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brainstorming & development / Re: Lovecraft world
« on: November 15, 2011, 11:27:56 AM »
I've been playing a lot of the Fantasy Flight Lovecraftian games this weekend (Mansions of Madness, Elder Sign, et cetera) and was thinking that AW would work pretty well for a Lovecraft setting, so I am not surprised to see a cool hack like this one.
I would just say that the Bad Ass getting a fair share of both Operator and Gunlugger type moves might be giving that playbook too broad a niche, in terms of sharing with others. Have you noticed anything like that in play? On the other hand, it does all hang together very well. You might get some more 20's flavor by just flat out calling him a "Mobster".
Also, in your play, have things veered more investigative or more action-y or somewhere in between? While I've been thinking that fronts would do a great job of representing conspiracies and rituals to summon ancient horrors, I was also wondering if the sort of "find terrible things and try to stop them" would be conducive to the slow-burn inter-character drama AW is so good at. I'd appreciate hearing any thoughts you have on that. At any rate, it looks neat!
I would just say that the Bad Ass getting a fair share of both Operator and Gunlugger type moves might be giving that playbook too broad a niche, in terms of sharing with others. Have you noticed anything like that in play? On the other hand, it does all hang together very well. You might get some more 20's flavor by just flat out calling him a "Mobster".
Also, in your play, have things veered more investigative or more action-y or somewhere in between? While I've been thinking that fronts would do a great job of representing conspiracies and rituals to summon ancient horrors, I was also wondering if the sort of "find terrible things and try to stop them" would be conducive to the slow-burn inter-character drama AW is so good at. I'd appreciate hearing any thoughts you have on that. At any rate, it looks neat!