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Messages - arscott

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16
AW:Dark Age / Re: What happens when improvements change the story?
« on: March 06, 2014, 05:50:10 PM »
I think it's incumbent on the players & MC to determine what's happened to cause a change in rank.

Clearly, a change from 2nd to 1st or 3rd to 2nd implies that the old king has died or is otherwise removed from the throne, while a change from 4th to 3rd implies ennoblement while 6th to 5th implies a grand of land.  It's really 5th to 4th that is tough to justify.

17
AW:Dark Age / Re: Praying
« on: March 06, 2014, 04:58:17 PM »
I'm not a fan.  It basically reads like: You get the 10+ result, or the miss result, MC's choice.  I think that makes "Weird" pretty meaningless for most people, given that there are no other basic moves tied to it.

What about making the 7-9 result as the 10+, but also something worse as per a miss?  They gods you prayed to accept your offering, but the gods you did not pray to are jealous.

18
brainstorming & development / Re: Opposed stats?
« on: March 03, 2014, 03:03:09 PM »
Take a look at the Angel skin for MonsterHearts, if you haven't already.  It uses opposed stats in an interesting way.

19
Monsterhearts / Re: A little too queer?
« on: February 18, 2014, 10:25:36 AM »
I'm just thinking there should probably be at least one way of handling sexual orientation. I mean, a person of one gender should still be able of turning on a supposedly 'straight' person of the same gender, but it should be a bit harder than turning on a gay person of the same gender, or a straight person of the opposite gender.
There's actually a really solid mechanic for sexual orientation in MH.  Don't roll to turn certain characters on.  I've had characters in MH games that were pretty clearly straight, simply because characters of the opposite sex were the only ones rolling to turn them on.  It's not the rules making your game pansexual.  It's you're play-group.  MH doesn't say that your character can't have a sexual orientation.  Just that (as in real life) it's not under that character's control.

20
but why make it an option for everyone?

I mean, I'm not saying characters w/out the move aren't allowed to punch people in the face.  But that can be handled with an "act under fire" type move, MC moves, and the conversation.

Sure if I have zero combat training, I'll be more likely to hold my own against another guy that knows how to fight.  But the move as written isn't about who is able to win.  It's about how someone achieves objectives (taking something, moving them, avoiding harm, etc).  I as an untrained fighter vs. another untrained fighter am less able to accomplish any of those objectives, even if I win the fight.

If it's important enough to say "a guy with out training is bad at this, beyond just the fact that he has -1 body", then say it!  Don't hedge your bets with finnicky compromises.

21
So, if the combat move is something you can only used with sufficient training, why does everyone have it?  Why not make it a playbook move?  Or a widely available pseudo-basic move like the gendered moves from Sagas, or augury from AW?

22
Monsterhearts / Re: Old Pdf errata
« on: January 26, 2014, 08:09:55 PM »
As far as I know, that's in the current draft.  It's one of the things that maybe made more sense in previous iterations of the rules, but are still in there because hey, why not?  I think there's an infernal move that's still on the playbook under similar conditions.

23
Monsterhearts / Re: My first skin: Vermin Lord
« on: January 16, 2014, 08:10:35 PM »
Yeah, as a general rule, only player characters have attributes and roll for moves in Monsterhearts and other AW hacks.  NPCs just succeed or fail as governed by the results of player moves and their own natures.  Given that, you might want to think about how scaled prince works, too (It could work similar to the way animal companions work in Dungeon World--They have stats).

I like your vermin cultist idea better than demiurges.  I think a key to coming up with a good gang is to find supernatural versions of what the gang would look like if the character wasn't literally a monster.  I see the Vermin lord as the kind of guy who hangs out in his mom's basement with a few friends playing D&D--and it's not to hard to re-envision that as hanging out with a couple of fellow cultists in the sewers making sacrifices to the great horned rat.

24
Monsterhearts / Re: My first skin: Vermin Lord
« on: January 15, 2014, 02:22:06 PM »
This is great.  A lot of Fan skins by players new to MH have the "powerful supernatural creature" part but skip the "dysfunctional teenager" part.  Yours, on the other hand, has heaps of both.

I love vermin's boon & the boons.  It's a great idea, wonderfully executed.

I'd ditch the bit where strings go to the vermin and transfer to the vermin lord only when their nature is discovered.  It's finicky. And also, it's high school--the other characters will blame that weirdo kid for the rats, even if they don't know he's an actual Vermin Lord.

Only PCs can roll steady, so stolen needs something for the 7-9 result when an NPC is the target.

Moves should have some kind of fictional trigger (even if it's as simple as "when you try to do this move").  Unseen eyes doesn't have one.  What about:

"When you send your vermin to spy on a person or place for you, roll with dark.  On a hit, they report back the details.  On a 10+, choose 2, on a 7-9 choose 1:
-They identify the people involved
-They also report back details of a second person or place
-They were not seen"

I'm also confused by the gang option.  What do are Meta-corporeal vermin demiurges supposed to be?

25
brainstorming & development / Re: How few stats is too few?
« on: December 04, 2013, 05:13:26 AM »
Monsterhearts and Sagas of the Icelanders use four, and they work just fine.  I imagine three would work okay as well (though If you're using the highlighted stats mechanics, I'd only highlight one stat).  I'm not to keen on body/mind/soul, though--those words don't tell us about the character in the way that cool/hard/hot/sharp/weird, cold/hot/volatile/dark, or versed/young/gendered/wyrd do.

What are your moves?  How well your stats work is really a function of how they interact with the moves--in particular, the basic moves.

26
Monsterhearts / Re: MH in different settings?
« on: December 04, 2013, 04:46:01 AM »
Ooh, cool.  I'd love to hear more about any of those games.

In particular, though, I'd like to hear more about the fantasy marketplace.  The book talks about making sure that whatever the setting, that it should have a similar social environment in terms of how the people in it interact with each other.  Can you talk about the social environment in that game, how it was like high school, and how it was different?

27
brainstorming & development / Re: Wayward Sons
« on: November 28, 2013, 01:24:35 PM »
doc_cthulhu, I keep trying to reply to the private message you sent me and the website keeps crashing.  please just e-mail me at alanrileyscott@gmail.com

28
You're thinking about it wrong.  The question isn't "should they roll to use their superpowers?"  It's "should they roll to use this move?"

Look at the Monsterhearts skins.  Almost all of those moves represent supernatural powers of some sort.  Sometimes, they're rolled, sometimes they aren't.  It depends on what the game needs to happen when the player uses that move.

29
brainstorming & development / Re: Wayward Sons
« on: September 30, 2013, 06:51:02 PM »
Someone on the monsterhearts board made a "mentor" playbook that could only be taken as a season advance.  Monsterhearts in general had a whole set of "growing up moves" that could only be taken as a season advance--they weren't playbook specific, though.

Are you hoping to create playbooks that do a new kind of thing?  Or the same thing at another level.  If it's the latter, take a look at dungeon world's 6-10 level advancements, or the Ultimate moves in my own "world of nine swords" hack.

I know that the authors (Vincent Baker and John Harper, IIRC) of Knife and Candle were planning on having explicit tiers in that game.  But I don't know how far into that design they got before deciding that their time was best spent on other projects.

30
Monsterhearts / Re: What do the players need to know?
« on: September 25, 2013, 05:16:06 AM »
If they like to read, give 'em the whole book.  There's a lot of stuff in there that's valuable.

I think things like "keep it feral", and "happiness always comes at a cost" can be as valuable for players as they are for the MC.  The long example is also pretty great.  None of it is something I'd necessarily read aloud, though.

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