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Messages - HyveMynd

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61
Monsterhearts / Re: Vampires, vampires everywhere
« on: June 14, 2012, 02:10:22 AM »
Well, this'll basically be my online "notebook" to track my ideas on this project. So here we go.

It appears that each Skin has about 6 or 7 moves to choose from. I haven't exactly figured out when a Skin that has a mandatory move (Fae, Ghost, Ghoul, Infernal, Mortal, Queen, Witch) should allow the player to choose one or two other moves. I'm guessing that when the mandatory move either screws you over or really captures the nature of the Skin, the player would get to choose two other moves. But that's just speculation on my part.

I'm wondering because I feel to capture the nature of the vampires in V:tR, each clan Skin book should have the vampire's The Feeding move as a mandatory selection. Some myths present the vampire feeding on other things, but the background of V:tR describes them as only being able to survive on blood. Plus the move is just so awesome and generates all kinds of player choice and consequences.

I plan to steal moves from the existing Skins wherever possible to create the moves for the five clans. But I'm not going to try and shoehorn in moves that don't fit the flavor of the clan just because they exist. I'll have to create some custom moves. Which is fine with me as I love to tinker with stuff. Yeah.

62
brainstorming & development / Re: Apocalypse Galatica
« on: June 13, 2012, 09:54:48 PM »
First off, I'm not an AW expert by any means. My first (and so far only) attempt to MC the game failed miserably, so it's advisable to take a lot of sat with what I say. :)

It seems to me that everything you said in the previous post is correct. When a character with Leadership uses their gang to do something, the player should probably make a Basic Move. But I think the important part is the second paragraph of the Leadership move on pg. 226.

Quote
When the gang is fighting but the hardholder doesn't spend hold, they fight conservatively, for their own survival, or else they fight according to their impulse as a threat.

The section called Gangs and fronts on pg. 253 notes that when a gang is present, it'll either be listed as an entirely new threat, combined with an existing threat, or be listed on the home front. Vincent notes that gangs will usually be some flavor of Brute (unless they're a really weird gang, I suppose) and they'll have an appropriate threat impulse.

So if, for example, the gang is denoted as being a Brute: Family (impulse: to close ranks, protect their own) and the hardholder doesn't spend any hold, I could see the MC narrating how "Oh shit. Plover's been hit. He's down. III and Churchhead run over laying down suppressive fire, standing over his body. Isle scampers towards them, dropping her gun as she clamps her hands over Plover's wound. She's screaming for an angel. Plover's coughing up blood and jerking like an electric current's going through him. What do you do?" Now, instead of doing whatever it was the hardholder's player wanted them to do, they're acting on impulse; protecting their own. They're standing there in a little knot over the body of their wounded gang member with bullets whizzing all around them when they should probably just leave his ass and find some cover.

I think the other important thing to note is the Leadership move specifically says "when your gang fights for you". Not just "when you make them do something". It seems that the hardholder's gang is naturally more disciplined than the chopper's bikers are. So I think your stand sentry, put the hurt on, and lay in ambush examples are spot on; the gang's not really fighting. They're also not really acting in a way that goes against self-interest. "Stand sentry? Sure. My ass doesn't want to get sniped." "Go collect a debt? It's what? 5 of us against a single dude? OK." "Keep my head down so I don't blow the whole ambush and get myself killed? Hells yes."

Basically, I think the hold from the leadership move represents the hardholder getting their gang to do something even if they wouldn't normally do it. Unlike weapons and gear, gangs are people, have their own agency, and don't want to get hurt or killed. Spending a hold means you sort of suppress that, force them to hold their shit together, and act against instinct.

No hold spent example.
Hardholder: Go take that heavily fortified bunker!
Gang: What?! Half of us will die getting to it. Fuck that.

At this point, I suppose that the player could Go Aggro on a few of the gang members or maybe Manipulate them, but do you have time for that? If a few of the members choose to suck it up, are you really going to inflict harm on them? Right here in front of everyone with the enemy shooting at you? Do you even have any leverage to Manipulate them? All of them?

So when shit gets real (i.e. there's a serious chance people could die), I think the MC is will within their rights to *not* have a gang comply with the hardholder's order if they don't spend hold. That's what the leadership move does.

