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Messages - doc_cthulhu

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31
Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: May 10, 2014, 02:31:11 AM »
On a 7-9 seems a bit too complicated. In my experience it is better to enhance the narrative rather than the game mechanics. AW at least was developed to be a framework for conversation.

32
This looks awesome. I'm definitely waiting for this before starting my first scifi campaign ever.

33
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: April 04, 2014, 04:38:25 AM »
Ok. Let's start with those

Careers
All - How much is a "handful" with Crew: X? And are you sure you want to allow the characters to choose same moves, there are a couple of duplicate moves and at least Baker was really strongly against this kind of thing (iirc).
Personality - You are deliberately leaving out a basic move for seduction/charm but Subversion kind of demands it. Leaving it in the open like this might cause some serious "negotiations" between players and GM. I know that many players like to just roleplay conversations. But when you are making a hack/game for a broader public you need to consider what you think is relevant and what your readers would like to have. Social moves are in most hacks for a reason. If not as a basic move, then a peripheral move to be used for those groups that enjoy them (Also: the Performance move is superb.)
Commercial also has those "gadget slots". :D
Scoundrel: Getting me to play some other career than Scoundrel/- would be facing adversary. I also imagine that most players would agree with that. Maybe you should add some kind of limit how many players may choose the same career? Or the same moves? I have always favoured bidding during character generation if there are conflicting interests.
Academic: While I understand the principless behind Experiment-move it is way too overpowered as it is. If you dedicate your character into something with AWengine failure can be pretty rare. Thus this move would allow the character to build universes and Green Lantern-rings aboard the space ship. Adding [experimental], [dangerous] etc. tags could help. Check out tremulus playbooks "The Inventor" (playbook set III) or The Scientist (playbook set I) for ideas?
Engineering: Some goes for the Tinkering move as for the Experiment-move above. Do not underestimate the power of players screwing around with these kind of free options.
Starfarer: Again I would suggest the opportunity to get involved with their own roll or re-roll it for Calibrations.
Cybernetic: Did I totally miss that you need to face adversity when attacking opponents with ranged weapons or is it written only here?

34
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 31, 2014, 01:31:19 PM »
Outsider view always helps to get things moving again and usually points out something that might have been otherwise missed. I'll go through the remaining part of the hack during this week).

35
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 29, 2014, 01:28:33 AM »
If folks have the chance, I invite any of you to give the rules a read-through; I'd sincerely appreciate any and all feedback, suggestions or questions. I'll be popping in regularly to answer any queries while I prepare myself for the next phase of development (seriously, it surprises me just how much anxiety the whole Kickstarter/publishing causes me. If anyone has any experience or advice about <i>that</i>...)

I really like this hack and have been reading through it a couple of times. But since I haven't added anything concrete to this thread (and I know that each hack needs comments/criticism) what follows is a simple list of things I thought of. This list is in no way a list of things that need to be fixed. Just thing I would reconsider and thus would like to point out.

Basic Moves
- Get Involved-move: Though I understand the idea Baker has with the change of order of things I really don't like this approach where help only comes in after you fail. My main reasoning behind this is "the feeling". It just doesn't seem right. When someone helps you they are tied to your result. But if you help them only after they have already failed, they become tied in to your result. This is really just a matter of opinion though.
- Assessment-move: Someone pointed out to me that players really like the lists of questions they may ask. It also helps you to build in the feeling you might want to enhance in a hack.
- Patch up-move: You might want to consider giving a more precise amount of time than "a moment" or remove this part. "you’ve reached the limit of what you can do" reads more like a partial success than allowing the character to try again after eating a Snickers.
- You have given each stat one basic move but this removes the option for players to influence other characters. Command-move targets a group of people so RAW it cannot be directed against other characters. As you have established that the characters area dysfunctional family I would expect the players to search ways to manipulate each other and gain power position by influence. Is this considered to be a Face Adversity-move? If so you should probably indicate it somehow.

