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Messages - Spwack

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91
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: January 09, 2016, 07:47:10 PM »
Know that feel bro. My best player plays well, but he also plays to win. My one caveat is that the Gremlin origin should poke through a little, so when you lose bodies, they're either dead, or distracted so utterly by the task that you can't get them to move on. MCs choice, but change whatever needs changing. I might run a playtest as well sometime.

92
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: January 08, 2016, 02:03:48 AM »
Looking forward to part three. I didn't really expect the Swarm to be used quite so soon, if ever. However, from my point of view, any character can be played chaotic stupid if you really put some effort into it. Just because it's easier to play a swarm that way, doesn't mean you have to, if you know what I mean. Is there anything in particular that was total BS, and needs fixing right away?

93
More things!

Damage
- For every serious injury you take during combat, afterwards roll 3d6 into the following outcomes: You can keep going without intervention, there are short term impacts, there are long term impacts (default set)
- If you take a calamitous injury during combat, roll all your serious injuries now and again once combat is finished
ALTERNATIVE - Immediately roll 3d6 into: There are short term impacts x 2, there are long term impacts
- If there is no feasible way of you surviving something, or an enemy executes you, you die

Weapons, Armor and Gear
- Stuff normally only interacts with the fiction, the outcomes of the roll
- Really exceptional stuff can bump damage higher or reduce  it, but might make doing things more difficult, especially getting extra dice
- Truly miraculous equipment can block a serious injury from occurring, or reduce it one step, but only very rarely
- Having the exactly the right tool for the right job usually means you deserve an extra die. Usually. Having something close enough means you might get it, might not.

So, other people can only very rarely kill you outright and you can't be paper cut to death. What is a 'serious injury' depends entirely on the fiction. A stab wound to the gut is a big deal for an unarmored civilian, and might be even counted as catastrophic, while to someone is a mech suit, you might need a rocket launcher to get the same effect. Short term impacts include, you can seriously injure yourself if you perform an strenuous activity, while a long term impact might be, you are bleeding to death, or, you have tetanus.

94
Just so everyone is on the same level, I'm using Vincents mechanics outlined here: http://www.lumpley.com/archive/148.html . In short, pick 1 good thing and 2 bad things, and roll 3d6. 4+, the good thing happens, or the bad thing(s) don't happen. 3-, the good thing doesn't happen, or the bad thing(s) happen.

Savvy?

I'm getting slightly obsessed with this, mainly because I'm always the DM/MC/whatever. This mechanic is great for moving to an DM-free system. However, I've been messing around with some ideas. It's mostly garbage, but here's what I've got:

Behaviour:
- If you're trying to make the good outcome happen in an excessively cautious or cowardly way, remove one bad outcome, 1 die and modify the good outcome
- If you're trying to make the good outcome happen in risky manner, add one bad outcome and 1 die
- If you are willing to risk death to make the good outcome occur, add 1 die and the bad outcome "I die".

Stats:
- If you are a hard motherfucker what you want to do involves injuring someone, taking something, or otherwise being a douchebag, you can reroll the die placed on the good outcome
- If you are a really hard motherfucker, you automatically succeed on such rolls. You still need to roll for the bad outcomes though
- If you are a wimp, you automatically roll a 1 on any of your die. Roll the remaining, and hope for the best

Same as above for being smooth in social situations (hot, by any other name), versus being gauche and annoying, etc. etc. The only one that is different is for cool:

- If you are cool under pressure, you can reroll a die placed on a bad outcome
- If you are really cool under pressure, you can either reroll both dice that are on the bad outcomes, or automatically drop a 6 on one of them
- If you are a massive clutz, you automatically suffer a bad outcome

You'll notice that the stats only go from -1 to +2. I think getting to +3 in this system should be either impossible, or have a fictional rather than mechanical benefit.

Thoughts? This is mostly stream of consciousness, and late at night, and hasn't been edited, but whatever.

95
brainstorming & development / Re: Fantastic World (tentative title)
« on: January 03, 2016, 02:12:27 AM »
I agree about the weapons. An easy way to figure them is to look at the fiction. Broadsword (3 harm) against steel plate (2 armor) results in 1 harm. Dangerous for NPCs, inconvenient for players. Sounds just fine to me. And a knight with a broadsword against a peasant in boiled leather (1) is always going to end messily.

Throwing a small axe at a knight and almost killing them? Hitting them with a mace goes straight through all that steel like it wasn't even there? Less likely.

One thing that just sprung to mind is that a harm should be made using Noble, but only when both participants agree to it. Otherwise, if one uses Swift the other has no choice but do the same or lose, but using Swift (or Hard or whatever) has some kind of negative impact on social standing.

