that, so maybe I'll fiddle a bit more if I have time.

And, of course, I have playtested not a damn bit of this, so who knows if any of it would actually be fun.

I'm not sure of whether I'll return to this anytime soon – I have other projects in front of me that I kind of need to deal with first – but it sounded like at least a few people were interested in hearing about this, so I figured I'd share what I've been fiddling with. Commentary/critique is welcome as always, of course.

8
Apocalypse World / Re: Hardholder loses a holding.
« on: June 13, 2013, 06:07:14 PM »
As long as there are still people taking orders from him, he's still the Hardholder as far as I'm concerned. Maybe he wants to rebuild or settle elsewhere? That's all up to him, of course. Ultimately, the player has the choice to stick with the Hardholder or retire him. If there's no townspeople left, I think it's legit to switch playbooks. Make sure it makes sense in the fiction, but I see two obvious choices: If there's still a gang but no townspeople, the Chopper might make sense. If there's townsfolk but no gang, maybe he's a Hocus now.

In the end, you gotta just ask the player if the character's saga is over or if this is just a new chapter.

I figure I'd ask the player between sessions what they want to do and take it from there. If they want to roll with it and move their stuff over to the Chopper/Hocus/whatever, as long as it's not already in play, why not? If they say, "Fuck that, I'm THE Hardholder. Let's get me a holding," then right on, time to find a place to settle or conquer, as the case may be. And if they want to just retire the character and start a new one, sure – but you gotta check off the box for it to be guaranteed as "retired to safety," at least in my book.

9
Apocalypse World / Re: Mass Effect: Apocalypse
« on: June 06, 2013, 11:18:59 AM »
Eh, I take it back. People on Story Games have convinced me that Mass Effect doesn't need "weird" as a stat. (I'm still not sold on "will," either, but if someone who's played this hack can describe how it went, I'd be curious to hear about that.)

10
Apocalypse World / Re: Interesting Place Names
« on: May 23, 2013, 03:34:07 PM »
Jinx! Us too.

Ours is a cold apocalypse where survivors huddled in underground "cores" which formed the center of many of the current-day settlements. There's "the Yard" (Harvard Yard), inhabited by Yardies, run by someone bearing the inherited title of "Conductor" ever since ex-MBTA employees came on top in a power dispute. Nearby, the PC Chopper Lobster has converted a boathouse in to his own holding, the "Lobster Pot." There's "the Beaverhold" centered around MIT (whose school animal is the Beaver). The neo-neo-classical "Romulus" rules out of Government Center (an actual name of a T-stop). "Lady Belmont" rules feudal-style from the ex-suburb of that name (specifically the McLean hospital). South of the frozen Charles river (just "the river"), the Sox tribes live in "the Fens" (actual modern nickname), brutalizing outsiders and each other with wooden clubs.

Everything in this post is excellent. I'd steal it myself if it weren't for the fact that several of the places you describe are overrun by people who spit black stuff and may or may not be possessed by ghosts.

11
Apocalypse World / Re: Interesting Place Names
« on: May 23, 2013, 12:56:38 AM »
We're playing in our own city (greater Boston area, mostly Somerville/Cambridge). So far place names have been based on actual locales, but reinterpreted by post-apocalyptic locals.

Summersville (Somerville Prospect Hill)
The Armory (neutral zone bar in Somerville armory, used as cafe/arts space IRL)
Hillzone (one of the other hills of Somerville)
Reverence (Revere, where Brace Win set up a holding/cult)
The City (downtown Boston, where the maelstrom is strongest)

12
Apocalypse World / Re: Mass Effect: Apocalypse
« on: May 22, 2013, 02:40:59 PM »
Now that I've had a chance to take a closer look at the rules, I wanted to chime in to offer a suggestion that I hope is helpful and not obnoxious. Namely, I feel like there's still room for "weird" (instead of will) in Mass Effect, and I've given some thought to how I could hack your hack to shoehorn that in for myself (and anybody else who's interested).

Maybe Ardhanari can comment on the intent behind "will" (I may just be missing it), but I am getting stuck in two places with this stat. First, it's not clear to me what it accomplishes that hard and cool weren't already doing. And second, it reads more like a classic "what you can do" stat (in the D&D vein of STR, DEX, CON, etc.) than a "what you are like" stat (in the vein of Apocalypse World, where the stats are otherwise all adjectives describing personality characteristics). And, as a side effect of that second point, this means that we lose an entire dimension of "what you are like" that is kind of important for describing certain kinds of characters in this universe.

"Weird" in Mass Effect is not exactly the same as "weird" in Apocalypse World. In AW, it's most obviously associated with uncanny powers and the psychic maelstrom. In ME, on the other hand, all the "psychic" stuff is actually fairly mundane (explained through sciences related to biotics, asari physiology, etc.). Nevertheless, weirdness is still really central to the tone of a lot of the ME games.

