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Messages - mcdaldno

Pages: 1 [2] 3 4 ... 26
16
Monsterhearts / Re: Conditions: Second or First Person?
« on: July 31, 2012, 02:15:30 AM »
They should be written down in the first person. Imagine the character saying, "I can't believe that people think I'm a [blank]" or "I can't believe that people think I'm [blank]".

See The Queen's sex move for an example.

17
If you donated $5 to any charity, I'd give you The Hollow. Email me at mcdaldno (att) gmail.

You'd have to ask Jackson about The Selkie. Try his email "of.lightning" which is an account at gmail.

I don't think I'll be doing any more supplements, now that The Blood of Misty Harbour is out. Jackson has plans to ransom off a slew of new skins, and possibly an additional set of Monsterhearts scenarios (I think).

18
Monsterhearts / Re: Blank Skin Template?
« on: July 21, 2012, 05:37:45 AM »
I have an inDesign file that I can lend out to anyone who'd like it.

Fonts used: Yataghan, Fontin, Fontin Sans (all available free online). Various ornamental elements in: Wingdings, Wingdings 2, Webdings, Type One Embellishments (I know! So many! I didn't realize how much of a barrier that would be at the time!).

Email me at mcdaldno, which is a gmail account, and I can set you up.

19
Monsterhearts / Re: Unashamed: Fae clarification
« on: July 16, 2012, 07:20:09 PM »
Agree with hobbesque and benhimself,

This move isn't "even," because Strings aren't symmetrical. The Fae doesn't mind having people who are kindly-disposed to themselves hanging around them - it's a chance to solicit promises and hint at the possibility of XP-enticement.

The Fae and The Mortal both love it when people have Strings on them, because it sets up the situations that they are the most powerful in.

20
Monsterhearts / Re: Hellium Buffalo's Actual Play
« on: July 10, 2012, 01:45:21 PM »
Do people tidy their audio APs at all? Listen to audio APs?

To be honest, I find it really difficult to listen to audio AP and stay tuned in. I think I need visual stimulation to remain connected with stories. I also suck at books-on-tape and phone conversations.

I listened to about half of the first session, and have plans to return and listen to more, should time ever afford itself to me.

21
Yes, you can still pick that, and if only one party has Strings, one party loses Strings.

22
Apocalypse World / Re: [Playbook] The Snake Witch
« on: June 29, 2012, 05:20:16 PM »
FUVS could be renamed:

Spoiling the Blood
Fucked Up Devil Shit
Fucked Up Gorgon Shit
Fucked Up Cobra Shit
The Gorgon Look
Fucked Up Brain Tricks
Fucked Up Staring Tricks

23
Monsterhearts / Re: Super Hollow?
« on: June 26, 2012, 02:25:55 PM »
Man, Better Than Nothing and Unresolved Trauma do sound like a bummer to play off one another. I don't know that I've ever seen those two in a crappy interaction between one another, but I can imagine it.

Care to keep talking through the issue?

How did the Hollow absorb blamed into their sense of self? Does the Hollow now believe that they killed the Ghost?

24
Monsterhearts / Re: Things!
« on: June 25, 2012, 07:17:44 PM »
if you switch playbooks, start with none of the advancement boxes checked off. Yeah, this does mean that you could theoretically have your character grow to epic power by having them become a vampiric werewolf or an elven dragon. That's cool.

I've always been more excited to start a new game of Monsterhearts than continue on a Second Season. We've already seen these characters grow and change and get laid and crash cars and eat people.

25
Monsterhearts / Re: Super Hollow?
« on: June 25, 2012, 06:56:42 PM »
Your Hollow told you it was true.

Alfred got to the heart of it.

The Hollow changes what Conditions mean. They get power by re-writing their sense of self, which is a not-to-be-taken-lightly choice.

If you want to have The Hollow not walk all over you, and your name is Rudy, then give them the Condition "Rudy's bitch." They can gain power from it, yeah, but only by incorporating that power-relationship into their sense of self. Win-win.

