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Messages - Wildfire

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brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: November 07, 2016, 04:50:36 PM »
Something similar sent me on the path to make my ultra light hack, here. Not sure I would do much differently now.

I like AW's dice and results ladder. I like FAE's aspects, stunts, approaches, consequences, and a few other things.

I'm less of a fan of Fate points and altering results after the dice have landed, and the madness of stacking bonuses in Fate long ago lost its luster.

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A few RPGs have used opposing stat pairs before. Cthulhu with Sanity and Mythos, a gain for one is a loss for the other. Or the Shock version being something like Love / Hate in a pair.

And lots of games have shifting stats. WOD with its temporary and permanent Willpower, Glamour, Banality, etc which are mostly treated like resources, but sometimes also rolled. The recent Masks PBTA game has made shifting stats one of the center pieces of its design.

But I'm curious if any games, especially PBTA games have combined the two. Specifically an opposing pair of stats that shift based on play.

For example, if you were to do a PBTA back for Changeling the Dreaming, an obvious opposing pair would be Banality vs Glamour. Some moves would use Banality, other moves Glamour. But you can't have a high stat in both. Say a range of 3-0-3. Where a +3 to one would be a -3 to be other. During play and by making certain moves (or failing certain moves) you can shift that bonus one step at a time in either direction, but capped at +3. A score of zero would be balanced.

So...

Banality <-> Glamour
+3 +2 +1 0 +1 +2 +3

You start with a +2 in Glamour which is functionally equivalent to a -2 in Banality. So Glamour moves are easier, but Banality moves are harder. You roll a 6- on a Glamour move and your stat could shift down (Banality goes up), conversely when you succeed on a Glamour move your Glamour could shift up (Banality goes down). The reverse is also true. Banality makes you resistant to magic, Glamour helps you use magic. So their both desirable, though possibly not the greatest example.

My initial thought was 3-4 of these pairs as the stats for a hack. Possibly a Changeling game, but not necessarily. I think it could generally work in a lot of ways.

Is this something that's been done before? If so, by whom? If not, does that sound like it would be an interesting mechanic at the table?

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I like it: it's easy to follow, though it could do with a lot more examples of traits, rolls, advantage, gaining story points, spending story points, etc but as a set of mechanics, it's a good distillation of AW. I particularly like the definition of soft and hard moves, that's a good model for thinking about those.

Awesome. Thanks. But as I said above, most of the text is lifted from other hacks. The hard and soft moves text is from Uncharted Worlds.

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I think the whole document would read better without the GM Moves part.

Okay, so you're suggesting I remove the GM moves section entirely, got it.

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You don't really go into detail enough about what Soft Moves and Hard Moves are for that part to be worth anything, and most of what you want to say there is already covered in your description under "Actions".  That's really where you want attention focused. 

The GM Moves section offers decent advice for someone who already knows what those two things are, but doesn't explain them very well.  (I think a couple examples would help.)  It's probably better just to omit that whole section rather than confuse people.

Okay, so you're also suggesting I expand the GM moves section and include examples... er, got it.

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Other than that, it seems clear, concise, and playable.  The only ambiguity I see is that story points change a 6- roll to a 7-9 roll before the dice are rolled which 1) is a temporal paradox, and 2) doesn't describe what happens to the story point if you do not roll a 6-.  So even though its not hard to understand, that section could use a little bit of editing.

Thanks for the feedback.

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I made this a month or so ago and was hoping to get some feedback. This is a Risus-level rules light hack, though it lacks the humorous bent, that takes a few points from Fate games.

This hack uses player-written traits, a single resolution mechanic (no specific moves like World of Dungeons), and consequences instead of hit points.

The text may seem familiar as it's partially pulled from a few other AW hacks.

https://dl.dropboxusercontent.com/u/13825925/Infinite%20Worlds.pdf

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