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Messages - Rubberduck

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31
brainstorming & development / Re: MASHWorld (working title)
« on: March 21, 2016, 07:40:37 AM »
I'll need to check it out later. For now I've just skimmed it. One thing I noticed in the skim was the "Causes and Types of Trauma" tables which are d100. You might want to make them d66 instead, so that people don't need weird dice (I have plenty of those myself, but the default AW engine assumes d6s).

32
And here is mine. Because of the basic idea, it ended up with a different focus than the original Quarantine.

Eternal Guardian
In the time of the great empires, great lords would get buried in elaborate tombs filled with treasures and guardians. Guardians with their own mind and will, that were put to slumber to guard their master eternally.
Or until somebody opened the tomb.

Name
Abel, Cloud, Guardian, Krall, Lotus, Rock, Rook, Storm, Zerx

Look
Neuter, masculine, feminine.
Made from bronze, made from granite, made from sandstone, made from wood and leather, made from mummified body parts.
Solid throughout, crystal heart, black ichor, arcane vortex, cogs and wires, constantly twisting vines
Human face, bestial face, masked face, tentacled face, no face
Dead eyes, lively eyes, sage eyes, clear eyes, steady eyes, inquisitive eyes, no eyes.
Bestial body, huge body, towering body, stocky body, lanky body

Stats
Choose one set:
• Cool+2 Hard+1 Hot=0 Sharp+1 Weird - nil
• Cool+2 Hard=0 Hot+1 Sharp+1 Weird - nil
• Cool+2 Hard-1 Hot=0 Sharp=+2Weird - nil
• Cool+2 Hard+1 Hot+1 Sharp=0 Weird - nil
You were created on different principles than those that govern the psychic maelstrom. When you awaken from your slumber, you have no connection to it.

Eternal Guardian Moves
You get all the basic moves, and choose 3 eternal guardian moves.
You can use all the battle moves, but learn defending something you hold, hunting prey, escaping a hunter, and the tactical and support moves.

O Heart of Stone: you get +1 cool (cool+3).
O Made for War: In battle, you count as a mounted warrior even on foot (+1 harm, +1 armor against non-mounted enemies; mounted enemies get no advantage against you).
O Perfect Servitor: In battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
O Impenetrable Defense: If you steel yourself, and do nothing but concentrate on your defense, you get +1 armor in addition to any armor you might already have.
O Inheritor of the Empire: When another player’s character rolls+Hx to help you, they mark experience.

Equipment
You get:
• 1 serious weapon or Claws (deadly: brawling)
• Armor (2 armor), specially constructed, or built into your form

History
Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters’ names.

Go around again for history. On your turn, ask:
• Which of you did I first meet when I emerged from the tomb. Write history+1
For everyone else, write history-2. You are not from here, and you do not understand.

On the others’ turns, answer their questions as you like.
At the end, choose one of the characters with the highest history on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

Your Orders
Your makers imbued you with a number of commands (Get the first, and choose three more)

X Protect the tomb against all intruders
O Spread the rule of the empire
O Maintain the local power structure
O Protect the heirs of the imperial line
O Uphold imperial law
O Protect the weak
O Obey the orders of any Mystic
O Keep mystical artefacts out of the hands of the unworthy
O Root out and destroy all servants of the maelstrom

However, your time in slumber has weakened the commands hold on your mind. Any time a command comes up, you can choose to
• Follow it, and gain 1 experience
• Break it, and cross out the command

The Tomb
Over the course of time, the entrance to many of the chambers of the tomb has collapsed. However, they can be uncovered once again.

Uncovered tomb chambers (choose 1)
O Guardian Chamber: In this chamber stands five more guardian constructs in slumber. You can awaken them, all at once or one at a time.
O Warding Circle: Bring someone into the circle and you can isolate them from the world’s psychic maelstrom. With a little ritual, you can use the circle to further manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead of rolling+weird.
O Arcana Workshop: Includes a chamber with ritual components and tools for engraving and inscription. Uncover it, and you can imbue your body with magical power like a mystic would.
O Library: Includes a chamber filled with records and historical archives. Uncover it and you can get to the bottom of the past like a mystic discovering the truth about something.
O Gold and Plunder: You can scavenge the tomb for its treasures. Each time you do, you get 5 keep worth of gems and precious metals, but permanently scratch out one tomb chamber. (Yes, you can choose to scratch out this one.)
O Armory: This chamber contains 20 serious weapons and 20 suits of breastplate, helmet and boots (2 armor valuable ancient), intended to arm the soldiers of your charge in the afterlife.

