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« on: January 21, 2012, 06:12:29 PM »
I heard someone request a guide for creating new playbooks, and I thought it might be a neat thing to work on. I'd encourage the participation of anyone interested.
Here's my thoughts on such a guide:
1. Vincent Baker is a smart dude. You should listen to him.
2. New playbooks shouldn't be strictly 'worse' or strictly 'better' than the starting playbooks. 'worse' and 'better' are subjective terms, but you can probably agree on negative examples such as "Like the Gunlugger but better at killing" or "Like the Skinner but more limited in concepts"
3. The LE playbooks are pretty well designed. They're in the ballpark of what you'd consider a good playbook (but not unfalliably so.)
4. Think of a playbooks moves as individual entities outside of playbooks that anyone could take for an advancement. In most cases, again, they shouldn't be strickly 'worse' or 'better' than existing moves, and they should be -roughly- on par with the functionality of other moves.
So, on specific notes:
Stats:
Each stat line balances to +3
The first +2 counts as +2, but a second +2 counts as +3.
The battlebabe exception: If its really a big deal how Cool or Sharp your character is, you can give them a +3 to those stats at the start and treat it as them using up their required move. Don't make it an actual move, because it should be hard for the other characters to be Cool and Sharp (But its already easy to be Weird, Hot and Hard)
The driver exception: If there's a really cool move and really cool gear tied to the character that gives them a wide range of stat bonuses, maybe they should start off with slightly worse stats, like +2.
Advancements:
The standard set of advancements are:
2x get a move from another playbook
2x get a move from this playbook
1-3x get a particular move (or a workspace) that gives your character more external power + the stuff tied to it (Wealth + holding, Fortunes + followers, Moonlighting + gigs, gang + pack alpha/leadership, workspace + crew)
3-5x stat bonuses (to max +2, except for your main stat(s?), which goes to max +3)(Probably a good range of stats, but you could double up a stat if it seems where the character is headed)
If your playbook is already tied to external power, like the Hardholder, Hocus, Chopper or Operator, give them 1-3 options to change that power.
Quarantine exception: If the playbook is someone who is -becoming less of what they were-, than maybe it makes sense to not allow them to take more of their own moves and give them more take other people's moves.