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Messages - Steve Hickey

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16
Monster of the Week / Re: Typo eradication
« on: December 16, 2012, 04:40:00 PM »
Your editor, here. I was re-reading the rules over the weekend, prepping to run a game and (to my chagrin) I found a typo:

On page 189, where you're recommending Monsterhearts, "its" should be "it's".

17
brainstorming & development / Re: Spy/Operative Hack already exist?
« on: August 01, 2012, 10:33:46 PM »
Hi Sean,

Check this thread ('Threat Level') for some stuff I put together on this
 type of game.

It's something I'd like to get back to, but maybe there's some useful stuff in there for you?

18
Hi Jeremy,

We played Part 2 of our Companions game last night, using your Last of the Timeladies adventure.

I have quite a few thoughts, but only a little bit of time at the moment. So here are two things that came up.

First, I mentioned in a previous post I was going to pay more attention to what it feels like to have a ‘Dire Situation’ move followed by the Tempt Fate move.

What I found / felt was having these two moves always follow each other seemed to slow the game down a little bit and created a dynamic that felt … predictable.

I wondered what would happen if you included an option in the Control a Dire Situation move which was something like: “Spend 3 Fate right now, in order to avoid making the Tempt Fate move.

(Obviously, the right number for that option might not be 3 Fate – but that felt about right as something that would make the player seriously consider whether to choose that option rather than another.)

Anyway, that might be a solution in search of a problem. Hopefully you’ll consider that observation about the ‘Control a Dire Situation --> Tempt Fate’ dynamic as a data point.



I also wanted to get your thoughts on how I should have handled a situation where a Companion faced the possibility of getting seriously injured.

Lady Deliah blew her Use Unfamiliar Technology roll, destroying the device she was operating *and* someone gets hurt. As Lady Deliah was trying to use the Untempered Schism’s field to get a message to another Companion, I narrated a ball of dangerous schism-energy smashing into that Companion.

Now, as there’s no Harm in this game what would be your recommendation(s) about how to handle that? (I have some ideas but would rather hear your take.)



I have to dash now, but hopefully I can write more later (about emotion keys, and other stuff).

19
brainstorming & development / Re: Boldly Go: Star Trek hack
« on: July 14, 2012, 11:24:59 PM »
When you enter a new sector of space, roll +scan. On a 10+, hold 3; on a 7-9, hold 1. Spend each point of hold to ask the MC what your long-range sensors can detect.

MC, say what your prep demands or select from the following list:
- an astronomical phenomenon
- an unusual reading
- the location of a resource
- a habitable planet
- evidence of technology


(Also, "But you're the Captain!" seems like awesome, near-universally applicable leverage in a seduce/manipulate/persuade type move.)

20
brainstorming & development / Re: Boldly Go: Star Trek hack
« on: July 11, 2012, 08:08:05 PM »
Oh, and you talked about Fundamental Scarcities in your first post.

I was wondering: in very broad terms, how do you see the GM prepping for play? Is a session focused around exploring a planet / phenomenon / artifact? How would that work?

(Also, in case it's not clear, I think this is a very cool idea!)

21
Those look great. I love the 10XP for buying a key off.

How many emotion keys does a starting character get?

22
brainstorming & development / Re: Boldly Go: Star Trek hack
« on: July 11, 2012, 05:52:14 AM »
Some other brief thoughts:

- I'm really looking forward to seeing the ship moves. I haven't checked out Apocalypse Galactica yet, but I assume the ship is going to be an important part of the game, defined like a hardhold or something?

- It might be cool when a team beams down to a planet if you give them an 'Away Team' handout. In my head, it's a little something that gives them two or three redshirts to deploy on investigating phenomena, and maybe a couple of extra 'Away Team' moves.

- This is sort-of Next Gen, but maybe you could have a First Officer, and then emphasise the divide between the Captain (stays on the bridge, deals with the big picture / strategic side of encounters) and the First Officer (a captain in training; leads Away Teams; is expected to prove themselves by consistently exercising good judgement).

- The 'Watch This' move is pretty good. As I read it, I felt the "What species handled this last?" question was a little odd, and that it was covered more by this: "What has been done most recently with this, or to this?" ... However, maybe the source of my oddness is that the first question gives a little too much away? Maybe a rephrasing like this "What clue is there to what species handled this last?" gives characters a little bit more incentive to investigate.

23
Monster of the Week / Re: Let's trade playbooks!
« on: July 10, 2012, 11:41:29 PM »
I'd be happy to swap you the Divine for the Hoarder (and the Marmot, if you have it), Ernesto.

24
I was just thinking about fundamental scarcities for creating fronts. One of the fronts you've got (I won't say which, to avoid spoilers) has a fundamental scarcity of 'Despair'.

I was wondering whether it might provoke anything if I phrased that as the opposite. For instance, 'Despair' becomes a fundamental scarcity of 'Hope'. Here's what that triggered for me:

- Hope
- Sanity
- Free will
- Safety
- Caution / Common-sense
- Co-existence / Tolerance

25
brainstorming & development / Re: Boldly Go: Star Trek hack
« on: July 10, 2012, 07:43:56 PM »
I love it, and will comment in more detail later. At the moment, I wonder whether it's +strange rather than +weird.

