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Messages - Jwok

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31
Apocalypse World / Re: Playbook Draft: The Survivor (Feedback please!)
« on: April 02, 2013, 07:42:59 PM »
Thanks for the feedback everyone. I've been thinking a lot about making new playbooks to "fill spaces in the world," and I'm not sure how much this one does this. I definitely don't mind if this project end up dying, but you all have spurred an interesting idea here.

Lin_fusan's comment on the anti-hardholder led me to realize that my idea is already pretty close to the Touchstone. That combined with Praion's commend on the expanded playbook makes me think this - maybe the survivor could be an expansion of the touchstone?

So maybe something like?
--- --- ---
The Survivor
A Touchstone supplement for apocalypse world

A quiet life was never an option. The apocalypse ripped the world apart, and left us with the burnt out husks of the hopes and dreams of the golden age. Now, we struggle: to eat, to hope, to survive. But despite the hardship, the danger, the fear, we somehow find a way to keep ourselves going.

When you take a debility to survive, you can choose this move instead of another advancement option:

Unwavering: Ignore the effects of your first debility, when it is taken or henceforth for one already chosen.

When you do, henceforth you can choose any of the following moves instead of a Touchstone move or a move from another playbook:

Inner strength: When your survival or the survival of someone you love is at stake, you get +1 to your roll. Note that this move only works when a failure means life or death, not for injuries or other consequences that might lead up to such a situation.

There’s always a way: When you must enter or exit a place to fulfill or continue on your journey, roll+hard. On a 10+, choose 2. On a 7-9, choose 3. On a miss, choose 3, and take -1forward.
•   The way is harmful – take 1harm (ap)
•   The way is treacherous – you are acting under fire
•   The way is loud – whomever blocks your path will know of your movement
•   The way is costly – you must spend 1 barter to bribe or negotiate your path

Only human: When you bear your soul – your suffering, your fears, your unmet dreams - to a close friend or lover, you and they mark experience. This can only be done once per person.

32
Apocalypse World / Re: Changing Character Type
« on: March 25, 2013, 05:53:27 PM »
Cool, got it. Thanks Vincent!

33
roleplaying theory, hardcore / Re: Still don't get it
« on: March 24, 2013, 09:30:13 PM »
Thanks so much for the feedback Vincent! I had a couple of thoughts on this.

Quote
Flatterer!

Yeah, I'm kind of a fanboy ; )

Quote
1. All I think about is the conversation. If a rule gets people to say something interesting, it's a good rule and it might get to stay. If it doesn't, it's not, and it absolutely has to go.

This makes sense to me - as a color first game, you are trying to get a specific type of conversation with AW. If a mechanic for the game fits, rock. If not, ditch it.

Quote
2. Designing a game means designing a bell curve. "The" conversation is all the conversations within a standard deviation or two of the norm, right? Any given conversation, and any given moment of every given conversation, might fall out in one tail or the other. That's okay. It's still "the" conversation, the center of the bell curve, that I design for.

I think I get this - pretty much as point 1 right? In that this particular Apocalyptic setting is the standard, and your accounting for this and for things within its range?

Quote
3. The purpose of a game isn't to balance, but to fall rapidly out of balance and accelerate into an end state. Even an exquisitely balanced game like Go, in play, is an unfolding catastrophe, an inevitable disaster for one side or the other. When I design, whenever I find two players, two characters, or a situation in balance, I look for the most aggressive and expedient way to unbalance them. It's usually a simple thing to do: just make somebody's decision binding.

Cool. And this is your goal specifically with AW as the whole setting is about chaos and disaster and awesomeness, right?

So I think I get the motive behind AW now. My followup question would be this: how, when putting together a game, do you figure out a mechanism that will support your creative goal? For example, Dogs in the Vineyard's mechanics do a few distinct things (in my observation):
  • First, they mechanically enforce a state of conflict escalation (sling some words, throw a punch, pull a gun).
  • Second, they show that, united, the dogs will overcome almost any obstacle they face - two or three united dice pools will simply overwhelm whatever they are facing. Consequently (but implicitly), conflict between the dogs becomes the more interesting and dramatic feature of the game.
  • Thirdly, conflicts have consequences (fallout), the severity of which directly relates to the level of escalation the conflict causing them involved.
  • Fourthly, any trait can be of value if it can be reasonably applied to a situation. My "I'm a great shot" trait can be used in a gunfight, but can also help persuade someone to let me protect their family
  • Fifth...ly, you as a player can choose how much trouble a trait causes you, even if the trait itself remains consistent. You can choose "I'm a great shot" as a 1d4 trait, deciding that, while you are a great shot (because the words say so), getting into gun fights will often lead to hazardous consequences. If Han solo was a dog, he would probably have "I'm a great pilot - 3d4."

