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Messages - James Mullen

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16
brainstorming & development / Re: Apps: Mates, Dates & Spooky Fates
« on: March 03, 2016, 04:21:48 AM »
There's a basic move that I'm not sure about, so I thought I would ask you all what you think of it.

See Things
This is what you do when you’re a seer in the presence of an apparition; apps don’t like being seen and humans aren’t meant to see apps, so it’s bad all round. When you see things, roll+sight. On a hit, you don’t grow colder; on a 10+, the app doesn’t react to being seen.

Essentially, it's the default move for learning about the apparitions the PCs face in the game... only the move doesn't really say that. Also, it looks really passive: the character isn't doing anything except checking to see if the app reacts to being seen. Is this still a basic move? Or is it a peripheral move? I was thinking of re-modelling it around the read a person move, with the PC being allowed to ask specific questions, but then there are a couple of unique moves in the playbooks that sort of cover that ground.

Opinions?

17
brainstorming & development / Re: Apps: Mates, Dates & Spooky Fates
« on: February 29, 2016, 05:04:59 AM »
Currently, when you hit 5 cold, you freeze: reset your cold to zero & hold 5. As long as you are frozen, take hold instead of cold; you thaw when hold=0. It's loosely inspired by the Darkest Self idea from Monsterhearts.

D'oh! Talk about needlessly over-complicating things: of course, you don't need to hold anything, you just switch to being frozen, so you suffer from that condition but you take -1 cold when you do what the condition tells you to and thaw when cold=0. Looks like I've got some text to change in the playbooks, but better I caught that now than later.

18
brainstorming & development / Re: Apps: Mates, Dates & Spooky Fates
« on: February 29, 2016, 02:42:44 AM »
I'm thinking of adding another Seer Playbook who would be a kind of urban sorcerer, using graffiti as the source of her magic; these are the moves I've got so far:

You get this one:
Tag:  when you tag a public space, roll+fear. On a 10+, both; on a 7-9, choose one; on a miss, neither. When you tag a public space for the first time, take -1 cold. Design your tag on another sheet of paper and tell the MC where your first three tags are located.
o   It doesn’t take you too long to get it just right.
o   You don’t draw attention while you work.

Then choose one:
Infamy: take +1 ongoing when you are in sight of one of your tags.

Portal: touch one of your tags and take +1 cold to move instantly to any other public space with your tag.

Eyes on the Streets: when you use your tags as your eyes, roll+sight. On a hit, you can see through them as if you were there; on a 7-9, take +1 cold.

Facade: take +1 armour when you are in sight of one of your tags.

Magic Image: when you tag a public space, choose a move from another seer’s playbook; you can make that move as long as you are touching that tag.

It doesn't feel like I've really hit the nail on the head though: are the moves powerful enough to compensate for the fact that making them is tied to the locations you've tagged? Do they say 'magic' to you?
 

19
brainstorming & development / Re: Apps: Mates, Dates & Spooky Fates
« on: February 28, 2016, 03:32:48 AM »
Thanks for the interest Spwack!

Currently, when you hit 5 cold, you freeze: reset your cold to zero & hold 5. As long as you are frozen, take hold instead of cold; you thaw when hold=0. It's loosely inspired by the Darkest Self idea from Monsterhearts.

Feel the pain is an expansion of the suffer harm move from AW, so the more pain you're in, the more you can suffer.

I've got the basic & peripheral moves mostly laid out, but I'm still tweaking them from time to time: you'll find the name of most of them scattered throughout the playbooks.

20
brainstorming & development / Re: Apps: Mates, Dates & Spooky Fates
« on: February 27, 2016, 03:24:38 PM »
Here are the other half of the playbooks, the mundanes: they are more than a supporting cast for the seer characters, they are intrinsic to the story, with the right combinations of playbooks creating very different settings with different assumptions.

21
brainstorming & development / Apps: Mates, Dates & Spooky Fates
« on: February 26, 2016, 03:55:03 PM »
This is a little backburner game I've been tinkering with for the past few years; I put it aside because there were so many other AW hacks paddling the same stream, I decided to prioritise other projects.

Recently though, I decided to resurrect it as something I could practice my design & presentation skills on, so here's what I've got so far: a set of nine playbooks for a game that's largely inspired by Misfits and The Fades but has other influences as well.

There's still an amount of work to be done on the rules and the other half of the playbooks, but I'll post updates as and when I complete the various parts.

22
brainstorming & development / Re: Noir World
« on: January 13, 2016, 06:44:56 AM »
Just responding to the document as I read it:

I love how the Broke & Loaded rules work, especially the way they interact with your Vice: that's a clever and elegant way to face the players with hard choices right from the start.

I also like the clarification of putting up a fight: it's nice to have this baked into the rules as a condition that applies to the player characters.

Go Unnoticed: why do you still choose one on a miss? Shouldn't the consequence be that you don't get what you want when you miss a roll? At the very least, shouldn't the MC choose one on a miss, not the player?

