So, passing the halfway point in my gang's Monsterhearts game the other week brought on a realization that hadn't settled in before.
Each playbook has 9 advancement bubbles, and after filling in five you trigger the Season Finale and Season Advances. So, some really simple math dictates that if you're the person to trigger the Finale, you will not trigger the next Finale (because you only have four Advances left). But, the ohnoes set in when it turns out everyone else is still taking Advances and suddenly everyone has five bubbles filled in, with only four left and no one can trigger the next Finale. We're lucky in that we have two newer players who still have most of their full complement of Advancements, and its probably our Hollow or Vampire who is going to bring this Season to a close.
But yeah, that was kind of an awkward moment for us, but then it got me thinking. So, with only nine Advances, a character is going to have to skinshift if she wants to keep growing in mechanical terms. Okay, no biggie. It's interesting, though, because it means until the Season Advances unlock that player/character possesses a mechanical disincentive to go along with any Manipulate checks another PC may make. Basically: I have 7 of my advances, someone wants to offer me XP to do what he wants. With only 2 advances left, the XP he offers me is actually less valuable than an XP he may have offered me to get my first advance -- because I only have so few uses for XP anymore. I will actually eventually reach a point where I have 4XP and no advancement to spend them on and no one will be able to bribe my cooperation that way.
Looking back at AW I realize that the same idea was true there, but I never noticed it and I wondered for a bit why, only for it to dawn on me. In AW, if you find yourself approaching the point where you have nowhere to spend your XP, you have a couple outs. One, after 5 Advancements you get the shiny advancements, of which 2 solve this problem (new playbook, possibly with unfilled advancement bubbles; replace this character with someone new). Two, if you don't like your options you can talk to your MC and maybe he'll make up a new move and require you spend XP to get it.
A little different from MH for sure! Mainly because once you have your five advances, say from Season 1, you cannot yourself trigger those same advances in the second season to open up more advancement options. You have to wait for someone else to do so. And that's pretty cool, fair enough, you can't just deuce out on your own and make a new monster in the season two opener just because you had a lot of XP last time.
So mostly, if the great McDaldno is around, now I'm wondering if it's legit in MH to follow up on some more of AW advice and cook up some new moves to give out to characters whose players don't see their protagonists joining gangs, for example. It may sound like a dumb question, but its not in the book and theres no cool AW-quote transplanted to clarify it. So, I'm just curious. Is it legit to make up new moves when someone is out of advancements, or is there a deeper genre thing going on where, no by that time they should really be moseying along in life and doing something new.
Sorry to ramble like that, but these were just a bunch of thoughts that were cooked up by my last game session. Move stuff, advancement stuff, season stuff, and XP-manipulating getting less cost-efficient. Loving the game and it has me looking at it from all sorts of angles and loving how it ticks.
Anyone out there made up their own advancements for their players yet?