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Messages - Steve Hickey

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31
brainstorming & development / Re: Samurai World
« on: March 06, 2012, 10:46:56 PM »
Simon and I were just chatting on twitter, and we wanted to add these as options to Simon's move:

- "If you survive, convert any unspent hold to XP"

(or)

-  "Convert your opponent's spent hold into XP"




32
brainstorming & development / Re: Samurai World
« on: March 06, 2012, 01:07:57 AM »
I know!

That first conversation between <... checks Wikipedia ...> Shinzaemon and Hanbei (the mad Lord's samurai) is amazing.

And there's stuff like 'When you travel by stealth' and 'When you engage in battle, first say if you are conducting an ambush or fighting on an open field'.

Paul, you might want to look at Simon's 'World of Conan' hack. It's got a neat move in it - I think it's something like 'When you go to war' or 'When you lead your armies into battle'.

33
brainstorming & development / Re: Samurai World
« on: March 06, 2012, 12:35:41 AM »
Thinking about 13 Assassins, I think there might also be a Basic Move in 'Conceal Your True Intentions'...

34
brainstorming & development / Re: Samurai World
« on: March 05, 2012, 11:57:18 PM »
Paul, I really like this idea.

When we talked in the weekend, I asked you whether you would bake a starting situation into this hack, and you mentioned that you might set in the middle of a war between two kingdoms or imperial families. Is that still the plan?

The creation of 'Situation' is definitely one thing I'm still not clear on when it comes to AW hacks. With Monsterhearts, it seems to come from the backstory between characters and the origins of their monstrous sides. With Monster of the Week and Dungeon World, it's inherent in their premises ('kill monsters'; 'go into dungeons'). With AW, I think the situation comes from scarcity and the aggressive destablisation of status quos.

I'm looking forward to seeing your basic moves. One thing that might help you with that: what sorts of conflicts (both the obvious ones and the subtle) do you see happening in the movies that are inspiring you?

35
That all sounds good; I’m looking forward to reading the next draft!

Looking through the rest of my notes, I had one more lot of feedback and ideas:

- - -

Jenni was playing the Agent, and she noticed something about the ‘[X] knows something about me’ bond. She wanted to know who decides what the secret is. This could be as simple as adding something to the end of the bond description like “Ask them what it is” or “Tell them what it is”.

- - -

Given what you’re saying about how assigning Hx works, the simplest solution might be to have an instruction which reads: “Go around the circle again. On your turn, tell each player how many bonds you have with their Companion, and ask them to write that down as their Hx with you.”

- - -

It might be good to add some space in each playbook for you to write down what bonds other players chose about your Companion.

- - -

I also wonder whether it might be quite cool to have a little extra step where the players assemble a rough timeline (out of the information in their bonds) about who was on the TARDIS with each, and when people knew each other. That could be fun.

- - -

Finally, I was thinking about other ways that characters in Doctor Who deal with conflict and resolve situations. Here’s a move (adapting from Monster of the Week) for your consideration,

When you Examine a Mystery, roll +Clever. On a 10+ pick two (or the same one twice). On a 7-9 pick one.
•Tell me something about what already happened.
•Tell me something about what’s behind this.
•Tell me something about a species.
•Tell me something that is likely to happen
•Point out to me if anyone is hiding something, or is not quite right.


- - -

Thanks for writing this, Jerry. I’m sure I’ll be playing again :)

I’ll chat with the playtesters and ask them about whether and how they want to be credited.

36
Here's something I realised about the story tensions that you can develop in a game of Companions.

Initially, I think characters are going to be driven (at an interpersonal level) by dealing with the loss of the Doctor, forming their own version of a team, and finding their feet as heroes on their own.

The need for revenge against whoever or whatever killed the Doctor may also provide a motivation for some Companions. And you could provide advice in the game about how to devise and reveal the truth about the Doctor's death - treating it as a mystery for the Companions to uncover.

Another tension is the TARDIS’ plan for the Companions, which I think would play best as being a different objective than 'Revenge'. The inspiration here could be the 7th Doctor, and his elaborate millennium spanning schemes where he's set up different pieces in different time-periods. If you go down this route, with the TARDIS helping the Doctor pay off some of his plans, you might want to treat this like an Arc in Monster of the Week, letting the MC figure it out slowly and having this plot develop/count down over quite a few sessions. 
 

History and Experience

You might need to be a bit clearer about the procedure for creating characters in the playbooks.

I think it'd help to add the following step before assigning Bonds and History: "Go around the group once, describing your Companion's look and what the group would know about them."

Then you could move the "Once you are finished" sentence to after the descriptions of the bonds. By the way: everyone thought the Bonds with the other companions were awesome!

History was actually a bit complicated to figure out, and the language here feels like it needs to be more specific. Do you determine starting Hx by going round the table and asking each player how many bonds they have with you? (And then that total number of bonds the other player has with you is your Hx score?)
 
Also, I think I missed this bit: Are there rules for helping? Do they use Hx? Do you just use the standard AW rules for helping and interfering?
 
I also think I missed how you gain Hx.
 
Experience seems a little problematic. I didn’t observe the players referring to the xp charts that much. Oh, and do you highlight stats?

 
Playbook suggestions

The group suggested another couple of playbooks:
- The Part timelord?
- The Soldier (ala The Brigadier)
- The Kid

37
Oh, and another way of looking at that Control a Dire Situation suggestion is a move like "When you interrupt a plan".