Backgrounds
- The Criminal-move from Poverty-background allows you to gain a favor from a criminal faction. Though this is simple to establish given the description of the factions have you considered [tag]s for the factions? Something like "choose a faction and give it 2 tags from the following list".
- You raised a point of Artificial background being problematic. How about replacing it with Transhuman background? Something like Eclipse Phase and various scifi-books offer. Possible moves could include "at the beginning of session re-arrange your stats (a stock of clone bodies you could install your mind into), changing skills on the fly (maybe giving some major drawbacks with them like treating 10+ as 7-9 etc.).
- Frontier-background: Tenacious-move is pure gold but Toughness is a bit over the top in comparison to moves from other backgrounds.
- High Tech-background: Please, pretty please, do not use the word "slot" in Techonphile-move. With Calibrations-move I would re-consider this kind of "auto-success". How about allowing to re-roll any failed check (the second roll stands). Artificial intelligence -move " 2-4 word description of its personality" is a bit restricting. Maybe removing the constrains or offering a list for the players to choose from.

Other stuff
- Heroes of Might and Magic 4 had a cool table of classes depending on the skills your characters starts with. As you are considering Kickstarting this hack it might be a good idea to include something similar as an optional rule. It would allow those who want to get playing asap to simply pick up a cool sounding career and check what background they would need to become one. This would also allow you to add a complete (maybe optional/additional) list of moves that would be specific for that particular mix of background careers. (FYI I'm already considering of writing this kind of table.)
- A pdf with drop-down menus for each skill and background option would come in superhandy.

 I'll pick up my commenting from the careers and carry on when I have the time.

Thanks for a great hack!

36
brainstorming & development / Re: Eclipse Phase World
« on: March 26, 2014, 01:05:26 PM »
Any update on either of these? Eclipse Phase seems like an interesting environment but I want my AW...

37
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 25, 2014, 01:16:15 PM »
How about changing it a bit. Something more genetically engineered perfection? The stat boosts are nice but they do not actually add anything to the game as a story. I wouldn't pick that to start with and I have some doubts about the kind of players who would...

38
I like what you have done. It seems really nice and simple and still manages to capture the elements of the Games.

39
brainstorming & development / Re: Wayward Sons
« on: March 09, 2014, 08:32:51 AM »

40
brainstorming & development / Re: Opposed stats?
« on: March 09, 2014, 08:32:28 AM »
So if someone needs a system to ensure how their PCs act it is a good place to start! ^_^

41
brainstorming & development / Re: Opposed stats?
« on: March 09, 2014, 05:56:11 AM »
Pendragon had a system of virtues to worked like this. To me AW would be a good game to try out something similar. We already have a bunch of stuff to roll that would/could go unrolled in other games.

42
brainstorming & development / Re: Opposed stats?
« on: March 09, 2014, 01:07:23 AM »
Arkham Horror board game by Fantasy Flight Games (current edition) does speciously this. I think you might have thought that already but there's no harm in mentioning it.

43
brainstorming & development / Re: Wayward Sons
« on: February 28, 2014, 01:32:44 PM »
We had a big photo shoot this Monday for the images used in this hack. There is still a lot of work to be done as I have just recently understood some major flaws in the system. Hopefully I'll have the energy to go through it all once again to make it more worthwhile.

One of the major things that require work is the main idea of this hack. "Hunting supernatural monsters" is a good starting point but it has been refined in our test games into something more concrete. This hack will be about trying to survive in a fractured world. Though nobody sees it, the world is falling apart. There are holes in the fabric of reality and this is what the characters will be dealing with. Sure these holes might spawn some monsters (I mean why the hell not?) but they represent a bigger threat. Think them as the gates in tv-show Fringe, but with more X-Files/Twin Peaks/Lovecraftian touch. If you would be up for that kind of thing, this hack would/could explain to you why the world ended and spawned the Apocalypse World - I know I will be playing it this way.

44
brainstorming & development / Re: Wayward Sons
« on: February 14, 2014, 07:10:52 AM »
Had an excellent session yesterday. So great in fact that I ended up writing 1508 words on it. And it all started out with an innocent love letter from me to a player. Great fun was had yes!

http://blog.guildredemund.net/2014/02/14/wayward-sons-love-letters-demonic-possession/

I also updated the Facebook page: https://www.facebook.com/EldritchSigils

45
brainstorming & development / Re: Wayward Sons
« on: February 01, 2014, 06:18:12 AM »
First seasoned playbooks on the table. What do you think of these move and gear sets?