63
Dungeon World / Re: Defend
« on: June 13, 2012, 11:18:02 AM »
For me it boils done to "Can you Defend yourself"?

If you can, then you can always defend against an attack directed at you, possibly causing more damage than if you reacted with a Hack and Slash...
I think the last paragraph of my post still applies, even if you can Defend yourself. But I'll do another narrative just to clarify.

GM: The Cave Troll hefts his club high into the air, ready to bring it crashing down onto your head. What do you do?
Fighter: I raise my shield to deflect the blow!
GM: So you're Defending... yourself? Uhn... OK. Roll+CON.
Fighter: [Rolls] That's an 11, so I get 3 hold. The Troll's club smashes into my shield, but I turn it lessening the impact. At the same time I bring my sword up and drive it into the shoulder gap it's outstretched arm creates.
GM: So that's half damage and damage equal to your level?
Fighter: Yup. And I have 1 hold left. Lets spend it to give an ally +1 forward.
GM: OK. The Troll's blow smashes you to your knees (take half damage) but your sword pierces it's flesh and drives deep into it's rib cage. It takes X damage.

So again, if you *can* stand in defense of yourself, the best outcome you can get is dealing your level damage (plus any bonuses) to the monster, taking half of the monster's damage, and giving an ally +1 forward against that particular monster. But you'll have spent all 3 of your hold.

If you respond with Hack & Slash the best outcome you can get is dealing your damage (plus any bonuses), and avoiding the attack from the monster. If the player is willing to take damage every time they use the Defend move, I don't think it's a problem that they'll always deal their level damage to the monster.

Once the Fighter hits 5th level if they Hack & Slash in response to a monster's attack, there's a 40% chance they'll do less than 5 damage, a 10% chance they'll do 5 damage, and a 50% chance they'll do more than 5 damage. You still have a 50/50 chance of doing more damage if you go for the Hack & Slash response, which is still fairly good odds.

As the Fighter goes up in levels, the chance for them to do more than their level damage with the Hack & Slash move decreases. At 10th level, they'll *always* do 10 damage if they go with the Defend move. But they'll also *always* be taking half of the monster's damage in return. And I imagine that even half damage from a monster that a 10th level character is facing is going to sting. If you think about it, two 10+ Defend moves means you take damage equivalent to a full monster attack (half damage + half damage = full damage). Two 10+ Hack & Slash moves have the potential of you dealing less damage, but guarantee that you take absolutely no damage from the monster.

I'm totally OK with a character doing more damage on a Defend but taking damage in the process. I think it's also worth pointing out that the holds gained from the Defend move don't stack. If you have 1 hold left from a previous Defend and then roll a 10+, I'm pretty sure you *don't* have 4 hold but still only have 3 hold. The Defend move says "you hold 3" and not "you hold +3".

64
Monsterhearts / Re: Vampires, vampires everywhere
« on: June 13, 2012, 01:19:17 AM »
Noooo! Not cards. I love cards. I love trying to boil down all the relevant mechanical information to a card-sized chunk and making it look pretty. But if I do cards for the faction moves, then being the anal retentive completist that I am I'll have to do everything as cards.

Which I guess I could do. If cards are put into clear sleeves, you can write on them with a dry erase marker to record your name and stats, and to track damage, strings, and conditions.

I could also see Monsterhearts being translated into card format. You could have separate Skin decks that would include the blank "tracker cards" (name, strings, etc.), cards for each of the Basic Moves, cards for each of the Skin specific Moves, Sex Move, Darkest Self, an Advancement card, a possibly a "Playing the X" card. So if someone picked up The Chosen Deck, they'd have everything needed to play The Chosen for several sessions, including advances. Wanting to take an advance from a different Skin would require picking up that Skin deck. The MC's Deck would be the "fat pack" and have Basic Move cards (maybe more than one set) and the moves for all the Skins. Cool.

For now though, I think I'll stick with the Skin books. But only because I've already laid them out in In Design.

65
Dungeon World / Re: Defend
« on: June 12, 2012, 09:46:35 PM »
Here's how I see it. The first sentence of the Defend Move reads:
Quote
When you stand in defense of a person, item, or location under attack, roll+CON.
The italics are my emphasis. If I were GM, I wouldn't let a player defend someone or something unless or until that thing came under attack or it was blatantly obvious that person or thing was going to be under attack in very short order.

GM: The Cave Troll hefts his club high into the air, ready to bring it crashing down onto the Halfling Thief. What do you do?
Fighter: I leap in front of the brute, raising my shield to deflect the blow!
GM: So you're Defending the Thief, then? OK. Roll+CON.