Now, while you already know all of this, it took me a long time to figure this all out. So, to return to my question - how did you turn these out of game goals into a mechanical design that accurately fostered them? How did you reason out that Cool, Hard, Hot, Sharp, and Weird would cover all the bases needed for AW, and the appropriate roll for each? How did you think of putting together the seduce or manipulate rules in such a way that supported obedience for PCs, but didn't require it? How do you bridge the gap between idea, goal, and implementation?

Alright, I think I'm getting a little far reaching in my followup question, so I'll back it up a bit.

34
Apocalypse World / Playbook Draft: The Survivor (Feedback please!)
« on: March 24, 2013, 08:22:26 PM »
Hi all,

I've put together the following character in an attempt to portray a strong but emotional survivor character. Let me know what you think!

--- --- ---
Introducing
The Survivor

A quiet life was never an option. The apocalypse ripped the world apart, and left us with the burnt out husks of the hopes and dreams of the golden age. Now, we struggle: to eat, to hope, to survive. But despite the hardship, the danger, the fear, we somehow find a way to keep ourselves going.

--- --- ---

Creating a Survivor

Name:
Hope, Cave, Maglight, Destiny, Splint, Mountain, Croft, Choice, Wood, Woven, Husk, or Sky

Stats:
Choose 1 set
Cool +2 Hard +1 Hot +0 Sharp +1 Weird -1
Cool +2 Hard +0 Hot +1 Sharp +1 Weird -1
Cool +2 Hard -1 Hot -1 Sharp +2, Weird +0
Cool +2 Hard +1 Hot +0 Sharp -1 Weird +1

Moves:
You get all the basic moves. Choose 2 survivor moves.

Look:
Man, woman, concealed, or ambiguous.

Utility wear, outdoor wear, scrounge wear, tattered wear, or common folk wear.

Weathered face, honest face, kind face, stern face, strong face, scarred face, or striking face.

Distant eyes, fierce eyes, darting eyes, squinting eyes, tired eyes, loving eyes, or tender eyes.

Dirty body, worn body, thin body, firm body, strong body, scarred body, or tall body.

Gear:
You get
•   1 trusted weapon
•   oddments worth 2-barter
•   fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

Trusted Weapon:
•   A climbing axe (2-harm hand hi-tech)
•   9mm (2-harm close loud)
•   machete (3-harm hand messy)
•   crowbar (2-harm hand messy)
•   hunting rifle (2-harm far loud)

Hx
On your turn, tell everyone else to write Hx-1 with you. You’re hard to get close to.

On the other character’s turns, choose both, one, or none.
•   One of them was once there for you when all seemed lost. Give yourself Hx+2 with that person.
•   One of them works for your adversaries, either as a hired hand or a true believer to their cause. Give yourself Hx+1 with that person.
For everyone else, whatever number they tell you, write it next to their character’s name.

Advancements
__ Hard +1
__ Hard +1
__ Hot +1
__ Hot +1
__ Sharp +1
__ Get a new survivor move
__ Get a new survivor move
__ Get an angel kit (cf) with a capacity of 2
__ Get a move from another playbook
__ Get a move from another playbook

--- --- ---

Journey
You life has always been a series of trials and struggles, driven forward by a larger purpose. This may be a life you choose, or one that has chosen you, but for better or worse, it is a part of who you are. Choose 1 purpose around which your life revolves, and detail:
•   Protection of someone vulnerable
•   Protection of a community
•   Seeking of secrets or relics
•   Hunting of a person or group
•   Serving a lord or master

Adversaries
There are others who wish to interfere with your journey. Choose 2 or 3 for your opposition and detail:
•   They are widespread – numbering in the hundreds in total
•   They are vicious – willing to harm those close to you without pause
•   They are mad – tied to and driven by the world’s psychic maelstrom
•   They are trusted – many will view you as the wrongdoer
•   They are feared – few will aid you against them

If at any point your journey ends – is lost, won, burnt out, or collapsed – pick a new journey or change your character type (providing the advancement is available to you).

