So, Paul asked me about my process of taking my really basic AW hack, called World of Algol, and crossing what Vincent is calling "the Iridium Plateau" in order to make it a full-blown game, like Monsterhearts or Dungeon World. I have been working on this very slowly, because school keeps me pretty busy.
For the first version of World of Algol, I wrote some new playbooks, added a second harm track called contamination, and wrote up a list of spells so I could use Vancian-style D&D magic. Then I wrote an adventure and ran it more or less the same way I run B/X D&D, but with the basic moves from AW.
It was fun! The only really serious problem I found was the disparity between character advancement that AW supports and what Planet Algol assumes. Everything else was good... but I could also see how to make it better.
So here is a quick list of my considerations for taking World of Algol the setting hack and turning it into world of Algol the stand-alone game.
The first two considerations are the most important:
1. What is my goal here?
You'll notice I don't have a sub-forum here in the hack section. This is not laziness, this is intentional. I have friends who like to design games in public, but it's not really my thing. And for this one, my intended audience consists of one person: me. I'm making this so I can run Planet Algol with it; no more, no less. And so I tailor my process to that goal.
I do want to make something that looks as professional as possible, and I like sharing my work and hearing about what other people do with it, but other peoples' opinions on what this game should or shouldn't be are not actually helpful to me. So, until I finish something, I mostly keep it to myself, and once it's done, then I decide what I want to do with it. "Done" is a variable concept of course. The first draft of World of Algol was done and so I decided to share a pdf of it on the internet, for example.
2. How much do I really want to change?
I thought about this one for a while, and even tried out some radically different rules variations. Ultimately, the basic resolution (2d6+stat) of AW is also inherent to D&D, and I decided to stick with that. This way, my finished game's moves will be able to cross-pollinate with both D&D stuff as well as other AW hacks. The workspace rules are also very nice, so in terms of the basic mechanical resolutions, I'm not straying far from the tree.
But here is a short list of things where I DO need to diverge from Aw:
3. Basic moves and stats.
What you use for stats and what the basic moves are, even if players don't always pay attention to them, is a key aspect of a game's genre. There are two considerations here: what's best for the setting, and what works with my sensibilities.
So for example, I need different stats to deal with technology and psychic/magical powers. so I rename the stats for flavour and add a tech stat, and that's probably good enough.
However, I also need a search move, because that's something D&D characters do a lot and Planet Algol adventurers are no different. So I add a search move that's basically like open your brain.
Those are two examples of things the setting demands. I also want things like: fighters should be tougher than wizards, and while the setting is pretty deadly, there's also an element of rough-and-tumble pulp action heroism there, so I have a recover move, for when you pick yourself up off the ground and get back into the fight, instead of, say, variable hit points.
But I'm also annoyed that some moves are really easy to use without adding much to the fiction, like reading people and situations. So I re-worked reading a sitch:
When you assess your situation, roll+wise. On a hit, you can ask the GM questions. Whenever you act on one of the MC's answers, take +1. On a 10+, ask 3 from the list. On a 7-9, ask 1:
* What should I be on the lookout for / paying attention to?
* What's my enemy's true position?
* Where's my best escape route / way in / way past?
* Who has the advantage / is in control here?
* Who is the biggest threat / most vulnerable to me?
If acting on one of the GM's answers requires you to make a roll, you get +1. You can only assess the same situation once.
So now you have to actually assess your situation, in character, before you can roll. Go ahead and do your impression of a noir detective: "I knew she was trouble the minute she walked into my office..." This version isn't particular to Planet Algol or anything, I just like it, is all.
(Feel free to steal this one from me if you like it too, but remember: being able to assess someone else's situation is a special move.)
4. Playbooks.
The stats and basic moves establish a baseline for what everybody in the game does, and then the playbooks tell you how characters are different. I don't have too much to say about this, it's just like writing up a custom playbook. You figure out what the archetypes of characters you want and decide what the range of options they should have is and then just write them up. As long as you know what game you're writing, this is just work, nothing more.
In World of Algol you can have two players choose the same class/playbook, so each one needs more options than what's available to, say, the Chopper and the Hardholder.
5. Violence.
In my experience a lot of the time people tend to treat harm in AW as hit points. You get shot in the face and take 2-harm, but the real consequence here is that you mark down 2-harm on your sheet, not that now you have to deal with being shot in the face. I think harm should be a bridge between mechanics and fiction. If you break your leg in the fiction, you check the harm list and mark that much harm. But, because there is a recover move, even if you can un-mark that harm, your leg is still broken until it heals in the fiction. The harm listing for weapons is when you use them with a move, and it says to deal harm, you deal that much harm, and the GM will look at the list of injuries at that level of harm and say what the injury is. When you mark X amount of harm on your sheet, you drop dead. If you die in the fiction, you die mechanically too.
I don't really mind hit points per se, we use them in D&D, but I'd prefer to go with a more fiction-first design here. Joe did a neat thing by adding conditions to Monsterhearts. That ensures you have to write down your injuries, so I'll be using some version of that idea.
6. Bonds
Hx is a neat idea, and so is bonds. What I need for these rules to do in my game is two things: support adventuring-party play while leaving room for betrayal (unlike in Dungeon World), and supporting retainers. And by retainers, yes, I mean meatshields.
The Hx questions in AW are often easy to forget about, which is why I like bonds. I like resolving bonds, too, but I want to retain some tension between resolving a bond for xp and keeping it for the bonus to helping rolls, so I need mechanisms for creating bonds other than just writing a new one when you manage to resolve one. I'm still not sure exactly how bonds with PCs and NPCs will differ yet.
7. Experience
This is probably where I break most from AW. I want xp to be really stingy and focused on long-term play. Rolling dice, playing your character, and having fun are their own rewards, if you want to advance on Planet Algol you need to actually accomplish things. No highlighted stats, no alignment moves, and if there are player-determined goals via bonds, these only allow for a very slow rate of advancement. If you want a quicker rate, you need to accomplish things the game says are important.
However, I'm also looking at writing three different modes of play for this game, with the main differences being in what the GM creates for each mode, and how the players are rewarded. So in Exploration mode, for example, the GM prepares an unfamiliar environment for the players to explore, and the players are rewarded for recovering valuables. But of you want to play Story Now style, you can play Survival mode, which is more like AW.
But a lot of the details are still pretty nebulous and I won't get much work done on them during the next couple months.
So! Those are my issues. If you have been following other peoples' hacks, some things might be familiar, others maybe less so. Everybody has a different process, and even when some things seem like they should be similar, they often aren't. This game takes a lot from D&D, for example, but it's not the same D&D that informs Dungeon World.
Anyway, I hope that was interesting to somebody.