"Its continuing mission: to explore strange new worlds ..."

26
Oh, and two more MC moves (I'll stop making separate posts on this soon!)

- Trust a companion.
A significant trope in Dr Who is that people instinctively trust him. Part of that is its usefulness as a TV convention, but it could also be that as he's touched by the vortex, people recognised him (and the companions) as being outside the situation. At any rate, the Companions aren't necessarily as trustworthy as the Doctor, so this is a move you can apply at your discretion.


- Reveal an NPC's hopes or fears

27
Nice! That all makes sense, Jeremy.

I just realised there's another MC move that's perfect for this genre:

- Separate them.

I'm going to do just that in the next session.

28
That's interesting. To restate what you've just said:

* The person making the move can select someone to go with them.
* The selected person, and any other PC who decides to run can roll to help the RUNner.
* The selected person has the option of not helping but making another move that they can perform while running.

That all makes sense to me.


---   ---   ---

In the next session, I’m going to pay more attention to what it feels like to have a ‘Dire Situation’ move followed by the Tempt Fate move. This is an instance where ‘Moves snowball’, but I’m not sure how I feel yet about Tempt Fate coming up automatically after dealing with a dire situation.

I think this is tied into something I realized during the last session: The MC needs to closely monitor whether something is really a Dire Situation or not. There were a couple of occasions (like when the companions ran into a home-built cyberman) where I made them make dire situation type moves – but where I later realized that they weren’t really in danger.


---   ---   ---

Another suggestion for you to consider: do you think there's a place for Workspace type rules to guide the Companions when they make plans to deal with situations?


---   ---   ---

Jenni indicated that there's a cool option in the official Dr Who RPG which is something like "When you willingly give yourself over to your enemies". Given that being captured by your enemies is a regular part of Dr Who, there might need to be an MC move ('Give the Companions a chance to explain themselves'?) or something else in the game to represent this.

29
Hi Jeremy,

We started a new game of Companions last night. So far it's going well - they've arrived in London, discovered it near-abandoned and covered with mysterious energy and filled with Cybermen. There have been some ingenious ideas (keeping the TARDIS safe by moving it forward two hours in time, and building a homing beacon to attract it to a different location) and some fantastic failed moves (the Agent blowing his 'Oncoming Storm' role while trying to make friends with the Resistance was a classic cock-up).

We've been looking at the rules as we play, trying to note points where we were confused and had to invent our own interpretations. I thought you'd like to know about the following areas we found unclear:

For useability, you'll want to clarify the Bonds and History section. (I haven't played Dungeon World, so I'm not familiar with Bonds.)
- When you say 'it's better to fill in more than one', are you saying that you can write the name of a PC into more than one item?
- When you say 'the total number of bonds each character selected for you', are you talking about the totals of the numbers in parentheses or the number of lines/items
- Are the Hx rules the same as in Apocalypse World? If Hx goes to +4 (even when you're doing the initial History selections in character generation), do you mark experience and reset to +1?
- At the end of each session, do you say who you feel closer to and they mark +1 Hx with you?

When people are explaining their bonds, you might want to indicate to the MC to write down any questions that those Bonds provoke (for the MC to ask the character later).


---   ---   ---

In the Warrior-Poet playbook, insert 'than' into the following bond: "---'s friendship is worth more to me THAN the way of the warrior."

It'd be good to add the Fate clock and Spark counter to the character sheet. (Under the Fate clock, you might want a comment like 'Using Armour doubles the value of the Fate points you spend'.) It's also be good to add five dots for marking down Experience.

For the Construct, you might want to add 'Clockwork' as an option in the 'Material' section.

Everyone's XP section mentions emotion keys, but we couldn't find a reference to those in the rules.


---   ---   ---

The RUN! move was a little problematic. Let's say the Agent and the Whiz are together and they screw up an encounter with a band of resistance fighters. The Agent says "Let's run!" and the Whiz agrees.

The question is: do they both need to make the RUN! move?

The reason I ask is that one of the options in the RUN! move is 'One person of your choice who follows you is safe'. It seems this could apply to a PC Companion - meaning that they don't need to make the RUN! move. Is that option only supposed to apply to NPCs?

While playing, I felt like it had to be applicable to the other PC, so I didn't ask them to RUN!


---   ---   ---

Possible MC moves:
- Reveal the past
- Hint at off-screen badness

At one point, the Agent wanted to do some research on the internet. Jenni wanted to know if there was a 'Research' move? As there wasn't, I just told her what she'd find out, which implied 'a Reveal the past' MC move.

Hinting at off-screen badness works well too. In this episode, we had two Companions being watching by video surveillance (which was later revealed to be a Cyberman's eyes).

The players in this session were: me, Jenni Dowsett, Svend Andersen, Celeste Mackintosh, Wayne Ulyate.

30
4. Playbooks.
The stats and basic moves establish a baseline for what everybody in the game does, and then the playbooks tell you how characters are different. I don't have too much to say about this, it's just like writing up a custom playbook. You figure out what the archetypes of characters you want and decide what the range of options they should have is and then just write them up. As long as you know what game you're writing, this is just work, nothing more.

This is incredibly helpful. You've articulated something I was seeing out of the corner of my eye. Thank you!

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