thoughts as I read through it.
Oh. A map. That's unexpected. Is this a locked setting, or just inspiration fodder? Never mind, I'm going to change the setting anyway to this thing I want to run..
page 3.
Basic moves.
Traits and modifieiers. I'm going to assume stats are called traits in this game...
Take a Risk - can always use your best trait (as long as you can justify it) - awesome. Play to your strengths, do what you should...
(also, don't let the brute player 'take a risk' when trying to charm the lord into paying us instead of killing us. Again, that apprehension fits the genre.)
See the Truth - again, feels really genre approrpaite questions, and focus on socail interaction, not things like traps and loot. Conan the leader. I like. Need to see it on the table, but it feels right on first read, which after all is the first battle.
Seduce ect. - hmm. Looks like Contact and Reputation will turn up again in the rules. Lots of words, but good clarifications. Mind if I copy them?
Do Battle - I understand exhange harm from other games. I don't know how apparent it is here. Good Variations. Nice way to expand the move but keep the bullet point list short. Now I realise the variations on Take A Risk have naturally captured all the help and hinder, and it's a simple +1/-1. Elegant.
Ambuscade? - spelling intentional?. This feels weaker than a straight Do Battle. I can't reduce the harm i take on 7-9, I can't knock them off balance or seize their purse or rescue a captive. Suitable for an honourable hero perhaps, but what if I want to be a dirty villian?
The Hunt - odd paragrpah alignment on the options. The hunted and Hunting options mirror each other, so perhaps could be condensed?
"If two PCs are hunting each other, they both roll,
and the MC says who catches whom, and how
much the other gets to say about it."
WOAH - this is a big change in a pbta game. Opposed rolls is a very different dynamic to the 'conversation'.
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Magic Moves - Conpanions typo. Also, first appearace of Companions as a player character caterogory name type. Says a lot about the mood and ethos of player interaction intended. Or the typo is Champions, in which case the same applies, but its a very different mood (and perhaps more Conan? Champion is a more Id driving force,)
Hedge Magic and High Magic - based on the Monster of the Week magic?
Establishing Harm - huh. ok weapons in caterogries. What sort of weapon isn't 'deadly' ? (and by Apocalypse world, NPCs only have 2 health, so I'm mildy confuzzzled at this point. Examples would be good. What is a dagger? a weapon or a deadly weapon?)
"Melee weapons are deadly at a specific distance" - so I immedetly asked, "what about ranged weapons?"
Examples make sense. Presuambly a dagger is is good for "infighting" as well as the more spacious situations? Can a weapon be used outside of it's range slot with the GM able to drop bad fiction on you? (You close but his reach with the spear means you can't get close enough for your dagger, you're too busy trying to stay alive vs The fighting in the barn is intense. Coming down for a heavy two handed blow, his longsword gets caught in a rafter, What do you do?)
Take a blow: Oooh, sheilds compplicate the rules. and no rolling for very low harm when you are wearing heavy armour - is that thematic, or just to make the game run faster with less 'very low chance of things happening 'rolls?
Harm Boxes - Day and Night are capitislaed. Are they specific game phases? I note that wounds don't get worse if untreated, and even the near dead can keep going util they find a healer. I guess that's thematic.
More later.