A character who's really good at biotics should probably still have high cool or hard scores rather than a high weird score. A character who's got a really high weird score, however, might be...

  • a colonist with psychic after-effects following mind control by a hyperintelligent plant;
  • a scientist who has started to go mad after studying the artifacts of a race of spaceship elder gods;
  • or even a salarian who thinks and speaks so quickly that other species (and some of his own species) simply can't follow him.

If it helps you to think about it, the "weird" stat in ME could probably just as easily be called "alien." It's basically that which is so strange and foreign that the mind reels trying to grasp it.

Weird still deserves a basic move, but "open your mind" doesn't really apply in this setting. I'd be curious what you think would be appropriate, Ardhanari (and what others think here), but I'm thinking I might start with something like, "When you confront something you never could have imagined...."

All of that said, thanks again for producing this hack, and great job translating so many Mass Effect terms and concepts. (I was really pleased to see Paragon, Renegade, and Fitness still find their way in there.) My fiancee has never even played Mass Effect, but she was super excited by your rule book. She's seen me play so much that I think she sees this as a chance to finally get her hands on it without developing shooter skills. I support this!

13
Apocalypse World / Re: Mass Effect: Apocalypse
« on: May 20, 2013, 06:00:19 PM »
I am very excited to run this. Thanks for making it!

14
brainstorming & development / Re: In Nomine hack
« on: May 19, 2013, 08:30:28 PM »
After months of not posting, it's probably already obvious that I abandoned this hack (for personal reasons I won't bore you with). I took a ton of notes before I had to quit, though, and I still hear occasional murmurs online of people wanting to hack AW for In Nomine, so I figured I'd post some of what I ended up with here in case someone stumbles upon it and feels like using it themselves later.

PLAYBOOKS, CHOIRS/BANDS & SUPERIORS
I never settled on how to handle playbooks, but I fiddled with two approaches. I have a ton of notes on this (including fully written out playbooks for individual Choirs and Superiors), but this post is going to be long enough as it is; message me directly if you actually ever want details.

Approach #1: Separate playbook for Choir/Band and Superior. Players pick two playbooks at character creation to combine them. The advantage is that it allowed for more text, allowing you to translate the resonances more directly from the original setting. The disadvantage was that it was cumbersome to have two playbooks.

Approach #2: Each playbook represented one Superior's Word from In Nomine. Every playbook had every Choir's resonance, dissonance, and Choir attunement listed on it. Rather than trying to translate resonances directly, I basically just made resonances into expansions of the basic moves. (Seraph resonance: "When you read someone and ask whether they're telling the truth," you get extra info, and know The Truth on a 12+. Balseraph resonance: "When you manipulate someone into believing your version of the truth," etc.) It meant more text on your playbook that didn't ever actually apply to you, but fewer playbooks for you to fumble with in total (and it's never bad to have a reminder of what your buddies can do).

STATS, BASIC MOVES & PERIPHERAL MOVES
I went with the standard Apocalypse World stats, albeit slightly renamed (Hard, Cool, Sharp, Smooth, Strange). I was never entirely happy with my altered basic moves, but here are some peripheral moves that might be helpful to anyone trying to hack In Nomine themselves.

Wake from Trauma: When you attempt to wake from trauma, roll+cool. On a 10+, you wake up feeling pretty with it. On a 7-9, you wake up feeling pretty disoriented; take -1 forward. On a miss, you stay in trauma. You can't attempt this move until you've been in trauma for a few days (say, 1 per decade that you've been on Earth duty), and you can only try the move daily. Change those to "weeks" and "weekly" in Limbo.

Listen to the Symphony: When you listen to the music of the Symphony, roll+strange. (Gain an additional +1 for a loud disturbance, +2 for a deafening disturbance.) On a 10+, you can sense echoes of disturbances and get a general idea of what caused them, plus a strong sense of where and when they happened. On a 7-9, you just get a vague sense of where and when. On a miss, you can still vaguely sense if something happened, but you definitely look like the weirdo who walks down the street listening for outer space transmissions.

Identify an Artifact: When you spot something you suspect is an artifact, roll+strange. On a 10+, you recognize it as an artifact, and have an idea of its general function. On a 7-9, you recognize it as an artifact, but damned if you know what it does.

Assume Another Form: When you wish to shed your vessel and to switch to another vessel or assume celestial form, roll+strange. On a 10+, you do it and cause a loud disturbance. On a 7-9, you do it, but must either exhaust your essence or cause a deafening disturbance instead of a loud one. ["Exhausting essence" was kind of like the "reload" tag on AW weapons, but more confusing than it needed to be.]