I would also only allow the character to continue the Defend Move if they don't take any offensive action. The third sentence of Defend starts:
Quote
So long as you stand in defense, when you or the thing you defend is attacked...
Again, the italic emphasis is mine. In my opinion, as soon as the character makes an offensive move (small "m" here), they'll lose any unspent hold they have from the Defend Move. If they want to protect someone or something again, they'll have to narrate the action, giving a fictional context to the Move. They'll also have to roll+CON again. Even if they're defending the same thing.

Fighter: [Rolls] That's an 11, so I get 3 hold. The Troll's club smashes into my shield, but I turn it lessening the impact. At the same time I bring my sword up and drive it into the shoulder gap it's outstretched arm creates.
GM: So that's half damage and damage equal to your level?
Fighter: Uhn, wait. That's redirect the attack to me, and half damage. So the hit I landed on the Troll is only cosmetic damage I guess. I have 1 hold left.
GM: The Troll bellows are reels backwards a few steps. He looks at the blood trickling down his arm and roars at you. Spittle sizzles as it strikes your dented shield. What do you do?
Fighter: I rush forward to finish the brute and...
GM: Hold on. So you're abandoning your defensive position? You're going offensive now, and you'll lose that 1 hold if you do. Is that OK?

As iserith said, the Defend Move is pretty useless if the person or thing you're defending doesn't get attacked. I mean, it'd be a total dick move for the GM to have the monsters ignore a defending character just to make the player waste their holds, but if nothing comes after the target of the Defend Move, that's what will happen. As soon as the character doesn't meet the "stand in defense" requirement of the move, the holds disappear.

And yes, high level characters have the potential to do more damage with the "damage equal to your level" option of the Defend Move than with their base damage. A 7th level Fighter will always deal 7 damage instead of rolling a d10. But a 10+ on Hack & Slash allows you to deal you damage and avoid taking damage. Contrast that with the 10+ on Defend. If you only take the "deal level damage" option, either you or the thing you were defending gets hit for the monster's full damage. That could possibly kill or destroy the thing you were attempting to defend in the first place. If you take the "redirect to yourself" and "deal level damage" option, then you're taking the full brunt of the monster's attack with no way to avoid it. If you spend all 3 hold at once to take the "redirect", "half damage" and "deal level damage" then you're still taking half damage and you've used up all your hold, forcing you to roll+CON again for your next move if you want to continue to defend.

So the best outcome of Hack & Slash is damage to the monster and none to you. The best outcome for Defend is damage to the monster and half it's damage to you. But the thing you were defending doesn't take any damage at all, which was the whole point of defending it in the first place.

66
Monsterhearts / Vampires, vampires everywhere
« on: June 12, 2012, 02:44:40 AM »
After listening to episode 81 of the Actual People Actual Play podcast where mcdaldno ran the group through a game of Monsterhearts at MonsterParty, I've been kicking around the idea of a Vampire: the Requiem hack. He mentioned that Monsterhearts could be used to play something similar to Vampire, so long as the characters still acted like (or still were) teenagers.

That got me thinking about translating the five different clans of the Vampire: the Requiem setting (Daeva, Gangrel, Mehket, Nosferatu, and Ventrue) into Monsterheart Skins books. The clans seem to be different enough in outlook, ability, and method that I imagine they'd play differently enough to warrant the different Skin books. I'd have to change the names of course, something like The Desired, The Feral, The Hidden, The Cursed, and The Regal. Stats and Moves would reflect each clan's outlook, method, and abilities. The Desired = Hot+ Cold+; The Feral = Hot+ Volatile+; The Hidden = Hot+ Dark+; The Cursed = Cold+ Volatile+; and the Regal = Cold + Dark+. The Moves in the Skin book would also (hopefully) highlight their differences.

Speaking of Moves, I also though it would be interesting to create separate "faction books" (based on the five Covenants from V:tR). Whenever a player is entitled to an advance, instead of choosing one from their Clan playbook, they could take one from their faction playbook instead. It'd be kind of clunky to have two books for a character (clan and faction) but I don't see how to make the faction moves available to everyone/anyone without making them a separate book.

Thoughts?