The Asset
The Asset is any type of "agent" working for someone/-thing (organisation, syndicate, cigarette smoking man, you name it).

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special move:

[] Believer: Gain +1 for all Act Under Pressure and Lore moves when dealing with beings from Beyond.
[] Electronically Simplified: Reduce Intellect by one and increase Fitness by one. Gain +1forward to Influence move when making threats.
[] Orders from Above: When able to make a call roll+Presence:
On a 10+, They’ll do it.
On a 7-9, They’ll do it, but become suspicious or agitated.
On a miss, the situation escalates.
[] Protector: Whenever another character takes harm in the same scene, you may Roll+Fitness. If you succeed you may shift all harm from that character to you. On a 10+ reduce the Harm by one and increase their Trust to you by one.

The Deep Move
You automatically start with your Deep Move.

Fringe Bureau: If you have contact for to your superiors you may ask one device for a test run, roll+Deep.
On a 10+, choose 3.
On a 7-9, you choose 1, GM chooses 1
- The item is delivered
- The item has a tag (maybe be chosen multiple times for different tags)
- You are expected to give a full report
- The item goes missing
- Someone is searching for the item
On a miss, GM chooses 3

Gear
You start with:
agency ID card [forged or reliable] +1 to Influence moves when suitable
short distance radio with earplug
small sidearm of your choice
clean black suit
black shades

Choose two of the following:
bulletproof vest [1armor]
additional firearm [hidden]
d6 doses of amphetamine [illegal, hidden, addictive]
walkie talkie
auto [reliable or expensive]



The Avenger
This is your basic "he who fights the monsters" kind of an approach.

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special moves:

[] Dear Diary: Whenever you encounter a new kind of being from the Beyond, gain +1exp.
[] Doomed the Die: When you suffer a lethal amount of Harm you may make one last Fight move against your opponent. Add +2 to the roll.
[] Killer Instinct: When you cause Harm, increase the Harm by 1.
[] Solitare: You may spend 1exp. to add +3 to any roll if unassisted.
[] Trunkful of Weaponry: When the need arises you have the right weapon in your disposal.

The Deep Move

[] I Know This Beast: When you encounter something from Beyond, roll+Deep.
On a 10+, you have encountered something like this before. GM will tell you about about it and how it can be killed. Gain 1clue.
On a 7-9, you know someone who can give you the info. You own them one. Gain 1clue.
On a miss, it is something you hold a grudge against. Suffer -1ongoing against it.

Gear

You start with:
sawed-off shotgun
box full of shotgun shells
knife (big, scary)

Choose two of the following:
old ouija board (weird)
old american car (reliable)
tattoo or talisman (protective)
bulletproof vest (1armor)



The Collector
This is the collector from such Lovecraft's stories as the Hound. Someone collecting items and information that the mankind was not meant to know.

Moves
You begin with all the basic moves and moves from your previous playbook.

Choose one special moves:

[] Calculative: You may use roll+Intellect instead of roll+presence when making using Influence move.
[] Connected: You may use Presence instead of Deep when taking the Lore move. You cannot suffer Taint in this way but whenever you would the situation escalates.
[] Familiar with the Goods: When you use Lore move to study an item, gain +1.
[] I’ve Got a Buyer for That: Each time you find an item via Investigate move you can trade it for one Experience when you get to sell it.   
[] Provider: When you need something mundane that might be hard to get, roll+Intellect.
On a 10+, you get it.
On 7-9, you get it but someone wants something in return.
On a miss, you don’t get it but someone might be interested to buy it later.

The Deep Move
[] Personal Collection: Once per session you may take the Investigate move with roll+Deep to go through your personal collection.

Gear

You start with:
vallet full of cash
storage container (modern security)
various small collectibles

Choose two of the following:
a set of lockpicks
cast iron safe [warded]
pocket handgun [small]
personal library (+1 for moves on one subject, requires time)


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