38
All those changes sound good, Jerry. I look forward to reading the new and revised playbooks.

I had a think about principles and MC moves today. When I was playing the game, here are some of the moves I think I was making:

- illustrate the wonder of the universe
- give an individual a chance to make a huge difference
- hint at things happening behind the scenes
- capture a companion (or take her into your power)
- reveal your master plan
- show them a glimpse of what will happen soon
- show them a hint of the consequences of inaction
- demonstrate a good or bad consequence of the Doctor's influence
- present them with a mystery
- acknowledge the loss of the Doctor
- reveal an historical detail
- have a conversation with a companion


Another thing I noticed is that the Basic Moves might need to be unpacked a little bit. I found myself suggesting they use Act Under Pressure *a lot* (which got a little boring), and that Control a Dire Situation didn't always fit (because of its harm options).

I would suggest splitting Control a Dire Situation into two things: i) highly charged situations that could go (or are in the process of going) bad, and ii) fights.

Examples of (i) include the Doctor or Rory negotiating with the Silurians in Cold Earth, the Doctor speaking to the assembled troops on Demon's Run, or any point where a villain is explaining and executing their master plan. Examples of (ii) include hand to hand fights (uncommon) or gunfights (Unit vs Daleks in Day of the Daleks, or Mickey and Martha vs a Sontaran in The End of Time).

When you Try to Control a Dire Situation, then, might go something like this:

On a 10+ hold 2, on a 7-9, hold 1. Spend your hold to:
- make them listen or talk to you
- make them stop what they're doing and focus their full attention on you
- spot something that's previously been unnoticed (or realise something)
- give someone an opening
- assess a piece of technology (surreptiously)


I also felt that operating the TARDIS needed to have a little something extra aside from Acting under Pressure or Use Unfamiliar Tech. I felt that operating the TARDIS should be *cool*, and perhaps have a move all of its own. The following move is definitely not cool but it's a start:

When you pilot the TARDIS or use an aspect of its technology, roll+vortex. Gain a bonus for each +vortex individual who is helping you pilot (up to 5)

On a 10+, you land at the right time and palce, or achieve your desired effect
On a 7-9, choose 1
- right place
- right time
- the TARDIS takes you where it thinks you should be
- the effect works temporarily.

39
Jeremy Tidwell has written a hack called Companions (here) that is set after the death of the Doctor, where the TARDIS has gathered some of his old companions together to finish the Doctor's work.

It's a great pitch: with a real sense of melancholy and purpose, and it totally grabbed the 4 Dr Who fans I pitched it to at a house-con yesterday.

The game went well: we played an adventure called Ice World Zero, set at a point in the Battle Cleric timeline when suspicions of the Doctor are high, and one of the Doctor's old enemies is up to a nefarious scheme. By the end of the mission, two of the Companions had been killed and then resurrected by the TARDIS - coming back ... changed by their time in the vortex.

Due to lack of time, I'll break my feedback into two or three posts.

In this post, I just wanted to discuss some ideas that came up when we discussed the Touchstone playbook after the game. We felt the Touchstone (an everyday person with a heart) didn't have many options for things to do in the game. We discussed how to make him/her more emotionally central to the game.

(Jeremy, this is one of those situations where I'll offer some suggestions, but they may not be right - they may just help you identify issues of your own. It's all cool!)

People instinctively moved to shield and protect the Touchstone from Harm. Perhaps there could be a move to take advantage of this: "If others take harm to protect the Touchstone, both parties benefit (the Touchstone gains XP, and the protector takes +1 forward)", for instance.

There could be a move that's something like "In a dire situation, you are not seen as a threat by anyone."

Monster of the Week (a hack by Mike Sands) has a great little move for the Mundane called "Always the Victim". I'll have to check out the details of it, but I think it's about people gaining XP if you need rescuing. Similarly, there's an "I'll check it out" move, where the Mundane gains XP for heading off on her own and investigating stuff.

We all thought it would be fantastic if having the Touchstone present when a companion died gave that companion a bonus to being resurrected. Something like "add your Hx with the Touchstone to your resurrection roll."

In general, we wanted the Touchstone to have more stuff that helped her connect with others, protect and help others, and support others.

40
Dungeon World / Re: If I ran DW this weekend, what should I use?
« on: February 28, 2012, 03:38:53 PM »
Thanks mease19. The hack plus basic playbooks approach sounds good to me. I've studied them a little bit and done a little of looking around the threads here, so it should be do-able.

Looking forward to it!

41
Dungeon World / If I ran DW this weekend, what should I use?
« on: February 27, 2012, 11:28:07 PM »
I'm thinking about running Dungeon World at a house-con this weekend, but I'm a little adrift with the options. What would you recommend?

- Using the Hack with its playbooks (and making up some principles and DM moves of my own)

- Using the Hack and printing out the Beta playbooks?

- Buying the Basic DW .pdf?

- something else I'm unaware of?

$5 is not a huge deal, but I'm interested in whether I can get by without spending money, and how significantly the experience of running DW is improved by using Basic.

42
The Regiment / I'm hoping to run this next weekend!
« on: February 26, 2012, 01:02:17 AM »
Awesome to see a Regiment forum up here, guys.

I think I heard you had plans to release a playtest draft this week? If that's true, I'll try to run it at a house-con I'm at next weekend.

43
Closure!

Maps as fictional positioning.

Now to put this link into my Threat Level hack, so I don't lose it again.

44
The Sprawl / Re: [CyberWorld] Cyberpunk mission-based action moves
« on: February 15, 2012, 11:42:23 PM »
FYI: I'm probably about a week away from taking a closer look at this. Really looking forward to it!

45
Apocalypse World / Re: Does AW have any guidance for when to end the game?
« on: February 15, 2012, 07:30:21 PM »
DWeird, I absolutely agree: the ungiven future is a great way of defining one particular boundary of your AW game (the 'What is the Apocalypse' boundary). When we figured out that boundary, it really helped us define the limits of our game.

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