Suffer Dissonance: When you do something against your celestial nature, add 1 to your dissonance countdown and roll+dissonance. On a 7-9, take -1 forward. On a 10+, take -1 forward and choose 1:
• Go Outcast or Fall. (Not an option for Malakim or demons.)
• Gain 1 discord of the GM's choice (if you have any left to gain).

When your dissonance countdown reaches 12:00, if you're an angel, you Fall, then erase all dissonance. If you're a demon, every time you suffer dissonance, you gain 1 discord (even if it means coming up with new ones) and you suffer all the effects of the above list.

Convert Dissonance to Discord: Anytime you're not in the middle of suffering dissonance, you may convert dissonance to discord. If your dissonance countdown is at 9:00 or below, you may erase all dissonance and gain 1 discord. If your dissonance counter is above 9:00, you may exchange dissonance for discord on a 1 for 1 basis until you get down to 9:00.

Invoke a Superior: When you attempt to invoke your Superior, roll+favor. (+1 for highly favored, +0 for favored, -1 for unfavored, and -4 for a Superior you don't serve.) On a 10+, your Superior arrives and you lose favor. On a 7-9, your superior knows you tried to get in touch, but has better things to do. On a miss, either your Superior doesn't bother to show up, or your Superior shows up and decides servitors who need too much handholding must be taught a lesson.

Accept Redemption: If you are a demon being granted redemption from an Archangel, roll+dissonance. On a 10+, you become an angel of the opposing Choir, losing all your old dissonance, attunements, and rites. On a 7-9, you also lose some memories, or lose -2 to your old resonance stat but gain +1 to your new resonance stat. On a failure, you don't make it.

IN NOMINE ATTUNEMENTS
I went through and turned every Choir and Servitor attunement into the game into a move. Some make the transition more easily than others. Here are a few examples, but feel free to message me if you feel like seeing more.

Dominic's "Vassal of Judgment" distinction: When you stare down a mundane NPC or a PC with cool 0 or less, they immediately confess their crimes.

Kyriotate of Trade: When you resonate to possess a host, treat a 6- roll as a 7-9 roll.

Ofanite of War: At the start of a fight, you may choose to make a move before any opponent gets to act.

IN NOMINE SKILLS AS MOVES
Rather than porting over the entire In Nomine skill list (which is sort of a strangely slapdash collection of skills of varying levels of utility), I made some extremely general "skill moves" that PCs could elect to take at character creation or when they take an advancement. You could technically pick any skill when you advance, but I meant for them to be matched up with particular superiors (e.g., technical skills listed on the Lightning playbook). Here are a few examples.

Technical skills: When you fiddle with one kind of mundane technology (pick one, like cars, personal computers, security systems, or _____________), roll+sharp. On a 10+, you do as much as you can with whatever tools and time you've got. On a 7-9, the GM also picks one:
• Your sloppy work causes a ruckus or leaves it noticeably fiddled with.
• It takes way longer than expected.
• You need to get or do something else before you can finish.
On a miss, the GM could pick all three, but you probably broke the damn thing beyond repair.

Fighting: When you use your preferred weapon or fighting technique (pick one, like firearms, swords, wrestling, or _____________), you can choose to do +1 or -1 harm on a successful hit.

Driving: When you pull off stunts behind the wheel, roll+cool. On a 10+, choose 3; on a 7-9, choose 2:
• You cause little damage.
• You (or your passengers, or your ride) suffer little damage.
• You make good time and/or outrun any pursuers.

SO, YEAH
That's enough of that. Feel free to message me if you're working on an AW/IN hack and want to talk shop. I had fun working on this and would be happy to help out someone looking to do it their own way.

EDIT to add: Oh yeah, the reason these moves are all using 2d6 numerical ranges rather than 3d6 (as my original post suggested) is that I changed my mind on that part way through. Someone on a forum suggested that if you want to keep In Nomine's "111" and "666" rolls, just have a custom move: "When you roll a 1-1 or a 6-6, roll another d6. On a 1-1-1, it's a divine intervention; on a 6-6-6, it's a demonic intervention." Never got to playtest it, but I like the idea, at least.

15
Apocalypse World / Re: Another Go Aggro / Manipulate debate
« on: September 30, 2012, 01:28:09 PM »
Simply put, if you haven't *ALREADY* decided to pull the trigger when you put the gun to someone's head if they don't comply, you're not going aggro

Yes. This is the summary I will use to help my players remember. It requires a different sort of thinking from how actions work in other RPGs. This is not an Intimidate roll followed by a free hit if they fail a saving throw. This is you deciding beforehand, "I will attempt to injure this person if they don't do what I want." The word "threat" is not inaccurate, but it's a little confusing and misdirecting, given how the move functions. Go Aggro isn't so much the threat of violence as the promise of violence.

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