Read their hand: this could do with some editing, as I found it quite difficult to follow when this move is triggered; should I roll when I ask someone a question? But if they have the option to answer truthfully in exchange for asking me a question, then is a roll always necessary? Perhaps this move is less about getting answers and more about being able to discern whether the answers are true or not?

Push & Tough it out: as I read this, I assumed that the former was the equivalent of act under firebut then I saw the latter, so now I'm not so sure. I think the wording of Push needs more clarification; also, regarding Tough it out, if I get 10+ and choose the first two options, don't they partially contradict each other? One implies that I recover quickly, while the other implies that I don't.

Send a message: I like this move a lot, it really captures the flavour of noir. One question: if I don't choose the second option as part of my result, what happens?

The Devil: just wow! What an excellent implementation of the Vice rules!

The Enforcer: this is an excellent way of making the typical big, thuggish bruiser into a desirable character: I'd love to play one of these!

In fact, all the playbooks are excellent: please try to playtest this as soon as possible, as I'd love to see an actual play report on it.

23
brainstorming & development / Re: Another Dark Sol Hack
« on: October 29, 2015, 03:51:58 AM »
I think you forgot to include the links to the docs you mention?

24
brainstorming & development / Re: Ordinary World, AK 'hood
« on: October 19, 2015, 04:21:05 AM »
Well, that took longer than expected, but it's here at last: the Director's Cut!

You live in the 'hood, where your neighbours are trying to get by, keep their heads down and not draw too much attention to themselves, but that's life isn't for you. You want a bigger slice of the pie and you mean to get it; you may be small, but you're going to grow real big, real fast.

This is an Apocalypse World hack called The 'Hood, about ordinary people living on the fringes of law and society, looking for ways to make a buck no matter what it takes. The Director's Cut includes:

  • A short introduction to the Apocalypse World system.
  • Rules for basic moves, peripheral moves, experience, debt and heat.
  • 27 playbooks, from The Barkeep to The Voice.
  • A dissection of all the basic & peripheral moves for the MC.
  • Guidance on creating the neighbourhood and MCing the game.
  • The Score: a playset for one-shots.
  • An appendix on the origins of the game.

25
brainstorming & development / Re: Just Heroes: 2015
« on: October 15, 2015, 03:01:14 AM »
Cheers!

The clean-up and rewrite of the main rules has been a little delayed, as I've spent the last couple of weeks preparing for Indiecon in November and also writing down some ideas for other games which came to mind. I've got a stronger idea of what I want to write now though, with the new premise about the PCs being rival superheroes rather than a team and maintaining secret identities being central to the fiction, so it feels like it should be easier to write this time around.

26
brainstorming & development / Re: Monster Force Terra
« on: October 07, 2015, 02:18:22 PM »
Monster Force Terra is now available on Drivethru!

You take on the roles of the kaiju in this game, going about your own business of seeking food, shelter and a mate, when disaster strikes! In getting back to the normal order of your lives, you inadvertently find yourselves becoming the heroes, though you may never be aware of what you've done. Play your monster as a pawn in the story, using them to achieve the goals that you want, by using them to stomp, steal or investigate the story's obstacles.

The download includes twelve different monster playsheets:

The Avian: a giant flying creature.
The Bug: a giant insect.
The Critter: a giant mammal.
The Crustacean: a giant crab or lobster.
The Digger: a giant burrower.
The Glob: a giant mess.
The Lizard: a giant scaly creature.
The Mech: a giant robot.
The Plant: a giant vegetable.
The Simian: a giant ape-like creature.
The Swarm: a giant colony life-form.
The Unspeakable: a giant horror.

There are also two other files:

Monster Force Terra: the core rule booklet, a mere 10 pages long, including tips for the MC on running the game.
Reference Sheet: print this on the back of the playsheets.

It's on the Pay What You Want model, so please download and enjoy!

27
brainstorming & development / Re: Just Heroes: 2015
« on: October 05, 2015, 07:08:49 AM »
Another small preview, this time of one of the Complete Costumes I'm working  on (though I really would like a better name to describe them): The Elite lets you play super-spy characters such as Black Widow.

28
brainstorming & development / Re: Just Heroes: 2015
« on: October 02, 2015, 05:40:15 AM »
I've completed the Origins Preview now, so all the Origins have complete beginnings, traits, statuses and specials.

The next big job is to polish up the rules document, putting things in order, adding sections for tools and fronts and extending the agendas & principles to include things like secret identities.

29
brainstorming & development / Re: Just Heroes: 2015
« on: September 30, 2015, 03:01:01 PM »
More preview material, namely the rules and the origins: I think the styles are more or less done now, except possibly for error corrections.

30
brainstorming & development / Just Heroes: 2015
« on: September 29, 2015, 12:50:23 PM »
Should I be calling this Just Heroes Reborn? ;)

Anyway, I've been inspired to write and rewrite a whole bunch more for this superheroic hack, so here's a preview of the style sheets as they stand.

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