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Topics - arscott

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AW:Dark Age / Limited Fortune
« on: March 11, 2014, 07:10:41 AM »
So, how do you handle the fortune move when you only have one bounty and one want?

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AW:Dark Age / Peasant?
« on: March 06, 2014, 07:13:51 PM »
So, it's right there in the rank 7 description.

But, from a historical standpoint, doesn't "peasant" actually better match rank 6?

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brainstorming & development / World of Nine Swords
« on: February 03, 2013, 11:13:24 PM »
So there's a 3rd Edition D&D supplement called Book of Nine Swords.  It hints at a pretty cool setting, one that blends classic D&D fantasy with Wuxia and anime influence.  Ever since reading it, I've wanted to run a game in that setting--but I've got no attraction for the rules.

With my Trail of Cthulhu game ending, I pitched the idea to my gaming group, suggesting Prime Time Adventures as the rules set--Going for a sort of mildly angsty adventure show along the lines of Fullmetal alchemist or Avatar: The Last Airbender.  They mostly liked the idea, but weren't really looking for something quite as rules-light as PTA.

So, given my recent AW kick, I'm creating a nine swords hack.

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So I'm kicking around ideas for a Conspiracy/Supernatural Investigation Hack, inspired by the Darkā€¢Matter games I used to run.  One of the stats, Strange, has no basic moves tied to it.  But each playbook will have a "Special Move" based on Strange -- One that defines their character in the way that Sex moves do for Apocalypse World.

Here's my move for the Skeptic, who will always start with Strange well into the negatives:

When you hypothesize a perfectly reasonable explanation for these seemingly strange events, write it down.

If your hypothesis is revealed to be correct, mark XP.  But if the truth of the matter defies, rationality, roll + strange.

On a miss, gain +1 strange (max +3).  On a 7-9, mark XP.

On a 10+, you can no longer maintain your skepticism in light of what you've experienced.  Take a new playbook.

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