First off, let me say that your list was very useful because it made me stop and consider why I chose to do things a certain way, and whether I still agreed with the philosophies that drove those decisions.
Basic Moves
- Get Involved-move: Though I understand the idea Baker has with the change of order of things I really don't like this approach where help only comes in after you fail. My main reasoning behind this is "the feeling". It just doesn't seem right. When someone helps you they are tied to your result. But if you help them only after they have already failed, they become tied in to your result. This is really just a matter of opinion though.
- Assessment-move: Someone pointed out to me that players really like the lists of questions they may ask. It also helps you to build in the feeling you might want to enhance in a hack.
- Patch up-move: You might want to consider giving a more precise amount of time than "a moment" or remove this part. "you’ve reached the limit of what you can do" reads more like a partial success than allowing the character to try again after eating a Snickers.
- You have given each stat one basic move but this removes the option for players to influence other characters. Command-move targets a group of people so RAW it cannot be directed against other characters. As you have established that the characters area dysfunctional family I would expect the players to search ways to manipulate each other and gain power position by influence. Is this considered to be a Face Adversity-move? If so you should probably indicate it somehow.
Get Involved: I
totally get what you're saying here, and it's something I wrestled with for a long time. I too prefer the players to commit to helping before a roll is made, it just feels better. That said, 'arriving to save the day' is also a legitimate way to Get Involved, so I wouldn't want to remove that. And, honestly, committing yourself to assist a roll that turns out to be completely successful is not super fun. As it stands, the Get Involved After The Fact is just a simpler, cleaner way of doing things. That said, in my more verbose detailed explanation of the Move (which I am currently writing), I'll definitely mention that it's the GM's prerogative to require that a character
narratively commit to assist before the action is undertaken.
Assessment: I'm not sure I'd feel comfortable putting restrictions on this. In my playtesting, Assessment has been quite a wide Move, both in the information they gathered and how they went about gathering it. I really couldn't even begin to collate a simple list to accurately capture the wide range of subjects that the players have asked about, without being super vague. Assessment has definitely been more of a 'GM makes you roll' rather than a 'Player opts to roll' kind of Move; the GM feels that the information the player has naturally requested during the flow of the story requires an Assessment.
Patch Up: Noted.
Influencing Players: It so rarely comes up, since my regular players are usually super non-confrontational. A lot of the power/decision balance happens narratively with player consent. That said, I'll be adding a negative version of Get Involved, where you can lower the success margin (and influence the consequences on a 10+). So you can Influence to pull rank or cajole/bribe/plead, Physique to restrain, etc. Note also the Sabotage custom Move in Clandestine. You do NOT want them to pull that on you. Mwahahaah.
Backgrounds
- The Criminal-move from Poverty-background allows you to gain a favor from a criminal faction. Though this is simple to establish given the description of the factions have you considered [tag]s for the factions? Something like "choose a faction and give it 2 tags from the following list".
- You raised a point of Artificial background being problematic. How about replacing it with Transhuman background? Something like Eclipse Phase and various scifi-books offer. Possible moves could include "at the beginning of session re-arrange your stats (a stock of clone bodies you could install your mind into), changing skills on the fly (maybe giving some major drawbacks with them like treating 10+ as 7-9 etc.).
- Frontier-background: Tenacious-move is pure gold but Toughness is a bit over the top in comparison to moves from other backgrounds.
- High Tech-background: Please, pretty please, do not use the word "slot" in Techonphile-move. With Calibrations-move I would re-consider this kind of "auto-success". How about allowing to re-roll any failed check (the second roll stands). Artificial intelligence -move " 2-4 word description of its personality" is a bit restricting. Maybe removing the constrains or offering a list for the players to choose from.
Other stuff
- Heroes of Might and Magic 4 had a cool table of classes depending on the skills your characters starts with. As you are considering Kickstarting this hack it might be a good idea to include something similar as an optional rule. It would allow those who want to get playing asap to simply pick up a cool sounding career and check what background they would need to become one. This would also allow you to add a complete (maybe optional/additional) list of moves that would be specific for that particular mix of background careers. (FYI I'm already considering of writing this kind of table.)
- A pdf with drop-down menus for each skill and background option would come in superhandy.
I'll pick up my commenting from the careers and carry on when I have the time.
Thanks for a great hack!
Criminal Skill: I've changed it to read 'appropriate local faction' rather than 'criminal faction'. I'll leave it to the GM and players to decide which local faction would grant Favor for the crime the player described.
Toughness Skill: Toughness is no longer part of Frontier, but is instead part of Artificial (more on that later). I also removed the +1 Critical wound. I like infinite Minor Wounds but it might not be all that amazing. Or maybe it will? So far most injuries have been Major or Critical.
Technophile Skill: Hehe Fair enough. I'm considering changing up the Technophile move anyway. TBD
Calibrations Skill: The reroll is do-able. I'd have to run the numbers on it. Also, possibly have it be Codex Entry -driven: "When you spend significant time calibrating a computer, vehicle or other piece of technology, you can gain a Codex Entry about it. You can expend a Codex Entry about a piece of technology you are currently using in order to reroll a failure or partial success. You keep the new roll." Allows you to make an Assessment (Tech) as well to activate the reroll, and has a nice synergy with Dismantle and such.
Artificial Intelligence: "give a short 2-4 word description of personality" is a common line I use for all player-defined NPCs. It doesn't mean you can't have a more detailed idea for them; those 2-4 words are a very bright primary color view of the NPC so the GM can play it easily. (Principle: Paint in Primary Colors)
HoMM4 chart: Nice! Mine will have to be a bit bigger (10x10), but that's real cool! The main thing is that because of the skill choices and the Origin, the same Career combination can have a good 4-5 'archetypes' within it. But still it would make a cool jumping point in character creation for those seeking a bit of inspiration.
PDF: I'm actually considering making a character builder program for the release, maybe as a Kickstarter goal or something. For the moment, however, I believe Gornul (who posted on the previous page a few days ago) is building up an online Excel-style character sheet. Obviously, since the skills have been swapping around like crazy, he hasn't really written them in as drop-downs :)