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Apocalypse World / Re: New Playbook: The Lost
« on: January 19, 2012, 09:54:56 AM »
So this is basically the protagonist of Memento, yeah?
I will tell you what I love about this character that doesn't have anything to do with his moves, and that's your chosen statlines for him - low cool. Dude is manipulable and gets into trouble. Sweet!
For gear, you should totally have a clue or a memento of who you are.
One thing I don't like is that this is a very self-absorbed character concept. The playbook makes the whole table's story about the one guy - much like the Quarantine playbook does, say, but the table doesn't get anything back - you have a Quarantine, you get to find out how the apocalypse really happened!
All of the original playbooks have not only a solid theme going, which this has, but also a solid, uh, social function - they do things to other people, hurt them or manipulate them or trade things with them or order them around. You should think about what a Lost does to other people that makes him be still around.
Maybe, like in Memento (or any amnesiac assassin movie), his loss of memory is used to manipulate the Lost into doing dirty work for the persons who are 'helping' him (a simple change of Hx questions could achieve this effect!)? If you want this, you could reduce the sharp line a bit (sharp is experience, after all... where does a Lost get that?) and increase Hard accordingly.
Whatever he's forgotten should also be a big deal - it should matter not only for the Lost, but for everyone. Maybe, like, what he's forgotten is what the maelstorm is? Seems appropriate for the basic character concept, and would get the whole table invested into the Lost's story... "Roll +weird, on a 10+ the MC will tell you what the maelstorm wants. If you give it what she wants, it helps you out, just this once."
The moves... I'm sorry, but I don't like them just because I'm lazy and they're long.
That said, details.
Whispers of the past. How is it different from a regular open your brain move?
Echoes of the future is weird. Seeing a person's future is cool. Controlling what it is? Different thing. "My loved one will be rescued from this world by super nice space-aliens within a week!" "The person I have tied to this table will die within hours!" A "MC tells you" clause could work better, and would totally rock for causing conflict. You have sex with a person and find out that within minutes they're going to die! The ages old "you know fate but can you change it?" question, and you get to play it out.
Deja vu is kind of awesome, but, uh. The Lost can actually turn back time? That is freaky enough to make a whole playbook out of. How about this instead, keeping with the same theme:
Deja vu - remember it or not, you've been around. When you're in danger, roll +weird. On a 10+, you get a vague memory of yourself dealing with a situation much like this one. You can now roll +weird for any of the basic moves, just this once.
Infectious amnesia I just plain don't like. It's a mindwipe - use it often enough, and you're surrounded by empty shells of what used to be people. Boring and not too PC-friendly. Maybe, like, instead of deleting memories, it copy/pasted them, either into your mind (Johny Mnemonic!), or into the maelstorm?
Pulling memory's strings - eh. I pull out a long lost memory of a person and I get a +1 to a manipulate roll? Could be a lot simpler. "When you know something about them they'd rather stay hidden, roll +weird instead of +hot to manipulate them." Lost already has a good-ish hot, so I don't know about this.
And the whole stress mechanic... Do you really need it, as written? It's a bit bulky, and it has the downside of making all of the Lost moves mechanically Lost-specific. You could do with this instead:
When you find out something about your past you didn't know, you're acting under fire from your past. If you fail, you freak out and get lost in a flashback of a memory and confuse real people and things with those from your memories.
Does mostly the same thing you wanted it to, yeah?
I really like the underlying idea, but it needs some serious polishing.
I will tell you what I love about this character that doesn't have anything to do with his moves, and that's your chosen statlines for him - low cool. Dude is manipulable and gets into trouble. Sweet!
For gear, you should totally have a clue or a memento of who you are.
One thing I don't like is that this is a very self-absorbed character concept. The playbook makes the whole table's story about the one guy - much like the Quarantine playbook does, say, but the table doesn't get anything back - you have a Quarantine, you get to find out how the apocalypse really happened!
All of the original playbooks have not only a solid theme going, which this has, but also a solid, uh, social function - they do things to other people, hurt them or manipulate them or trade things with them or order them around. You should think about what a Lost does to other people that makes him be still around.
Maybe, like in Memento (or any amnesiac assassin movie), his loss of memory is used to manipulate the Lost into doing dirty work for the persons who are 'helping' him (a simple change of Hx questions could achieve this effect!)? If you want this, you could reduce the sharp line a bit (sharp is experience, after all... where does a Lost get that?) and increase Hard accordingly.
Whatever he's forgotten should also be a big deal - it should matter not only for the Lost, but for everyone. Maybe, like, what he's forgotten is what the maelstorm is? Seems appropriate for the basic character concept, and would get the whole table invested into the Lost's story... "Roll +weird, on a 10+ the MC will tell you what the maelstorm wants. If you give it what she wants, it helps you out, just this once."
The moves... I'm sorry, but I don't like them just because I'm lazy and they're long.
That said, details.
Whispers of the past. How is it different from a regular open your brain move?
Echoes of the future is weird. Seeing a person's future is cool. Controlling what it is? Different thing. "My loved one will be rescued from this world by super nice space-aliens within a week!" "The person I have tied to this table will die within hours!" A "MC tells you" clause could work better, and would totally rock for causing conflict. You have sex with a person and find out that within minutes they're going to die! The ages old "you know fate but can you change it?" question, and you get to play it out.
Deja vu is kind of awesome, but, uh. The Lost can actually turn back time? That is freaky enough to make a whole playbook out of. How about this instead, keeping with the same theme:
Deja vu - remember it or not, you've been around. When you're in danger, roll +weird. On a 10+, you get a vague memory of yourself dealing with a situation much like this one. You can now roll +weird for any of the basic moves, just this once.
Infectious amnesia I just plain don't like. It's a mindwipe - use it often enough, and you're surrounded by empty shells of what used to be people. Boring and not too PC-friendly. Maybe, like, instead of deleting memories, it copy/pasted them, either into your mind (Johny Mnemonic!), or into the maelstorm?
Pulling memory's strings - eh. I pull out a long lost memory of a person and I get a +1 to a manipulate roll? Could be a lot simpler. "When you know something about them they'd rather stay hidden, roll +weird instead of +hot to manipulate them." Lost already has a good-ish hot, so I don't know about this.
And the whole stress mechanic... Do you really need it, as written? It's a bit bulky, and it has the downside of making all of the Lost moves mechanically Lost-specific. You could do with this instead:
When you find out something about your past you didn't know, you're acting under fire from your past. If you fail, you freak out and get lost in a flashback of a memory and confuse real people and things with those from your memories.
Does mostly the same thing you wanted it to, yeah?
I really like the underlying idea, but it needs some serious polishing.