Here we go again, time for the playbooks.
- "Them? They was dead when I got 'ere." FTFY
- "Sniff" I approve
- The names, appearance and demons of the Brute are sweet. Electricity? Hilarious. Weakness? His own or others? I'm super keen to play one and find out. Just that right mix of hilarity and broken despair, which I'm pretty sure is the tone you're going for. Bullseye.
- The miss clause of Gut Feeling is perfect.
- "Name the body part that drives them." Yessss. Good usage of Lumpley phrasing. Are you sure you don't want to let the GM choose one on a 7-9? Whichever way you choose it, make sure it's intentional. Do you, yourself know how manipulating them is going to turn out later? Because that says a lot about your relationship with them.
- It's A Weapon! There is only one option here that I would ever choose. Heh, puny elf... Honestly, the others are completely fine, but this one is just so much GOODNESS.
- The Creep. Oh jeez oh jeez oh jeez this is all so gross. I love it.
- Brain slither might need to be reformatted. DON'T CHANGE ANYTHING because it's beautiful in the same way fungal infestations are beautiful, but hard to read. Something about the order, not sure. Maybe: On a 7+ you can hold their shadow indefinitely, releasing it at any time to summon one of their demons. And then go from there.
- I have no idea what a seedling creep is and I do(n't) want to. Is this how Creep's are born?
- Greek Chorus is fun. Same as Scarred, it rewards you for playing the way you feel like you should.
- Black Leech seems like the most powerful move, but also the clunkiest to use. Memory-killing seems like a big deal, but maybe give the GM something to work with.
- The Undead seems to be all about old shit and its powers. Still can be a very effective Fighter, but more controlled than the Brute. Which is nice.
- Looking at All Is Dust, I've come to a really obvious realisation: You need to take that move in order to use it. Which is eh... I feel that Scarred, Greek Chorus, and now this one shouldn't be moves. They should be intrinsic to that playbook, meaning other's can't take them, and they are encouraged to play a certain one. Not mandated, but still. You feel me? This is only my opinion, so let me know if you've made a particular design choice here. Maybe this causes too much XP flow. Idk.
- "Logical paradoxes" Heh. Nice.
- Rise Again is all sorts of nice. Flavourful, effective, powerful, and potentially deadly for everyone involved.
- Is Maslov a reference I'm not getting? The first time I read this I didn't read the first two lines. Makes the whole thing make a whole lot more sense. Maybe "At the start of the session roll to see what the hoard is currently dealing with." Reading from now, I suddenly see a whole microcosm unfolding, with drama occuring partly behind the scenes. Plus, there's a couple rewards along the way. Nice. I remember you saying something along the lines of a one-shot focussed game. Maslov would be a mild issue after about three sessions, due to the limited written content, but for a one-shot? Brilliant. Instant plot hook.
- One thing though, does the Horde have a leader? I.e. the PC? Or is it just "Here is a vague group of similar individuals"?
- Trap making. On a 6-, someone always dies? Nice.
- The Filofax 6- is cool as well. So much opportunity for (re)introducing "interesting" characters.
- In fact, the Horde 6- clauses are just GOOD. As well as 'Mother-In-Law' as a demon. and HAT-WEARING. Oh my god tiny little gremlins wearing hats running around getting blown to gore-y bits running away from this slathering broodmother while trying to win a trade war. YES. ALWAYS YES.
- "My name is Aaaaargh. Pleased to meet you." Good reference.
- Good appearances and names for the Beast, but a couple more would be nice, especially the latter.
- Lifecycle seems like a really interesting take. I tried to create someone along the lines of a mass-murdering monster, and I had that failed rolls could become a 7-9 so long as an ally or nearby useful object was moderately mutilated. You even got the XP from it so long as your description was horrid. Enough. With this you can reroll... four missed Fighter rolls on average before your time is up. Cool, that seems pretty fair.
- Unleash Instincts is FUN. Not complicated, very easy, but powerful and spooky and dangerous. Stolen.
- Arcane Bridle changes things up a lot. You are now a beast of burden. How does that make you feel?
- Optional source of food? NOT OPTIONAL. Good list by the way.
- Jesus, "Bells" as a demon? This poor thing. This poor, monstrous thing. Very much going for the harsher version of the game here. My heart breaks. So does your face when this thing gets mad. Cool.
- Construct Demon: Replacement. Awwww. That's actually so sad. Unless they fight it out. In which case yay~
- Elemental Engine. Why not consuming dangerous radioactive substances for +1 Wizard? And this miss, oh my word, brilliant. Magnificent.
- Simulacrum seems like buckets of cool. Who is the real construct? IS there even a real individual in there, or just a melange of personalities? Does that even matter?
- A million monkeys is fun. Expensive to use, and dangerous to boot, but very cool for that player.
- I don't have much to say about the Magus, except that it seems well thought-out, formatted nicely, and fun to play. Henchlings and Meddler's Curse especially. Good shit. Are Homelessness and Sanctum mutually exclusive? Now that I think about it, maybe not... Huh. An interesting past.
- The Dregs seem hella fun. I can't wait for one of my players to miss a Smuggle roll. Bandits... I would recommend, when you launch an ambush rather than when you set an ambush. Gambler's Tarot has the same problem as Commune from the Creep, trying to frame it in dice etc. Don't. Just tell them, and then ask them what that looks/sounds like in game.
- Mischief is good. Uncontrollable, non-stat related, hilarious. And it's on all the time? Priceless.
- Indulging in vice is an important bit of fiction, but you're right, the move just doesn't match it.
- I can't wait to see the other playbooks. Would it be possible for you to send me a message when you write more? Thanks.
- "On Magic" HA. Stolen. 'Nuff said.
Final thoughts: The Demons are really cool, bursting with flavour. Some of your miss moves are lacking something, but others are brilliant, so I know you can do it. I don't know how important you want Identity to be in this game, that's for you to decide, but I feel that if you managed to (carefully) link Demons and Identity, you could make something really cool happen. Fix your Wizard move! It's too cool, and too important to allow it to get mushed up. Some weird-ass mix of Read A Sitch and the Harm move from AW? I'm not sure. But the Magus with +3 Wizard better be able to do something kooky.
Awesome game. If I run it I'll be sure to let you know how it goes.