Help/Hinder mechanic?

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Help/Hinder mechanic?
« on: May 17, 2013, 08:43:29 PM »
I came to Monsterhearts after playing Apocalypse World. 

I really liked the Help/Hinder mechanic from AW, based off of one's history with another character. I really liked that one character could help champion another through the Help.  Likewise, I enjoyed how a character could be a douchebag to the same character and Hinder.  It created some interesting cross-over between characters.

Monsterhearts doesn't seem to have the Help/Hinder, unless it's through Strings.  But there's no way to Help another character, and the only way to Hinder was if another character was directly against one's own.

Anyone know of a legit way of incorporating a similar Help/Hinder mechanic that Apocalypse World uses, without overhauling the modded system of Monsterhearts?

Thanks.

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noclue

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Re: Help/Hinder mechanic?
« Reply #1 on: May 18, 2013, 01:21:53 AM »
Nope. There's no helping in Monsterhearts.
James R.

    "There is a principle which is a bar against all information, which is proof against all arguments and which can not fail to keep a man in everlasting ignorance-that principle is contempt prior to investigation."
     --HERBERT SPENCER

Re: Help/Hinder mechanic?
« Reply #2 on: May 18, 2013, 04:56:34 AM »
Dragonraven,

There's no help/hinder mechanic built into the game because teenagers are still struggling to learn how to actually help one another pursue their goals. As you pointed out, gaining Strings on them lets you add to their rolls and shield yourself from their rolls, as needed.

If your group feels like the help/hinder is really missing, you can choose to add it back in. There is a chapter near the end of the book that discusses tinkering with the basic moves, creating new moves, etc.

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noclue

  • 609
Re: Help/Hinder mechanic?
« Reply #3 on: May 18, 2013, 12:57:33 PM »
Here's the thing, in Monsterhearts you're playing people who have supernatural powers to harm and manipulate others. Prior to growing up, all of their powers are aimed in this way. The witch can hex you, the ghoul tries to eat you, the queen tries to rule you. You can can turn someone on, shut them down, force them to hold steady. You can spend a string to buy or force someone's cooperation.

But, when you want to talk sincerely with someone, express your love for someone, help someone unselfishly to become their true self, then you're on your own. You got nothing.
James R.

    "There is a principle which is a bar against all information, which is proof against all arguments and which can not fail to keep a man in everlasting ignorance-that principle is contempt prior to investigation."
     --HERBERT SPENCER

Re: Help/Hinder mechanic?
« Reply #4 on: May 19, 2013, 08:33:29 PM »
Take a look at the growing up moves:

Make Others Feel Beautiful can let them carry forward, as can (to a more limited extent) Share Your PainCall People on Their Shit and Intervene Against an Act of Violence can give people penalties or simply make them fail.

Similarly, there's no default Read a Person/Situation move, but the werewolf can take Heightened Senses.

The point is that by default, these characters are incredibly self-centered.  They don't have a mature understanding of how to interact with each other.  They have limited understanding of the world around them.  The emotional connections they do have (strings) are something they only know how to use for their own benefit.

Re: Help/Hinder mechanic?
« Reply #5 on: June 02, 2013, 12:24:27 AM »
Take a look at the growing up moves:

Make Others Feel Beautiful can let them carry forward, as can (to a more limited extent) Share Your PainCall People on Their Shit and Intervene Against an Act of Violence can give people penalties or simply make them fail.
Nice point! I really like the implication, here: That these characters are too immature to help/hinder as a basic skill. They have to grow up a little at a time, building that skill set as they go. And, also, doing that growing up moves them closer to retirement because once they do, they're pretty much too mature for the genre.

There's little drama if the characters aren't confused and unable to control their own impulses. Totally with-it protagonists are boring.