Eternal Guardian Special
If you let another character work on you (repair you, modify you, decorate you), it counts as having sex with them. In addition to the other characters sex move, he gets to decide whether you get +1 or -1 history with him.

Goals
During play, it’s your job to have your character make and pursue goals. They can be any goals you want, long term and short-. Begin by thinking what your goals might be this very morning, as play begins. You can look to your commands for inspiration, or you could have different goals, to which the commands are a distraction.

Improvement
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again.

Improvement
__ Get +1hard (max hard+2)
__ Get +1sharp (max sharp+2)
__ Get +1weird (max weird+2)
__ Uncover tomb chamber
__ Uncover tomb chamber
__ Uncover tomb chamber
__ Get followers (you detail) and fortunes
__ Get a war-band (you detail) and leadership
__ get a move from another playbook
__ get a move from another playbook

__ get +1 to any stat (max stat+3)
__ retire your character to safety
__ create a second character to play
__ change your character to a new playbook
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.

Your Keep
You require no sustenance, and so do need not spend barter for your lifestyle at the beginning of the session.

When you have keep left over, you might spend your keep on: a night in high luxury and company; someone else’s protection, service, or labor; a weapon or other equipment; tribute to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or beautiful clothing; or other things as you can arrange for them.

33
I kept thinking of the Quarantine as the Faceless for some reason. And having thought about both concepts now, I feel like I have to make them once I get back home.

34
I haven't read the new rules yet, just wanted to elaborate on a few things.

Presence: What is this used for again?

It's a concept. If you are present you can be affected. If you are not present you can't be affected.

If it is just a concept, then it seems common sense. Common sense enough that it wouldn't even need to be mentioned. Is it an overarching theme that just haven't had its text added yet, or am I missing something?

You decide the bearing, the MI then provides tags for it. Some tags can be assumed. If you add fire to your bearings it will probably have tags designating harm. The MI may add other tags though, especially depending on the result, such as trauma.

Maybe add more description to the bearings, about how they can have tags, and what that means. By this point, you probably shouldn't even add it to the Keys to the Outside description, but make an entire section just about bearings. Since they are so important, and have these fiddly bits. Then you could also explain there exactly what last used tag, innermost incomplete circle and so on are and how they are used, and other stuff like that, instead of elaborating that in the moves.

Staring into Infinity
Yup! You can gain a bearing on anything. I may change it to instead give +1 forward to doing something with that.

Hmm.. maybe you should just stipulate somehow, that the move can only be used for sorta specific stuff. So Mila can get a bearing to the gulag, because she saw that Jojen was there. It is a specific gulag. But she wouldn't be able to look into infinity, and suddenly get a bearing on swords. It would have to be a specific sword. Unless she over a period of time becomes intimate with swords in general. Or something. I'm having a bit of a hard time pining this one down.

Erasure of harm: Isn't erasure a bad thing that is connected to paradox? Does this mean that the character that caused the harm suffers paradox, and thus possible erasure?
Erasure is not necessarily a bad thing.

The only reason I've seen Erasure explained was in the context of Paradox in Keys to the Outside. Maybe it'll get clearer once the Paradox/Trauma sections get introduced.

When she gained a bearing of the Soviet Gulag, she is able to distinguish it within the infinite realities within all Infinity. She can shift realities to the Soviet Gulag. Or she could also converge the Soviet Gulag with whatever reality she's in.

I think the reason that I got confused was word choice. Instead of "She adds the Soviet Gulag bearing above the one for her hillbilly hometown", write "She conjures the Soviet Gulag bearing above the one for her hillbilly hometown".

35
Okay, finally got time to take a look again. So, here it is:

Bearings: It might be worth adding "Any time a rule says that you get to bear something, it becomes a bearing on your sheet."

Presence: What is this used for again?

Paradoxes: How do they occur? It it purely a MI tool, or are there rules for it?

Discern Realities:
I thought that you had to roll the last bearing that you've added, but from the example it seems you get to roll the last bearing you've rolled?
? Gain a bearing on something here. The MI will give you tags; add them.
So the MI gets to decide your bearings? That somehow seems wrong, unless bearings are supposed to be something that the player does not have complete control over. Or do you mean "Choose something here to gain a bearing on."? So you might not decide the exact tags, but you still decide whether its a bear or a flower pot that grants you your new bearings.