67
Monsterhearts / Re: String to everyone
« on: June 12, 2012, 01:19:20 AM »
Thanks for the clarification, mcdaldno. I'm one of those MCs/GMs who like to know exactly what the rules are before I ignore them and do my own thing. :)

68
Dungeon World / Re: Advanced Moves; Requires vs. Replaces
« on: June 11, 2012, 10:50:04 PM »
I tried rewriting some of the Replaces advances as Requires (with clarification in the text) for my homemade Class books last night. It sounded clunky. For example, the Fighter's Bloodthirsty Level 6-10 Advance became:
Quote
Bloodthirsty
Requires: Merciless
When you deal damage, deal +1d8 damage instead.
Basically, all the changed moves would need to have "instead" in there somewhere. Otherwise it could sound like the two advances stack with one another. "Whoa! +1d4 and +1d8 when I deal damage if I take Merciless and Bloodthirsty? Yes, please!" So after doing that, I realized that just tagging the Advances with Replaces: X is probably the easiest solution. Obviously there's a reason Sage and Adam are successful game designers and I'm not. LOL.

Still, just because I'm anal retentive crunch monkey who likes to know exactly what's happening with my mechanics, I'd like that clarification. Does the player have to take the Advance that the better Advance replaces (like Admutt's "requires + Replaces" suggestion), or does "Replaces" simply indicate that the "lower" Advance is no longer available to the player?

69
Monsterhearts / Re: String to everyone
« on: June 11, 2012, 02:36:29 AM »
Hey all. I don't mean to necro this thread, but I was just wondering if it's possible for PCs to give out Strings to NPCs during character creation. The post right above this one states that it's possible, but I was wondering if someone would be nice enough to direct me to a page number where this is clarified. Thanks.

70
Dungeon World / Advanced Moves; Requires vs. Replaces
« on: June 10, 2012, 11:31:08 PM »
Sorry if this has been asked before in a previous thread. If so, people can just point me in the right direction rather than repeat it all again here.

I've been making my own Dungeon World Playbooks for the classes in the Beta rules (Japan uses A4 paper, not letter) and saw something interesting in the Advanced Moves. Some moves note that they require the player to have chosen a certain move before they can be taken, while other moves say that they replace certain moves. I'm wondering what the difference is, and if it's even necessary.

"Requires" is fairly easy to understand. You can only take the better version of the Move (usually in the level 6-10 Advances list) if you've already taken the lesser version of the Move (usually found in the 2-5 Advances list). The Requires Move usually adds an additional effect to the "base" Move, allows you to choose a second option, or somehow builds on the "base" Move.

"Replaces" is a bit more confusing though. Does "replace" mean that the player crosses the "replaced" move off their sheet only if they've taken it as a previous advance? Or does it mean they cross the "replaced" move off of the list of advances even if they haven't taken it as a previous advance? I know the result is the same; a better version of a previous move, but I'm anal retentive and like to know exactly how things work.

71
brainstorming & development / Re: Apocalypse Warrens (working title)
« on: April 24, 2012, 11:01:11 AM »
All right. I think I've nailed down what the stats for my hack will be. I tried to boil them down to the fewest number possible but still ended up with five; Steady, Size, Shrewd, Swift, and Sense.

  • Steady - as in constant, staunch, steadfast, sure, or not easily disturbed;
  • Size - as in bulk, physical dimensions, mass, or full-bodied;
  • Shrewd - as in clever, keen, perceptive, cunning, and wily;
  • Swift - as in quick, brisk, rapid, fleet-footed, or possessing fast reflexes;
  • Sense - as in be sensitive to, perceive, comprehend, or become conscious of.

Steady will be the stat added when using moves that relate to holding your ground, resisting your instincts, or standing up to someone or something. Kind of like an Act Under Fire move. Size will be the stat added when making moves meant to intimidate someone or to inflict harm on someone or something. Sort of like Go Aggro or Sieze By Force. Shrewd will be the stat added when using moves related to perception and detection, including the detection of lies and other character's motivations or conditions. Like Read A Sitch or Read A Person. Swift will be the stat added when using moves that relate to running, fleeing, and pursuing. This one doesn't have a counterpart in Apocalypse World. Animals do a lot of running; prey animals are constantly running from predators and other dangers, while predatory animals are chasing things down for food or sport. I definitely needed a stat to represent that, as I imagine chases and escapes will happen quite frequently in the game. It also needed to become a stat so that success or failure was determined impartially. Meaning with dice. Being a rabbit trying to outrun a dog or a wolf trying to run down an elk is too important and creates too much pressure if the MC has to make that decision all on their own. Sense will be the stat added when using moves that relate to gut feelings, premonitions, and other 6th sense type stuff. This could be simple instincts too. After all, animals often have senses beyond those of humans and are able to "know" when storms, fires, or other dangers are approaching. Additionally though, the source material (Richard Adam's books) all have "psychic" or "touched" characters who have visions, are able to predict the future, or pick up on feelings and emotions that other's can't. There's no psychic maelstrom in this hack; more an idea of being able to tap into the collective consciousness of the earth.