--- --- ---

Survivor Moves (Choose 2):

Inner strength: When your survival or the survival of someone imperative to your purpose is at stake, you get +1 to your roll. Note that this move only works when a failure means life or death, not for injuries or other consequences that might lead up to such a situation.

Unwavering: Ignore the effects of your first debility, when it is taken or henceforth for one already chosen.

There’s always a way: When you must enter or exit a place to fulfill or continue on your journey, roll+sharp. On a 10+, choose 2. On a 7-9, choose 3. On a miss, choose 3, and take -1forward.
•   The way is harmful – take 1harm (ap)
•   The way is treacherous – you are acting under fire
•   The way is loud – whomever blocks your path will know of your movement
•   The way is costly – you must spend 1 barter to bribe or negotiate your path

Will to live: As long as you are not actively bound or otherwise unable to tend to yourself, wounds at 10:00 or 11:00 automatically stabilize. Acting under fire rolls may still be called for strenuous movement or the like, at risk of further injuring yourself.

Resourceful: When you need to fashion a simple tool or supply, and have time and reasonable materials at your disposal, roll+cool. On a 10+, choose 1. On a 7-9, choose 3.
•   It will last for more than one use
•   It takes a long time to put together
•   It isn’t quite what you need, but close
•   The search and process leaves you worn down (take -1forward)
On a miss, there is nothing nearby that can be fashioned into what you need, and your search has brought unwanted attention to you.

Only human: When you bear your soul – your suffering, your fears, your unmet dreams - to a close friend or lover, you and they mark experience. This can only be done once per person.

Survivor Special:
When you and another character have sex, they may (their choice) join or become a part of your purpose (your choice). You also get +1 or -1forward, also their choice.

35
Apocalypse World / Re: Changing Character Type
« on: March 24, 2013, 03:57:15 PM »
Wow, thanks Vincent - that makes a lot of sense!

Interestingly, I had been looking at changing character types as the only real option to long-term character advancement, since this opens up a new set of advancement options to a list otherwise limited. This begs a followup question - what does a character who stays as their original playbook do when all of their other advancement options (other than retire your character) fill up?

36
roleplaying theory, hardcore / Still don't get it
« on: March 17, 2013, 08:33:23 PM »
Hey Vincent,

   So, I still don't get it. I really enjoy it, but I don’t get it. Every time I try to wrap my head around what AW is or what its design does, I get turned around. I keep trying to peek behind the veil and really see how the gears are turning, not just mechanically mind you, but intention-wise also, but continually fall short of full understanding.

  It’s just that there is so much fucking nuance to it that I can’t pick apart and re-arrange on my own. Is there a trick? Loads of practice? How do I get inside your brain Vincent? What is the criterion and intent of your designs? How do you design moves? Playbooks? Fronts? MC instructions? The psychic maelstrom?

With love,
~Jwok

37
Apocalypse World / Re: Changing Character Type
« on: March 17, 2013, 08:14:52 PM »
Thanks all. Vincent, your design continues to boggle my mind while simultaneously draw in my interest. Any chance of you sharing as to why this designed disparity between playbook types?

38
Apocalypse World / Changing Character Type
« on: March 13, 2013, 07:13:25 PM »
So, I know that the details are for the player and MC to work out, which I am totally on board with. I also know that AW is not designed for "Balance" per se, focusing more on style of play than mechanical equilibrium. So with those things said, I was seeking some clarification on the following observation.

For the "Change your character type" advancement option, it states "Leaves behind everything belonging to her old life." As mentioned, I like that the player and MC work out the details themselves, but after having been playing for a little while, it seems like what is left behind has some major disparities between playbooks. The hardholder, chopper, and driver all have character focuses that are very external, so it makes sense that these things would be left behind as the character took on a new life. Other characters, like the Brainer, Battlebabe, and Skinner, have very internal focuses. Since the player "Keeps everything belonging to her intrinsic self. Her stats, including Hx, her moves, her improvements, all for sure. Many other things too." it seems like some A) there is little to leave behind, and B) that these characters simply get more out of this advancement option than the outwardly focused characters. Is this just how things roll, or am I missing something in the essence of this advancement that would effect more intrinsic characters?

39
Apocalypse World / Re: When you sell your soul at the Crossroads...
« on: March 13, 2013, 06:50:12 PM »
So, sorry if ressurecting this thread is bad form, but I thought this was a really neat idea and wanted to pitch in some thoughts in answer to your request Daniel.