Staring into Infinity: Except for very weird cases, won't you lowest bearing not always be -1 (I.E. the innermost ring)?
? Describe some thing not here and gain a bearing on it. The MI will give you tags; add them.
Okay, now I'm confused again. Are the tags bearings that you should add to your sheet? Or are they something else.
On a separate note, Staring into Infinity seems like a free pass (as long as you roll high enough) to gain a bearing on literally anything. Is this true?

Staring beyond into the Void: "Count the empty spaces as if they were bearings going outward." I have no idea what that means. The example didn't really help. I'm also guessing that whatever number you end up with is what you should roll with? That isn't explicitly stated.
I'm also a bit unsure how the move helps "Avoid erasure or trauma" in the fiction. It only works for weird trauma, like in the play example?

Conjure up something:
Is there are reason why the MC should be the stewart of Monuments and Whispers, instead of the "owning" player? It adds extra complexity, and I don't immediately see any huge benefits from it.
Erasure of harm: Isn't erasure a bad thing that is connected to paradox? Does this mean that the character that caused the harm suffers paradox, and thus possible erasure?

"She adds the Soviet Gulag above her hillbilly hometown." Okay, so it might finally have clicked for me. Bearings describe your reality? So when she got the Soviet Gulag bearing, it became part of her reality? Because that is a very different (and cool) multi-world setting than what I imagined. Or.. maybe not, given the ending. Now I'm just confused again.

? To roll plus a bearing, take the highest modifier reached within the bearing’s direction on the map.
I think this needs to be specified when bearings first get explained, because it is kinda crucial. Probably highlight it more in the example (it seems like you keep rolling for the outermost bearings, never for bearings further in with the outermost modifier). Having a notebook and a diary in the same bearing doesn't help the clarity of the example either. Swap the diary for something else, put the tether on the notebook, and explain why she gets to roll +2 with the notebook.

 
I haven't read playbooks, since I think the base rules need to be sorted out before I look at that.

36
So, I had a look at Lumpley's latest iteration of Fallen Empires on the kickstarter, and kinda had a hankering to play it. But I couldn't do that without first making a conversion of the Maestro d'. The Master of Indulgence is meant to be able to represent anything from the ex-adventurer who now rules from behind the bar, to the Littlefinger who brokers in sex and secrets.

Master of Indulgence
When the world is dying, and every day is a hard-earned scrabble for survival, any little bit of pleasure is a luxury. Even while the world is dying, there are still those that trade in these pleasures, whether beer, food, sex or more unusual luxuries. People who will separate you from the essentials you need to survive, in exchange for the ability to briefly forget your everyday life of toil and misery

Name
Anika, Backhand, Esco, Graves, Julianna, Lovelace, Martin, Murder, Rache, Saffron, Target

Look
Man, woman, ambiguous, transgressing.
Dark skin, light skin.
Austere clothing, fanciful clothing, plain clothing, rich clothing, robes, or spectacular clothing.
Pinched face, boyish face, pretty face, expressive face, full face, tattooed face, porcelain face, or scarred face.
Cool eyes, bright eyes, inquisitive eyes, frank eyes, mischievous eyes, or one eye.
Fat body, restless body, stubby body, curvy body, unusual body, or lean body.
Flexible hands, quick hands, precise hands, nervous hands, sausage fingers, scarred hands, or playful hands.

Stats
Choose one set:
• Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
• Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
• Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1
• Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0

Master of Indulgence Moves
You get all the basic moves, and choose 2 master of indulgence moves.
You can use all the battle moves, but learn defending something you hold, baiting a trap, and turning the tables first.
O Good Advice: When a character asks you for advice while you provide an indulgence, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark experience.
O Master of this Place: When you Fly at Someone or use a battle moves inside your establishment, you get +1 to your roll, and may reduce the distance of the fight to whichever distance you please.
O Fingers in every pie: Put out the word that you want a thing — cold be information, could be a person, could be a service, could even be just a thing—and roll+hot. On a 10+, it soon arrives at your establishment. On a 7-9, choose 1
• You learn where you can find it.
• It arrives, but it’ll cost you extra.
On a miss, you learn where you can find it, and it is very bad news.
O Everybody eats, even that guy: When you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
• How are they doing? what’s up with them?
• What or who do they love best?
• Who do they know, like and/or trust?
• When next should I expect to see them?
• How could I get to them, physically or emotionally?
On a miss, ask 1 anyway, but they hear about your interest in them.
O Just give me a motive: Name somebody who might conceivably eat, drink, or otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s 2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy, maybe not, get it, and all suffer 3-harm (ap).