Next up, the Basic Moves.

72
brainstorming & development / Re: Apocalypse Warrens (working title)
« on: April 24, 2012, 03:48:56 AM »
All right. I think I've nailed down what the stats for my hack will be. I tried to boil them down to the fewest number possible but still ended up with five; Steady, Size, Shrewd, Swift, and Sense.

  • Steady - as in constant, staunch, steadfast, sure, or not easily disturbed;
  • Size - as in bulk, physical dimensions, mass, or full-bodied;
  • Shrewd - as in clever, keen, perceptive, cunning, and wily;
  • Swift - as in quick, brisk, rapid, fleet-footed, or possessing fast reflexes;
  • Sense - as in be sensitive to, perceive, comprehend, or become conscious of.

Steady will be the stat added when using moves that relate to holding your ground, resisting your instincts, or standing up to someone or something. Kind of like an Act Under Fire move. Size will be the stat added when making moves meant to intimidate someone or to inflict harm on someone or something. Sort of like Go Aggro or Sieze By Force. Shrewd will be the stat added when using moves related to perception and detection, including the detection of lies and other character's motivations or conditions. Like Read A Sitch or Read A Person. Swift will be the stat added when using moves that relate to running, fleeing, and pursuing. This one doesn't have a counterpart in Apocalypse World. Animals do a lot of running; prey animals are constantly running from predators and other dangers, while predatory animals are chasing things down for food or sport. I definitely needed a stat to represent that, as I imagine chases and escapes will happen quite frequently in the game. It also needed to become a stat so that success or failure was determined impartially. Meaning with dice. Being a rabbit trying to outrun a dog or a wolf trying to run down an elk is too important and creates too much pressure if the MC has to make that decision all on their own. Sense will be the stat added when using moves that relate to gut feelings, premonitions, and other 6th sense type stuff. This could be simple instincts. After all animals often have senses beyond those of humans and are able to "know" when storms, fires, or other dangers are approaching. The source material (Richard Adam's books) all have "psychic" or "touched" characters who have visions, are able to predict the future, or pick up on feelings and emotions that other's can't. There's no psychic maelstrom in this hack; more an idea of being able to tap into the collective consciousness of the earth.

Next, the Basic Moves.

73
brainstorming & development / Apocalypse Warrens (working title)
« on: April 23, 2012, 12:00:58 AM »
So after my friends and I recorded our most recent podcast about animals in literature and how you can use them in your games (which you can listen to  here), I went back and listened to the Watership Down audio book again. Then I watched the Plague Dogs animated movie. I also listened to the interview Mr. Baker did on The Walking Eye podcast about Apocalypse World back in 2011, as well as their review of the game. Oh, and I'm finally running an AW game for my group.

All these things combined in my head over the weekend, and fueled by an abundance of coffee and boredom, they slowly solidified into the germ of an idea for an Apocalypse World  hack. I'm currently calling it Apocalypse Warrens for lack of a better title.

The premise of Apocalypse Warrens is that players would play as real animals in the real world; similar to the rabbits in Watership Down or the dogs in Plague Dogs. There may even be a touch of Mrs. Frisby and the Rats of NIMH in the idea as well. The characters would have their own personalities, language, mythology and beliefs, but also have all the limitations and abilities of real animals. Including a limited ability to comprehend the "human" world around them. The characters will not be the hind leg walking, tool manipulating, clothing wearing, armor making, sword wielding "animals" of the Brian Jaques Redwall book series;. Those aren't real animals; they're just people in animal costumes. Despite being considered children's books, both Watership Down and Plague Dogs are violent, bloody, and intense. The character's futures are unsure, just like in Apocalypse World.

