I have a question about the lunchroom scene. The two moves that you guys rolled (lash out, run away)... did you feel like the options "fit" for the context? Did they steer the scene in a natural but compelling direction?
Yes- it was the first scene where the rules really helped us, and they seemed fit for the context, I really like Running away- so great!!!
Matilda seeks solace with John and embraces him, asking him for help to get Luke to understand. Matilda is the most beautiful girl John has seen.
At this point, I think it would have been a fair point at which to use the MC move "an NPC takes a String on a PC." I'm sure that Johan had a major rush of endorphins, and probably a hard-on, getting a chance to swoop in and caress poor Matilda.
Here we stopped.
Absolutely, forgot about that option. We didn´t use the rules that much at all, though three of us have played AW and then used the rules all the time. I think it feelt too "nice" to mix the description and talk with rules and dices, it was so awesone, we didn´t really need rules that much. I thinkt this is gonna change the next session, I hope so. In this one nobody used strings, and I hope they will the next time, I know I will do it as MC, to get it started.
Maybe som npc should have strings from the beginning?
I have thought a lot about that the moves Read person and read sitch are missing. In the game we didn´t miss them at all- but often in AW it is these two moves that starts the rules & rolls thinking. I read a sitch and I get +1 on my move when I attack, so I attack and roll the dice.
Here everything is social and not that much "kill or be killed", more subtle- so we talked the conflicts through instead of making them a rules & roll thing, which seemed really nice. But hopefullt we will use more roles next time.
It seems the characters soon gonna have some things to fight for, and then they will make moves.
The player thought the characters moves were really different from AW. In AW the moves make you powerful, they give you tools to break and mold the world. In MH the moves tells you who you are and what problems you have. Escepcially the Ghoul-player thought his skinn didn´t have any moves that was actually good for him.
We weren´t sure we disliked this difference, but we talked about it a lot.
One thing I´m thinking is that the will to get xp is based on the players wanting to get new cool moves. Maybe they won´t be so focused on
making moves- getting xp- buying cool great moves?- when their moves actually doesn´t give them opportunity to break the rules and do amazing stuff?
As I said before- I´m not sure I wanna change this in MH- we had a really good time with the moves as they are- we just talked about it a lot.
Another thing is about the characters development. What if characters can start buying powerful AW-moves when the have reached their fifth improvment? The Fae is suddenly getting access to his lore- the vampire starts to understand how to mezmerize and control people? It will be a built in change in the campaign and the story line. Not sure I like it myself- just a thought.
Where there any mechanics that really sung?
Where there any that felt awkward or that delayed the action?
Did the group feel like they knew what to do next, in every instance of play?
The build up of the play- where we went through the skinns and stuff really sung- no problem at all to start talking and getting ideas and being over-excited. Also the thoughts about, place, how to start, going trhough the skins etc. Great!!
No awkwardness at all. But we didn´t use the rules that much.
We had some diskussion about the difference between The ghouls dark self if he dies and the move to die and wake up with all-consuming hunger- until we realised that all-consuming and dark self indeed meant different things.
I think the third stat-alternative for the ghoul is wrong.
/ Nils