Equipment
You get:
• A master’s weapon
• Coin or goods worth 2 keep.
• Clothing suitable to your look.

Master’s weapons:
O A slim sword(deadly: hand-to-hand)
O A broken tableleg (deadly: hand-to-hand)
O A no-nonsense dagger (deadly: infighting)
O A lead-filled sap (deadly: infighting)
O A hidden fighting knife (deadly: brawling)
O A well-used set of brass knuckles (deadly: brawling)

History
Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for history. On your turn, ask either or both:
• Which of you do I find most attractive? For those characters, write Hx+2.
• Which one of you is my favorite? For that character, write Hx+3
For everyone else, write history+1. It’s your business to see people clearly.
On the others’ turns, answer their questions as you like.
At the end, choose one of the characters with the highest history on your sheet. Ask that player which of your stats is most interesting, and highlight it. ?e MC will have you highlight a second stat too.

Establishment
Your establishment features one main indulgence supported by 2 lesser indulgences (like a bar features alcohol, supported by music and good food).
 
O exotic food
O music
O private rooms
O lots of meat
O sex
O drugs
O good food
O weird sex
O competitions
O alcohol
O pit fights
O gambling
O isolation from the world’s psychic maelstrom

For your establishment’s atmosphere, choose & underline 3 or 4: bustle, intimacy, exotic, smoke, shadows, perfume, safety, velvet, savage, cozy, brass, melting pot, fire place, fire pit, acoustics, anonymity, meat, torches, eavesdropping, blood, intrigue, glowing glyphs, violence, nostalgia, spice, quiet, luxury, nudity, neutral ground, forgetting, pain, protection, grime, noise, dancing, masks, fresh fruit, subterranean, a cage.

Your regulars include these 5 NPCs (at least): Hartz, Jan, Lisa, Rogen, Soren.
Who is your best regular?
Who’s your worst regular?

These 3 NPCs (at least) have an interest in your establishment: Harriet, Pane, Xavier.
Who wants in on it?
Who do you owe for it?
Who wants it gone?

For security, choose 1 of these:
O A professional group of guards (small gang, 3 harm, 1 armor)
O A series of wards that can be activated to deal 2 harm to all inside, except those that...
                                .
Or else choose 2 of these:
O A powerful patron
O A powerful regular
O A bouncer who knows his biz (2 harm, 1 armor)
O Sturdy furniture (2 armor)
O Secrecy, passwords, codes & signals, invites-only, vouching, etc.
O Every man a warrior: your cast & crew are a gang (small gang, 2 harm, 0 armor)
O A warren of dead-ends, hideaways & boltholes
O No fixed location, always new venues

Master of Indulgence Special
If you personally provide another character with an indulgence beyond the ordinary, it counts as having sex with them.

Goals
During play, it’s your job to have your character make and pursue goals. They can be any goals you want, long term and short-. Begin by thinking what your goals might be this very morning, as play begins.

Improvement
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again.

Improvement
__ get +1hot (max hot+3)
__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1weird (max weird+2)
__ get a new master of indulgence move
__ get a new master of indulgence move
__ add a security to your establishment
__ resolve somebody’s interest in your establishment
__ get a move from another playbook
__ get a move from another playbook

__ get +1 to any stat (max stat+3)
__ retire your character to safety
__ create a second character to play
__ change your character to a new playbook
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.

Your Keep
Your establishment provides for your day-to-day living, so while you’re open for business, you need not spend barter for your lifestyle at the beginning of the session.
When you have keep left over, you might spend it on: a night in high luxury and company; someone else’s protection, service, or labor; a weapon or other equipment; tribute to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or beautiful clothing; or other things as you can arrange for them.

37
You can and should fill in spaces outward as well. No rules except you can't fill in spaces sideways where there would be gaps underneath.

A better way to say that might be "You can fill any space, as long as the space beneath it is already filled. If I understand you correctly.

38
I think I like the idea, but right now it is very floaty. I might understand how bearings are created and what they are, but I'm very unsure. Does "Bear knowledge" mean that you get new bearings? Can you only have the six bearings in the innermost circle, or do you fill out more spaces. If you fill out more spaces, then what are the rules for that?

