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Messages - Wambly

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So does anyone have an opinion on this particular PbtA superhero game? I'm particularly interested in what it seems to do well and what it seems to do least well?

brainstorming & development / Re: City of Myst
« on: November 24, 2016, 02:02:38 PM »
Thanks for your response. I don't have a problem with the morally gray scenarios. But the depiction of the "Holy Faith" mythos has the superficial trappings of a real world religion (in powers of the paladin, Catholic church setting, etc.) yet appears to lack respect for core convictions of the implied religion (prohibition of human sacrifice, for one). This would be problematic whether it was the ambiance and feel of Islam or Buddhism that had been appropriated while their sensibilities were trespassed (imagine a bloodthirsty Buddhist-like mythos).

I do really like the mechanics and gameplay you've devised, but I hoped the core rules and setting of the game itself would limit example Mythos to myth, legend and fiction (while not preventing player additions otherwise) or at least respect the core of the present-day religions used in scenarios (they're not off limits). If it did or would, I'd not only pledge anew -- I would increase my pledge.

brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: November 24, 2016, 12:44:32 PM »
A new Apocalypse World hack, City of Mist, combines elements of Apocalypse World and Fate. The setting is super-powered morally gray noir mystery.

brainstorming & development / Re: City of Myst
« on: November 24, 2016, 12:36:42 PM »
I notice this game is on Kickstarter in its final hours now. It appears to be a well-designed game, perhaps one of the best Apocalypse World hacks I've seen. I am a bit surprised by the use of an identifiable real world religion seemingly as a villain/anti-hero in one of its sample cases (mysteries) though. I remember how that sort of appropriation has caused backlash for tabletop RPGs from D&D in decades past all the way to Monte Cook's relatively recent "The Strange" RPG, which had a setting that used Native American beliefs. That aspect of the "City of Mist" setting caused me to cancel a $150 pledge. But it is worth taking a look at for those who like AW or Fate hacks. I'm impressed with it mechanically and artistically.

Did you find any other aids for keeping tags from breaking the odds? Do you have a ceiling on tags, for example, in your current version of the game?

brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: November 07, 2016, 10:01:24 PM »
You may want to read the tabletop gaming design blog of one of the designers of Fate, who also has led campaigns using Dungeon World (a PbtA hack). He's has blogged about Dungeon World and Fate  as well as other systems, and has occasionally pondered crossover elements of Fate and PbtA hacks. I've found his blog helpful and a good read.

For example, one of his blogs includes a comparison between PbtA moves for the GM and Fate approaches for the GM.

When I came up with the list of GM approaches, I did not base them on things that GMs can do (that’s a larger list) but rather, I specifically limited them to consequences, with an eye on how to handle the player losing a roll. Things like harm, loss of resources, misinformation and so on are all non-blocking consequences of things going wrong, and the approaches reflect that.

This is a big difference between these and the GM “moves” of the *World games. Moves are much broader and cover things both in and out of conflicts, while approaches are fairly conflict-centric. It would not be impossible to extend the approaches into a set of move equivalents, but you’d need to expand to include things like introducing a fact, foreshadowing the future and so on. Coming up with that list might take a few minutes – less if one wants to just lift the list from Dungeon World – and the bonuses might not be relevant, but that’s probably a subject for some consideration.

blood & guts / Re: How many basic moves is too many?
« on: November 07, 2016, 09:51:30 PM »
I have a hack under perpetual construction that features 11 basic moves, and so far three special moves. However those basic moves differ from the standard PbtA ones and my hack uses much different mechanics than normal.

What are the 13 basic moves in your hack?

brainstorming & development / Re: Evolution Pulse
« on: July 03, 2016, 11:35:54 PM »
The information about the setting seems sparse.

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. ... 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?

My project, for now named "Mythopoeia", uses opposing pairs of stats that shift based on play. There are also stats that do not change. The dice mechanic is different than the standard PbtA system however. There should be a link to the current draft in my forum signature at the bottom of this post.

A forum thread on the project is here:
The first post of the thread is somewhat outdated though in its description of the rules.

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.

I used a range of 4-0 to 0-4 where a score of 2-2 would be balanced.

Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 02, 2016, 02:25:20 AM »
Will the 2nd edition be as generously hackable as the 1st? I am referring to your current permission to do so rather than whether the game will be as easily adapted. I am guessing your answer will be "yes," but it doesn't hurt to ask.

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

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

No, that wasn't what he was suggesting I think. He advises removing the GM moves section, because it will only confuse as is. He also says that for the existing GM moves section to be useful it would need expansion and examples. This doesn't contradict his earlier advice, but it does help explain what is lacking with the section he mentioned.

I would agree with his assessment. The references to GM moves would only be clear to someone already familiar with the *World system, but someone familiar with the system wouldn't need your hack in the first place. You could try to fix it, but it is probably best to remove it altogether for an ultra-light hack.

As someone who loved Robin Law's book "Hamlet's Hitpoints," kickstarted his Hillfolk project, and was greatly disappointed by it when released, I am both curious and hesitant about your project. Kudos to you for it though.

brainstorming & development / Re: Believe Nothing
« on: November 05, 2015, 03:36:07 AM »
Where did you get the section on "Weapons & Combat"? It seems fairly well fleshed out.

I like the idea of debts, favours and veils.

Freebooting Venus / Re: Welcome to the First Round
« on: October 30, 2015, 03:04:59 AM »
As an initial response, I am most impressed by how simple, holistic and intuitive the new stats seem to be. Secondly, I also like the left-hand columns of the character sheets. Beyond that, I'm still chewing on and digesting the mechanics.

Unfortunately, my player group isn't open to playing anything beyond Cubicle 7's "The One Ring" for now.

As for questions, am I correct in understanding there is no leveling mechanic in this Freebooting Venus at this time? It seems experience is earned purely as an achievement, rather than as a currency. (An observation, not a complaint.)

It mentions that one can add a skill or stat boost at the end of a session after having marked three segments. I'm not clear which segments are being referred to here. Is this a reference to three Bad Experiences in a row on the character sheet? Or more likely it points to the bottom left of the first character sheet with the segmented circles? Does that mean only four new skills can be learned?

blood & guts / Re: How much damage does a proton beam do?
« on: October 15, 2015, 02:47:59 AM »
One interesting consideration is the whole "intense heat and pressure" thing. Is that just reentry, or take-off as well.

Both re-entry and launching into orbit.

If the ship is just going to fly through the air (like an airplane) without reaching escape velocity then take-off wouldn't be as dangerous.

A single shot (while in the atmosphere) wouldn't do much if you didn't have to deal with reentry. Right?

Right ... so long as you're not at high altitude. Loss of the cabin's pressurization at high altitude can suck out the contents of the ship including occupants, which would be bad without a parachute.

An airplane, of course, doesn't need to be pressurized at all for flight (doing so is a luxury). Military aircraft aren't, and everything and everyone tends to be strapped down as a precaution. But a spaceship would need to be pressurized.

If a spaceship is shot, the best strategy would be to fly at low altitude to safety and then land so you can inspect the ship for damage and repair it (if necessary) before re-launching.

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