So, here are some ideas that come to mind for the Devil's Instrument effects.
  • You leave a trail of clear, unintended destruction in your wake.
  • A swarm of creatures (insects, rodents, what have you) swarm and die around you.
  • Nearby animals become crazed, fleeing uncontrollably or beating themselves to death attempting to.
  • All nearby water freezes. Once thawed, the water is found undrinkable.
  • Someone nearby is unexpectedly spurred to violence, likely against a loved one.

These are probably better as MC only options, but who knows.

40
Apocalypse World / Re: (More) Seeking MC Advice
« on: November 27, 2012, 03:47:50 PM »
Wow, thanks for all the responses guys! I came across an example situation from the book that I think illustrates the block I'm running into:

Pg 256
"In the night, Marser chops Jackabacka's hand off because he wants Jackabacka's 3-year-old for his own. Jackabacka's in your tend now, bloody-stumped, he's sobbing like a little kid."

My knee jerk reaction here is "Well, I guess we gotta go kill Marser." Thinking like a real person? No. But that's exactly the in-game mind set I struggle with, as I think some of my players do also.

So what would be some alternatives here? If it were me, and I were a brainer, I'd probably try to go make Marser my thrall. If I was a Driver, I'd probably try to run Marser off the road. If I was a hardholder, I would throw Marser's ass in jail... no, I'd probably just kill him.

The underlying problem I'm facing is that all of my thought processes are very final, which naturally doesn't allow for drama to continue and unfold. Now, as an MC, I'm having trouble getting over this mind set and setting up sitiuations that don't naturally devolve into kill-your-problems sort of scenarios.

If people are down, I'd love some examples of non-killy situations that you've played out in your games.

41
Apocalypse World / (More) Seeking MC Advice
« on: November 24, 2012, 10:05:15 PM »
Hi all,

 So I'm fairly well into my first real game of AW. It's been a ton of fun, but I feel like as MC I'm still failing to bring a lot of what the game has to offer.

Here's what I'm having trouble with:

Using All the MC Tools
All of the principles + all of the agendas + all of the MC moves + all of the front moves + all the other things (PC-NPC-PC Triangles, peripheral moves, etc) = me kind of overwhelmed, feeling like I'm constantly leaving things out. In particular, I feel like I'm failing at keeping the principles and agendas in mind once play starts up.

Creating Real NPCs
My NPCs are developing a tendency to be nothing more than a name and a (usually antagonistic) motive, with no consistent appearance or demeanor to speak of. I've printed out some "npc characteristic" lists in hopes of generating more real feeling characters, but I feel like consulting such a chart in the middle of a scene will blow the "make the world seem real" principle. And of course, most NPC's come into play in the middle of a scene.

Breaking Out of Traditional Play Styles
Like a lot of people, I come from a very trad-y, D&D-filled background. So about half my players. While I keep trying to break out of this mold, I feel like the majority of conflicts in our game keep ending in a "well, I guess we need to kill each other off then" sort of scenario. At least for me, it's boring to just have one senseless fight after another (that's why I'm not playing D&D anymore), but I feel like I'm contributing to the problem without meaning to - I don't really have a good sense of how to present a conflict of the world that doesn't shortly turn into (or just start as) a violent struggle.
   An example: I have a crazed quarantine who woke up to discover his stasis facility occupied by squatters (grotesques - pain addicts [kind of]). He has since attempted to recruit them into a violent military force, but naturally, they want much more to get high and creep out. I'm not really sure how to push this conflict of power forward, especially since the quarantine tends to kill anyone who falls out of line. So what's been happening is, gang acts up, attacking or ignoring orders, the quarantine beats them down (seize by force or pack alpha), and the squatters return to sullen obedience. Not interesting.

Thing's Happening Too Quickly
This issue is closely linked with the one above - since things tend to get resolved pretty quickly with "kill em all" violence, it's hard to develop investment or interest in what's going on (especially since often times everyone you might have investment in is dead). Also, sometimes I feel like serious, visceral shit will happen that get glossed over, when they're really the meat and potatoes of this game.
   For example, the PC's recently captured a slave driver and had him put on trial. The verdict was (unsurprisingly), guilty, and he was sentenced to being stoned to death.

   Holy shit.