I think I kinda/sorta understand what Monuments, Whispers and Tethers are for, but it is kinda vague in my head, since it is all inferred from the moves.

Some examples in the rules will be an enormous help for this ruleset I'm thinking.

I'm also unsure what kinda campaigns to run with this. Some awesome ideas pop into my head when reading, but I'm unsure of how well the rules will handle them. Mostly I'm worried that it seems the only semi-solid things in the campaign-space are the Outsiders, Monuments and Whispers, with everything else being ephemeral and fragile. If the only thing that I can grow emotionally attached to are Monuments (because I know everything else can be gone in an instant), and the best way to protect a Monument is to shift it to a place where the attacker can't find it, then where is the conflict? It seems like the world is missing (since the worlds are but dreams, and can be changed with a thought), so there is no real battlefield on which to maneuver. Just the monuments and Outsiders, sailing through the materium that is the different realities.

Or maybe I just haven't noticed the ways in which the rules limit you to the reality that you are currently in.

39
The Charity move name is indeed gratuitously referential, although I'm surprised you haven't also taken issue with Redemption's blurb for the same reason.

I might have noticed that during the first read-through, but I didn't want to bother to go through and find all the references just to list them :p

Quote
I'm on the fence about it, and have been slapping an '...Adventures' at the end of the title.  Frankly, I chose that name partly from growing up with the lullabye, and partially because I'm beyond astounded no one else has used that for a line bootleg pony toys yet.

It has been a problem, but I don't have a better name for it.

I don't know the lullaby, so to me it just sounds cutesy :) Then again, I'm a grown man, so maybe we shouldn't read too much into my preferences.

Brainstorming name:

Pony Adventures (a bit generic)
Pony Tales (already taken)
Adventures of Saddle Valley (maybe add a more evocative name for the pony realm)
Hoofguards (another name for the champions)
Magical Adventures in Saddle Valley (or alternate evocative placename)
Friendship, Ponies and the Forces of Evil (just to get it all in there)

40
Like others have said, there are many different ways to play it. The first thought that comes into my mind, are followers that has flocked to the Hocus because they agree with the doctrine he is spreading. And now they have made the doctrine their own (perhaps even codifying it).

So if the Hocus is preaching Abstinence and Non-violence, they are going to be asking hard questions if he himself breaks those ideals. Where another Hocus who lives on his cult of personality can say or do almost anything (within the limits of the fiction), in this case the Hocus has to live what he preaches.

41
Quote
I'm much more interested in this being a kid's game than a game for bronies ... so I would very much appreciate any specific examples you can give me so I can fix it. 

Okay, first a disclaimer. Now that I'm reading through the document for the purpose of finding "offenses", I may be overly critical. I'm pointing out anything that draws my attention.

Except for a few strong examples, a lot of it might also be that I'm a brony myself. So I recognize some of the shoutouts. Stuff like "The story you tell is explicitly a fantasy or faerie tale (you can call it a pony tale if you’d like, but your friends will probably throw things at you)", which seems like a reference to MLP punning. And the name of the Charity move "The Pony Everybody Should Know" is just gratuitous :).

The strong examples are mostly stuff that ties to closely to the Apocalypse Engine. This stuff seems either target at adults, or inappropriate for minors.

- You might want to find another name for the GM than Master of Ceremonies. Or at least drop the MC moniker.
- "If that made you immediately think ‘Final Fantasy only with ponies as the heroes’..." I might be mistaken, but Final Fantasy might not be well known among your target base
- The entire section "This game is Powered by the Apocalypse!" You mention a long list of games, and then say "but these are for adults".

Stuff with overt brony feel

- I might just be overly critical, now that I'm reading stuff with this in mind, but the title "All The Pretty Little Horses" seems a bit like the faux-cutesy-girlyness that a brony might take on, to show he isn't afraid of girly stuff. At least, the title doesn't make me think of ponies going on adventures, defending the world against evil.
- This is echoed in the line "You should play this game because all the pretty little horses are awesome, simple as that." in the "But why should we play?" section
- The paragraph about the Handsome Haunchmark kinda have the "boys who don't like girly things are stupid" smell as well.


