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Messages - Mike Sands

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31
Monster of the Week / Re: What do Allies do?
« on: June 04, 2015, 10:44:52 PM »
The Keeper gets to control allies, using their motivation to guide what they do. Normal Keeper moves should cover most things that an ally would do.

I wouldn't suggest treating them just as a way for the hunter to roll a move, or as gear, but keep their essential humanity first. These are people who have chosen to help hunt monsters, but they still should react as a normal person would in that situation. The main advantage for hunters is the ability to send them off to do other tasks, as well as extra bodies on their side in a fight (controlled purely by normal Keeper moves and the results of hunter moves).

Regarding harm capacity, as normal humans (usually), allies the same harm capacity as other normal humans or hunters.

32
Sure!

33
Any of your suggestions would work fine, if control isn't an issue.

If it came up for me, I'd most likely treat it as an ally or monster with it's own powers defined as usual.

34
It is important to notice that although you can summon a monster, there is no mention of controlling it.

35
Monster of the Week / Re: How drama-oriented is Monster of the Week?
« on: April 11, 2015, 08:18:37 PM »
My intention as a designer was to have the tone of Supernatural and Buffy, but leave it open to each group. It can stretch from Scooby Doo style or straight horror if you want to.

36
Monster of the Week / Re: When and how to use weapon tags
« on: March 21, 2015, 10:10:22 PM »
They're hints for the fiction, so you can use them in a lot of ways. Think of them as suggestions to help you decide what Keeper move to use.

In general, you wouldn't just tell a hunter with a "reload" weapon that it's out of ammo, but on a 7-9 result maybe that's something that goes wrong, or on a 6 or less maybe they just shot the last bullet.

37
Monster of the Week / Re: Slowing down advancement
« on: February 22, 2015, 03:15:10 AM »
Go for the simple solution: Add more boxes before level up.

38
Monster of the Week / Re: Playbook Templates?
« on: February 14, 2015, 10:27:12 PM »
I've updated my template with the revised experience rules (and no space for highlights) now. You can get it at: https://sites.google.com/site/gamesteratlarge/home/monster_of_the_week_files/hunter_template_revised.ott?attredirects=0&d=1

39
Monster of the Week / Re: Playbook Templates?
« on: February 09, 2015, 02:38:55 PM »
Not yet! I plan to update the other playbooks and the template soon.

40
Monster of the Week / Re: Playbook: The Changeling/Orphan
« on: October 27, 2014, 02:41:18 AM »
Those are really good. Lots of character in which one you pick, and all totally new kinds of abilities that will push the game in different directions.

41
Monster of the Week / Re: Playbook: The Changeling/Orphan
« on: October 27, 2014, 02:15:50 AM »
I would say go with your gut feeling and add that healing move.

If you want to have some kind of fancy movement power, perhaps a way to fund hidden paths that lead wherever you want, but sometimes go through somewhere bad on the way (i.e. when you roll badly)? But, as you say, players can always grab a move from another playbook.

One tip: I found when I was writing all the basic playbooks that I could tell when each move was right. The thing to look for is when you look at the move after your last change, and think "I want to play this hunter so I can take *this* move!" Keep at them until each move, individually, is that cool.

42
Monster of the Week / Re: Playbook: The Changeling/Orphan
« on: October 27, 2014, 01:40:41 AM »
I like those new moves, they give a lot more flavour to the changeling and give them a few different options for style.

A note about the Unknown Heritage/4 moves: I wouldn't call unknown heritage purely negative, as it gives the chance to earn extra experience checks.

43
Monster of the Week / Re: Playbook: The Changeling/Orphan
« on: October 27, 2014, 12:00:53 AM »
Looks pretty cool. I love the Unknown Heritage options, they give a real flavour of the weird faerie background.

Have a think about your moves, as you have included some that don't really gain the character anything. E.g. "Seriously, I'm Normal" on a success just has people treat you like everyone else. Maybe it would be cooler to have the "Glamour" make you seem beautiful and interesting to whoever you are talking to. Mechanically, that could always count as a reason for manipulating mortals.

I'd also suggest that the Constant Companion should be more tied to the faerie background - maybe you should choose from a pixie, goblin, or magical animal?

Is there a reason you've given them four move choices? That's one more than usual, plus you've included those two "pick a move from Monstrous/Summoned/Divine" which is a good sign that you don't need more of them!

I also like to make sure that a new playbook has some moves to deal with investigating, interacting with people, fighting, and some things only this character type can do. You don't have any fighting moves, so consider including something for that (although sometimes this is fine, if the hunter just isn't good at that stuff at all).

Overall, it's a great idea and I look forward to seeing where you go with it.

You may notice that I've kind of focused on the faerie background although you've left it open to other interpretations. The reason for that is that the Monstrous is kind of a catch-all non-human hunter, so I feel like it's more interesting to take specific non-humans in a very different direction (as the Divine and Summoned do).

44
Monster of the Week / Re: Help with a small edit
« on: July 15, 2014, 09:36:19 PM »
You're welcome! I'm happy to help people to customise MotW materials for their needs.

45
Monster of the Week / Re: Help with a small edit
« on: July 15, 2014, 09:05:33 PM »
I can provide you the source files for the handouts, but I'll need an email address. Can you send that to me in a PM, please?

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