   At least for me, the decision and action of pelting a man to death with stones in the street is some hard core shit, but the event was more or less glossed over as a "and thats how that got summed up" sort of thing. Obviously, I don't want to berate the players with a "look what you did" sort of attitude, but I want the fact that something like that happened to mean something, and I'm not sure how to get that done.


Self criticism aside, my players seem to be enjoying themselves, so I must be doing something right. I just feel like there is so much more I could be doing better to really squeeze out all of the awesomeness that this game has to offer.

Anyways, I'd love your thoughts and feedback.

42
Apocalypse World / Re: The Brain Cage
« on: November 22, 2012, 03:09:37 PM »
Thanks for the feedback guys! Here are my thoughts:

Quote
Those rules seem geared for the device being used by PCs and against NPCs. Is that the intention?

That was definitely where my head was at the start, although the PvP options are definitely worth looking at.

Quote
I like it, though I'm not so certain about the theme of a failure. If the roll involves weird, why should a failure result in the victim breaking out?

I liked the idea that if you blow a roll, someone whose mind you've fucked with will be free to come after you, now or later. The reason it is still a weird roll (at least as I saw it), is that this person is likely struggling, mentally and physically. If the person using the machine can't get sufficiently dominate the person during the process, the person continues to struggle and eventually breaks out.

That said, I also like your idea if it being more brain oriented. I think it might be best here to leave a miss open, turning it over to the MC.

Quote
For use on PCs, the PC affected could potentially get some XP out of it. I'm not sure that is part of the flavour of the brain cage.

That's a neat idea. Maybe something like an extra option, i.e. "you take on part of who they are as your own. Mark experience and change your personality in some way."

This would include the "risks to the user" option, although not as much as you were suggesting Canoy. On that, I kind of like the idea of the brain cage user being the twisted doctor who works on the helpless victim (dark, I know), so the idea of risk on a success wasn't really what I was going for. I do like the idea of making it an option though.

Okay, so with these thought in mind, here is the revised version - tell me what you think:

When you want to use the brain cage to take apart someone’s mind, roll+weird. On a 10+, hold 2. On a 7-9, hold 1, but they hold 1 too. The person using the brain cage spends hold to pick an option off of the list below.
  • Take something away from them that made them who they were.
  • Put something inside them that becomes part of who they are.
  • Make them commit a single act against their will.
  • Adopt something about them into who you are (and mark experience)
  • Keep them from remembering what you did to them.
If the victim has hold, they can spend it to pick off the list here:
  • Adopt something about your captor into who you are (and mark experience).
  • Struggle violently, inflicting 1 harm (ap) on your captor.
  • Flee into the psychic maelstrom, forcing your captor's mind to follow you.
On a miss, the MC makes a hard move.

It's a little lengthy, but I think the new incorporations are good. With these changes, for PvP I'd probably just go with roll to interfere. If an NPC uses the Brain Cage against a PC, what about this:

If an NPC get's you into the brain cage, roll+cool. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 to choose options from the following list.
  • They can't take anything away from you.
  • They can't put anything inside of you.
  • They can't force you to do something
  • You will remember
  • You struggle violently, inflicting 1 harm (ap) to your captor.
  • You adopt something about your captor into who you are (and mark experience)

43
brainstorming & development / Re: Hushed Valley: A surreal horror hack
« on: November 22, 2012, 02:11:31 AM »
Hi Withers,

  First off, I really like you're working with of a silent hill-esque AW hack. I've toyed with similar things myself, but it really looks like you've taken the task on full bore and in a neat way. I think this is an neat project that could turn into a really cool game.