Something else I noticed, not related to the target audience thing:
Instead of explaining how the ponies look in the "On The Humble Race of Ponies" section, you might want to simply let your pictures talk. I'm not sure if it adds anything to explain in words that unicorns have "split hooves like a goat’s, and a thin tail ending with a tuft of soft, mane-like hair". I don't think everyone will be imagining the ponies correctly from being read the description. But if all the pictures show of the ponies, then you can see what they look like.

42
brainstorming & development / Re: MASHWorld (working title)
« on: February 02, 2016, 07:47:46 AM »
I only had time to skim. But..

Maybe move the Hx values currently listed under roles down to the Hx section. It is only important for non-Apocalypse fans, reading the rules for the first time. But still.

Dx: What is the hold used for?

I'll have to check the MC moves and stuff later.

43
I want to playtest, but I've kinda sworn off becoming game master of more games for the moment.

But just reading through, a few things come to mind.

First off, I'm not sure who your audience is. At some point the text seems directed towards little girls, at other times towards adults (sometimes specifically towards bronies). The styles don't really fit well together, IMO. It kinda gives the feel that the document pretends to be aimed at the little girl, but really is written for bronies.

Rules-wise:
Make Someone’s Day: The 7-9 result seems weird and a bit bland in the context of the move. Weird because "she’ll ask you what you want her to do." when the move is not "Asking Her For A Favor", and bland because gaining experience seems very neutral, when you are cheering someone up. I'm thinking advantage  or bond would be a better pick.

Bonds: I'm thinking you might want to flip the order in which you tell about the function of bonds. So first explain how you Aid a Friend, and then that you get xp at three bonds. So rather than being boiled down to, "bonds turn into xp, and you can also use it to Aid a Friend" it becomes "Bonds are for helping friends, and if you get too many, one of them becomes xp."

44
brainstorming & development / Re: Noir World
« on: January 14, 2016, 05:00:13 AM »
I agree. This is great stuff.

I don't have a problem with the Go Unnoticed move. If the player chooses to get what he came after, I'd interpret that as him just getting his hands on it, before being caught red-handed, with ample evidence pointing towards him. Even if he gets away with what he came after, that is plenty of trouble for the future.

Read their hand: In addition to maybe clearing up when it is triggered, I also feel that the text could benefit from some reordering like this:

When you observe somebody you're interacting with you may ask their player a question from the list below; if they agree to answer truthfully, they can ask you a question from the same list, which you must also answer truthfully.
As long as you're both willing to answer, you may ask as many questions as you like.
Also roll +Smooth.
On a 10+, you may also ask them one question for free, which they must answer truthfully.
On a miss, they may also ask you one question for free, which you must answer truthfully.

This makes it much clearer why you are rolling.

Tough it out: I also feel that this is a bit wonky, both for the choices, and what happens if you don't try to keep going.

Maybe instead:

When you've just taken a lot of punishment, roll +Raw.

On a hit you are battered (physically or mentally), but able to push on. While battered, you make your rolls at a disadvantage. You can remove your battered condition by crashing somewhere for a good nights sleep, or by indulging in your vice for an hour or two.

On a 10+, you also get to choose one:
- It isn't as bad as it seems. You can remove your battered condition by taking a quick nap for 10 minutes.
- You push onwards. Choose one goal. When heading directly for that objective, you can ignore your battered condition.
- The blows to your head provides hallucinatory insight into your dilemma. Ask the MC one question from the Look for Answers move, about any scene you've been in recently or the situation in general.

On a miss, you succumb. If succumbing means death, you can hold it together just long enough to pursue your choice: confession, redemption, or revenge.

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When I first started writing up the move for Precise Jumping, it was more or less just a variation on the Distant Jumping move. But then I gradually got ideas for changing it, until it became the two moves into the post. I'm pretty happy with that solution as well.

Even if you don't want to have truly distant jumping, you might still want to keep the move in (re-written to match your game). Like I mentioned, the Precise Jumping moves should probably only be used to change the most recent move that has happened. Even if players can't change truly distant events, they might still want to change something that happened two or three moves back. Where Distant Jumpings more fuzzy resolution will help. Maybe change it to:

Distant Jumping
State what kind of change you want in the past, with a resulting present
10+: You get more or less exactly what you wanted (success)
7-9: You get what you wanted, but with complications (succes, MC gets to make a soft move)
6-: The change happened, but only resulted in complications (failure, MC gets to make a hard move)

This more or less mirrors the degrees of success that you get at a Precise Jumping(Offensive) move.

Though, I guess nobody would actually complain if you only had the Precise moves. So.. just an option.

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