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Messages - doc_cthulhu

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46
brainstorming & development / Re: Wayward Sons
« on: January 21, 2014, 02:44:22 PM »
Thanks for the input Munin! I'll bring these all to our group.

Protector might be a good one. It could actually work for the "man of the God" my friend is creating. Curator is a bit close to the Collector and I just cannot pass that name (brings up fond memories from Grand Collector card from Doom Troopper CCG). I'm not sure if investigator is too broad in the same sense that Hunter would have been. And the Cannibal would be something to hunt... maybe a set of Tainted playbooks?

I just have to add this last image I did. It was a simple use of my friend's birthday image with a background taken from a factory photo I took last fall.


47
brainstorming & development / Re: Wayward Sons
« on: January 21, 2014, 12:15:59 PM »
Also - just started to try out the tutorial for images. Suddenly I'm really glad of my immense photo collections!


48
brainstorming & development / Re: Wayward Sons
« on: January 21, 2014, 04:37:13 AM »
I decided to concentrate on "the hunt". The actual hunt can be anything from tracking agents to multidimensional space aliens but the playbooks should all be related to the Hunt in some way. Why would a person go on a "hunt" that means he would have to forsake his/her former life?

Thus far I'm getting playbook ideas for The Agent, The Collector, The Avenger (stupid name?), The Mediator as different approaches for the hunt (I discuss this in greater length at our blog).

Care to throw in any additional ideas?

49
brainstorming & development / Re: Wayward Sons
« on: January 18, 2014, 08:09:48 AM »
Just started on working on the "seasoned" tear of playbooks. Weirder moves, more Deep and confrontation with the Beyond. I'll update the process when I get it going.

50
brainstorming & development / Re: Wayward Sons
« on: December 27, 2013, 07:07:47 AM »
I'm in the process of changing this hack into something more "hunterish". All characters will have to balance at the edge of humanity when fighting for it. Urban Shadows is a major influence though I wouldn't go as far as describing it the "mother game".

I also began the work on "Creating Fronts" and this is what I have come up thus far:

Creating Fronts


To create a front, go through the following steps.

Choose a Theme
Create 3-4 threats.
Come up with the agenda and dark future.
List the front’s cast.
Write 2 to 4 stakes questions
Come up with progress trackers and requires special moves.

Themes
You do not need to start with the theme if you have good threats in your mind. But most likely you will either return to this step or start with it. Choose 1:
   - Paranoia         - Doom
   - Debauchery          - Fringe
   - Taint            - Seclusion
   - Fear            - Secrets
Threats
When creating threats choose one.

- Overlord: Someone who controls others to achieve his/her goals.
- Affiliations: Groups of people with or without leader.
- Weird: Something from Beyond or something that has something to do with Beyond.
- Landscape: Natural or constructed, from this world or from Beyond.
- Danger: Something that threatens to happen or what is already happening.
Agenda and Dark Future
Answer following questions with a sentence or two.
- What is the ultimate goal of the threat (agenda)?
- If nobody stops the thread what will happen (dark future)?
List the fronts cast
Come up with the NPCs (including monsters) of the front. A list of names is usually enough.
Write 2 to 4 stakes questions
Write the stakes for front. They should involve the NPC cast and/or the PC directly involved with the threat.
Come up with progress trackers and requires special moves.
Use progress trackers the guide your way through the threat. Basic “if > then” structure is recommended.

51
brainstorming & development / Re: Wayward Sons
« on: December 15, 2013, 12:18:27 PM »
Another session behind. It is getting more and more apparent that I need to rebuild the playbooks. They just do not stand out in any interesting way. Discipline will most likely be out of the window and get replaced with a more abstract stat that can be used in more ways. I also need to tackle the issue of fronts/threats whatever I will call them.

It does not help that we are moving in a week and I'm writing a new campaign for WFRP at the same time. ^_^

52
brainstorming & development / Re: Wayward Sons
« on: November 22, 2013, 11:15:02 AM »
We played through another session last Wednesday and it lead to some rewriting of the rules (no updates on the files still though).

http://blog.guildredemund.net/2013/11/22/wayward-sons-grinding-the-system/

53
Seems like an interesting project. Any progress/playtest on this?

54
brainstorming & development / Re: Monster Force Terra
« on: November 06, 2013, 11:30:35 AM »
Love it!

Had the same kind of idea when reading through Dungeon World but your work carries the mere idea through. Excellent work. Just wow. (And more monsters.)

55
brainstorming & development / Re: Wayward Sons
« on: November 03, 2013, 03:18:23 AM »
The 1st draft of this hack is ready to be presented here. After running only two sessions with it, it still needs a lot of work but the basic structure is there.

Download:
The Core Rules (pdf)
Playbooks (zip)

56
brainstorming & development / Re: Wayward Sons
« on: October 22, 2013, 12:59:07 PM »
"As soon as possible" turned out to be almost two weeks due a holiday trip and some not-so-funny insomnia.

The quick reference of our first session as well as the first five playbooks (drafts) can be found HERE.

I do hope that some of you find the time to comment on the playbooks!

57
brainstorming & development / Re: Wayward Sons
« on: October 11, 2013, 01:16:43 PM »
We played through the 1st "setup" session two nights ago. Five preliminary playbooks were created (athlete, con-artist, evangelist, dealer, and lawyer). It was a solid start and were going to build on that after my trip to northern Finland.

I'll try to update the process as soon as possible.

58
brainstorming & development / Re: Wayward Sons
« on: October 01, 2013, 12:52:35 PM »
What I was planing was introducing a set of new playbooks per tier (probably 1-3 tiers to begin with).

1st tier would be down-to-earth characters - like characters in the beginning of a tv-series. Examples could include biker, hooker, private eye, truck driver etc.

2nd tier would be an additional playbook. Thus they would keep the 1st they began with. This second tier would be something more special along the lines of characters that are more accustomed to fighting the supernatural. They would not be improved 1st tier playbooks. What I'm thinking is that they would be something more special like sorcerer, hunter, scholar, attuned, tainted etc. This would allow the players to come up with "combos" with the playbooks (more possibilities for a broken path, but more possibilities for fun too). This could also be used as an entry point if the gaming group did not like to start with mundane characters.

3rd tier would be the top of the notch. The best of the best. Cult leader, action star, slayer, mob boss... Something along the lines of usual playbooks of AWhacks. This could also be used as an entry point if needed.

This way the players would have something to aim to. "Oh I want to be a cult leader! I wonder how my character will reach that state". And again if someone would be running just a oneshot he/she could be using any tier preferred.

59
brainstorming & development / Re: Wayward Sons
« on: September 30, 2013, 10:49:59 AM »
Thanks! I'll be checking that one out next.

60
brainstorming & development / Re: Wayward Sons
« on: September 29, 2013, 05:40:15 AM »
As I'm going with a campaign approach on this one I was wondering if someone had already done some "tier based" playbooks?

I'm thinking that when the game starts all characters start with common people. Once they advance they may reach a point when a new set of playbooks "comes available" or "is unlocked". Let's say a someone start with a biker and manages to take all the advances on their career. On the top of your basic "expanded improvement" they would have an option to add an additional playbook to their character. One that no-one can start with.

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