I don't really have much in terms of concrete mechanical stuff at this point. It's still just a lot of ideas and images floating around in my head right now. I'm playing around with what the Basic Moves should be, as well as how many and what stats I'll need. I remember Mr. Baker saying that the first thing he does when thinking of a hack is to rewrite the MC's Agenda. He then refers to that during the creation process to keep things on theme. That much at least I have done.

MC's Agenda
- Present the world as it would be perceived by an animal.
- Make the player's character's lives unsure and dangerous.
- Play to see what happens.


I think that first one is the most important, which it why I put it first. Duh. Anyone who's familiar with Richard Adam's books knows that certain things are simply beyond the character's comprehension. The bulldozer that destroys the Sandleford warren in Watership Down is described as "a great yellow monster that buried it's head in the earth and ate up the ground"; the poison gas was "bad air that turned you silly". Humans are ultimately alien and unknowable to the animals in the books, much like the Great Old Ones or Elder Gods in an H.P. Lovecraft story. In Apocalypse Warrens it's going to be the MC's job to present and describe the world to the players as such.

I was originally going to do only rabbits, but have since expanded this. I'm now thinking about doing mice, rats and other rodents, dogs and similar animals (like wolves and foxes), horses and mules, and possibly birds. Maybe even big cats like lions (yes, I guess you could do The Lion King RPG if you really wanted to), and hyenas (which I know are their own species). You wouldn't have a "mixed party" of animals though (no wolves and rabbits in the same group), since their diet and behavior would be too different. Certain stats and Moves might even have to be different for the different species to reflect their behavior. For example, a rabbit or mouse could "Go To Ground" and hide but a horse couldn't. The different Playbooks would be based on skill sets or archetypes found in the books (Seer, Protector, Motivator, Grokker, etc.) and again there would probably have to be different ones for the different animals species, as not all of them will be appropriate. It doesn't make sense to have a Hunter or Stalker themed Playbook for herbivorous animals like horses and rabbits, now does it?

My (overly ambitious goal) is to eventually produce a stand alone book, similar to Joe McDaldno's Monsterhearts or Dungeon World. We'll see how far I get.

74
Apocalypse World / Re: Help me "get" the basic moves.
« on: April 12, 2012, 03:46:15 AM »
Alright, I'm late to the debate and I don't have much clout but here goes. I have no problem with any of the Moves as they are written. The way I see it, when designing rules you can do one of two things; make a specific rule for every single posible situation that will come up in play, or make the rules broad enough so that players can interpret and decide when and how they apply. Apocalypse World does the latter. There isn't a list of every possible situation that could force someone to Act Under Fire in the book because no one could anticipate all the relevant situations. The same goes for all the other Moves; they're broadly worded so that they can apply to many situations and not create a boat load of hedge cases that have to be dealt with.

I think that pouring through a list of Moves to check if the thing you're doing is listed in the description will take just as much time and processing power as looking at the possible outcomes of a Move and choosing the one that fits.

75
Apocalypse World / Re: Help With Fronts and Threats
« on: April 03, 2012, 11:56:55 PM »
Thanks, David Jay. By all means, go ahead and steal my idea. I've been wanting to use Tarot cards in some capacity in an RPG for a while now, even more so after reading about the Oracles for In A Wicked Age… I did a seven card spread I found on the internet that is supposedly good for answering the question "What is to be done?" The seven cards determine: the past, the present, the future, what to do, outside influences, hopes/fears, and the final outcome.

I didn't include it in my initial post, but the card I pulled for the outside influences element was Strength in a reversed position; indicating weakness, sickness, and/or a lack of faith. I was originally thinking about putting some kind of bacteria in the water or having toxic fumes slowly leaking from the mine tunnels that sickened people. But your suggestion of a dissenting MC character who forms a rival faction is much more interesting, as the PCs can interact with it. The MC character is acting a bit like a sickness anyway; weakening the cohesion of the group by spreading a lack of faith in the hardholder's leadership among the population.

So that's actually four Threats I've got now, all inside the handhold, all hovering around the Fear/Ignorance scarcity; the hardholder and his crew (Brutes: Enforcers), the rival faction that'll spring up to oppose him (Warlord: Prophet), the twisted depths of the ruined mine shafts (Landscape: Prison or Maze), and the complacency/fear the general population starts to succumb to (Affliction: Delusion). Now I just need to create some count down clocks and maybe a Front to represent the weather conditions and situation outside the hardhold. Time to get cracking! Thanks.

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