I don't think that The Hollow is over-powered. If anyone is overpowered, it's The Infernal. Have you seen Strings Attached? You want a new mansion? You get it. You want a perfect girlfriend who's in perfect love with you? You get her. You want a mindless golem bodyguard? It's Free Golem Day in your neighborhood.

But, yeah. The Hollow is a weird skin with some weird mechanical tricks. But I don't really think of it as one of the "powerful" Skins. Can you share some of the situations that cropped up in your game that felt broken or weird or off-putting?

26
Monsterhearts / Re: Feature-Not-Bug in the Infernals' Unknowable?
« on: June 25, 2012, 02:05:37 PM »
Cneph,

The "Unknowable" move managed to avoid revision after "Lash Out Physically" got revised, which is why the 7-9 result is a surprising "yes, and" in a field of "yes, but" options. Whoops.

But I've played it a couple times since then, and dig what it does: it turns ultraviolence into a powerful options with fewer downsides. It allows for careless and casual violence. That leads to provocative and terrible situations.

27
Monsterhearts / Re: Things!
« on: June 25, 2012, 04:29:58 AM »
It's about having to change the rules to have experience mean anything for the character in season 2.

The game has a reward system, and it seems to break.

Maybe it'd be helpful for me to communicate some thoughts about how the advancement mechanic works in Season 2?

Monsterhearts isn't a game about characters who slowly become powerful and awesome. There is an upper threshold to what the characters can become. After Season One, take a break. Play different games. If you choose to return to Season Two, recognize that your character will likely max out their advancement in this season (unless you're playing a new character or a new skin). If this character already has six advances filled in, then we know that they're near the height of their power, and also that they won't be the one to trigger the end of the season. That's good and fine - the focus of Season Two is likely going to be on new characters and characters in new circumstances.

Monsterhearts is meant for tight arcs of play. If people return for a second season, then each player should take a look at their character and ask, "do I really want to play this character for another 2-5 sessions, or would I be more stoked to start a new one from scratch?"

28
Monsterhearts / Re: Things!
« on: June 25, 2012, 04:20:26 AM »
Similarly, we had a great deal of trouble with the timing of the season finale. The game said that things should be wrapping up in the world by then, so I kind of figured that, you know, they would be. But they weren't, and the season finale felt very awkward and forced; we HAD to resolve all these conflicts RIGHT NOW. In the words of one of the players, it wasn't feral at all, and it kind of made everyone mad.

Hey,

Sorry to hear that you had a bummer experience!

I've not yet listened to all of your episodes, so I can't offer much diagnostic help yet. Perhaps you can summarize what sorts of stuff you felt rushed to resolve?

It's not the game's intent to make players feel like they HAVE to resolve conflicts RIGHT NOW. The goal is to have a mechanic that says, "Alright, the next session is our last, so let's pace ourselves accordingly. Let's push for open confrontations and big reveals, knowing that we've got X hours of play left." Some questions will still go unanswered, and some conflicts will still remain embroiled. That's what's meant by the line: "Anything that isn’t resolved at the end of next session is left hanging in mid-air."

How do you typically end campaigns? Is saying "let's have the next session be our last session; then let's move on to a new game" a foreign phrase at your table, or was it the specific implementation of that set-up that felt off?

29
Monsterhearts / Re: A selfish question...
« on: June 24, 2012, 03:37:12 PM »
I made one just for you! Here it is.

30
Monsterhearts / Re: MC-less?
« on: June 22, 2012, 01:20:56 PM »
I personally think that the Principles are the strongest part of the design, and having someone who's explicit job is to cultivate those Principles is important. There are lots of games I'd experiment with doing MC-less, but this isn't one of them. That said, I wish you luck if you try it.

Important things to have players do, if there's no MC:
-pay attention to Agendas
-pay attention to Principles
-pay attention to each other's "Under Their Skin"
-make hard moves
-ask provocative questions constantly

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