  Now, with my being a fan established, here is my (admittedly totally amateur) constructive criticism:
  • The descriptions of Hushed Valley are very color evoking, but are a little disjoined in their organization - I'm not really sure how I would digest them if I was a player. This might just be because this is a first draft, but it was something I noticed.
  • The moves, they are too many. Again, very color evoking, but just unmanageably numerous. AW has only a few basic moves on purpose, and leaves the extras to character playbooks. This means, as a player, you don't have to eat the whole cow in one bite. I feel like it might be best to crop down the choices into fewer, more dynamic options, and parsing the advanced options into some concrete categories. Since you've decided to go without character types (something I would suggest reconsidering, but totally respect), this might be trickier, but there are ways. Something that I've heard Dungeon World does is give monsters special moves (i.e. goblins setting off traps, gelatinous cubes having people walk into them, etc). Maybe something like this could help streamline when certain moves come into play.
  • I think the nature of the health gauge and the detailed demon lists will create a more fight-y style of feel than this game seems to be aiming for. If that's your goal, then by all means go for it, but I feel like a game like this would really play best if the violence in it is short, sudden, devastating, and horrific. Drawn out, D&D-esque hit exchanges will not convey this.
  • For the MC stuff, again, there is just too much. I can really see Silent Hill's influence in your choice options here (which is cool!), but I would recommend cutting down on the quantity and honing in on the real juicy bits.
  • As I've mentioned, there's a lot of stuff here. I'm guessing that, like me, you probably come from a pretty traditional, D&D filled background when it comes to rpgs. One of the neat things that I've noticed about AW is it really facilitates collaborative gameplay and reactive creativity, by being an evocative and directed set of tools that players and MCs can work with, not a predetermined list of things for the MC to run the players through. To give an example of how to apply this with your work, I would recommend creating a "how to make demons" section over a monster-manual style list of demon after demon. Keep some demons for examples and color, but leave the nitty gritty bits to the people who play the game.

I hope some of that was helpful. Again, I really to like the idea and think this project has a lot of potential!

If your intersted, I would be down talk to you about my personal (and again amateur) experience of putting together PDFs of hacks and such (i.e. this or this).

Again, you've got some real neat ideas here. Thank you for sharing them with everyone!

44
Apocalypse World / The Brain Cage
« on: November 21, 2012, 10:31:02 PM »
Hi all,

  So my player's spooky weird Savvyhead was kidnapped by slavers, but after acing a weird roll, got adopted as the slaver's dark sacred idol instead of being sold off with the rubbish (or much, much worse). Her main captor turned owner, Snake Bait, commissioned her to finish fine tuning a special tool intended for mind-controlling rebellious slaves. This dentists chair/computer/surgical-device hybrid is known as the Brain Cage.

Here's how it works:
When you want to use the brain cage to take apart someone’s mind, roll+weird. On a 10+, hold 2. On a 7-9, hold 1. Spend hold to pick an option off of the list below.
  • Take something away from them that made them who they were.
  • Put something inside them that becomes part of who they are.
  • Make them commit a single act (this works as though you scored a 10+ on a seduce or manipulate, without any promise).
  • Keep them from remembering what you did to them.
On a miss, still hold 1, but they break free during the process, and fight back or run, according to their nature.


Thoughts/Feedback? Sufficiently creepy and violating?

45
brainstorming & development / Re: Starcraft World
« on: November 07, 2012, 09:44:51 PM »
Quote
Hey, this is really cool. I don't have a whole lot to say at the moment, as I'm knee-deep in exams, but I think you've really cleverly warped the Starcraft universe into something very playable in the AW engine here!

Thanks man!

Quote
Just read over this and I like the idea, but I would say shaving off the serial numbers is a good idea if anything just to play it safe.

Thanks for the feedback Weaver! What part are you referencing here? I'm not actually looking to hide what I've done here - I just want to make sure I'm not crossing any legal or ethical boundaries in making this.

Quote
What style of game do you have in mind with this?I mean, do you want to see mixed Protoss/Human/Zerg Hybrid groups? What do you want to push them toward? If its War, have you checked out the Regiment by John Harper?

The "trench warfare" feel wasn't what I was shooting for with this reskin. I've only seen Regiment in passing at a Con, but it definitely sounds like a cool, evocative setting/hack. For me, I basically just wanted to play apocalypse world, in all of its principals and agendas, with the setting context of the Starcraft universe, right as you start out in the Terran campaign. SCV's complaining about being sent to the wastelands. The marshall trying to take care of his people (cause lord knows the magistrates don't give a fuck about them). A troop of psychofuck marines protecting a city from the hostile wildlife of the badlands, but only because they were ordered to. All that awesome shit.

This game is mostly about being a Terran in the wasteland. I still want to play to find out, and to make the characters lives seem real, I just wanna do it in starcraft world.

For other races, I figure the Zerg will always eventually make an appearance (too good not too really). I mostly imagine handling them as a Front (Landscapes / Breeding pits or Furnaces), so I didn't really write up any special rules for them. For the protoss (the LE playbooks), I imagine the otherness, the foreignness, and the fear of outsiders really coming in to play. Even if your colony is allied with them, I imagine the 10ft tall glowing eyed monsters coming off as hard to relate to, even if you're on the same side. I don't know how well I've backed this up with the playbooks, but thats my goal.

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