96
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: January 01, 2016, 10:17:10 AM »
Looking awesome already. I love how flavorful the Mood is on the Gloom. Should "Tears of the Clown" allow you to roll Mood with Spirited as well as "Feel Nothing"?

97
brainstorming & development / Re: Fantastic World (tentative title)
« on: December 24, 2015, 04:03:57 AM »
Cheers. Leaving the wording flexible is great for the MC, but maybe just try it out with some players first. Of course, you could make it "When 'people' learn of 'intimate relations', between you and this person..." for extra hijinks, especially with masks and people getting framed.

98
brainstorming & development / Re: Fantastic World (tentative title)
« on: December 23, 2015, 09:02:30 AM »
Hey, depending on the time period (and how exaggerated you make it), something as innocent as giving the wrong women a handkerchief can result in bloodshed on a personal or even national level. Make it "whenever you engage in intimate relations..." leaving it open for interpretation. In AW terms, that means it's 100% on, but in Disney terms, it would be any time two people sing a duet. I find the AW interesting, but it makes it hard to play with a younger audience. Or even people my age, who'll take each and every opportunity to be stupid. Or adults who'll take offense at anything.

99
brainstorming & development / Re: Metroplex: The Edge
« on: December 22, 2015, 06:21:40 AM »
To me I feel the Hustler has a wider spread of options available, while the Smuggler is limited to one occupation. If there is no one to sell to, it's much harder to ply your trade. I can see the echoes of Operator and Driver here, so it would be good to see how they compare.

100
brainstorming & development / Re: Metroplex: The Edge
« on: December 21, 2015, 02:43:55 AM »
Two things, how different are the Hustler and the Smuggler going to be? They both seem to fill the same niche. Not sure how they will differ mechanically, but just something to keep in mind.

And... I really want to play a Street Samurai. I'm a simple man, with simple pleasures, and playing as a cyborg samurai is one of those.

101
Really keen to see how Sent to Montebank and Risk Scandal are laid out. It seems that these two moves take the place of death, one being physical, the other social. Are they of similar severity? Are the impacts permanent?

I'm assuming they are moves much like the rest, and if so, I can imagine certain playbooks/characters/whatever being able to deal with these moves better would have quite an impact on the game, similar to how a Battlebabes +3 cool allows them to easily start trouble and get away with it in AW.

It seems that NPC's find it far more difficult to kill PC's than the alternative. However, should PVP be equally lethal? Not sure if this was intentional.

I really, really, really like how the Yellow King changes the setting, just by making the moves gritter and harder. Would the MC have different/additional Agendas and Moves during Act II? Do players directly advance the clock?

One thing that came to mind is a Town of Salem type situation, where players are given/choose roles that are counterproductive to the general themes of the game. Prophets, occultists, witch hunters, those with professions directly related to the Yellow King would be quite interesting to play. Not sure if you want to use this, just an idea.

I'd really like to see the Montebank and Scandal moves before I suggest anything else. Looks really cool!

102
brainstorming & development / Re: The "Action Button"
« on: December 12, 2015, 02:50:24 AM »
What about: "Next"

103
brainstorming & development / Re: The "Action Button"
« on: December 07, 2015, 07:42:52 AM »
I think a fog horn would do just perfectly. Or just a buzzer like in quiz shows. It does very specifically increase the pace of the game, and is not supposed to be used in a plot heavy campaign. I often feel that games can randomly grind to a halt for a few minutes, and it takes a little while to get it back on track. This is basically just a 'BOOM! KEEP GOING! DON'T STOP!' kind of thing. Would work quite well with characters that have a lot of gear and several levels. Alternatively, I can see it going really well in a zombie apocalypse thing.

104
brainstorming & development / The "Action Button"
« on: December 05, 2015, 12:29:38 AM »
Ok, here's just a dumb idea I've got kicking around for a Pulp Fiction themed game. After watching the movie, I noticed that things just happen. No reason is really given, it's just random coincidence that makes the plot move forward. People happen to be crossing the street at exactly the wrong time, someone OD's, a gun goes off. Things just happen.

So. The Action Button, the Pulp Button, or whatever you want to call it. Works best if it's big and red. Whenever anybody presses it, the MC makes a hard move. Bored? Too much talking, not enough action? Have no idea whats going on? Hit the Button. Same goes for the MC.

Thoughts? Maybe different settings would have a list of moves that link to the Button, rather than just a flat hard move. I've got no idea.

105
Dungeon World / Re: Mythos Characters ported into Dungeon World
« on: November 28, 2015, 05:26:17 AM »
Bump. Still looking for feedback. Currently working on a full Mythos World hack. Progress is slow, as should be expected.

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