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Bigup DJ
Nov 8, 2012
Hey everyone, here's my working document for the Mimic. I think I might actually release it on DriveThruRPG when it's done!

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EscortMission
Mar 4, 2009

Come with me
if you want to live.

The Deleter posted:

So I can't get enough of making playbooks, and I thought making some kind of combat cook, based on the ideas and tropes of Asian/eastern cooking, Kung Fu Panda and poor old Samwise Gangee. Here it is so far, in its terribly unformatted glory.

I love the hell out of this idea, and while its obviously still in rough, it could be so much more with a little more work. I'll skip what GimpInBlack brought up.

First, if you haven't seen God of Cookery for inspiration you absolutely need to (spoilers the main character cooks an egg on his bare hand by focusing his chi). You could also get a look at Toriko and maybe even actual cooking shows like Good Eats or Chopped.

In a fantastic world, food is more than just something to eat. Food is art and science, creativity and tradition, a wordless universal language, a history of the people who eat it, and a foot in the door of alchemy, all in one.

Consider adding moves to let the chef tell the group about the marvelous ingredients that exist in the world, and how to acquire and prepare them. Let the chef learn about a culture just from tasting their specialty comfort foods. Let a chef dabble in herbalism or alchemical recipes, or even more dangerous, beermaking and macrobiotic cooking. Let a chef learn to be immune to getting sick from eating (even poison), since they've eaten a thousand varied dishes over your life and you know what they say about one man's meat.

A chef should never run out of food, and be able to procure rations that the party didn't even know were edible in almost any circumstance. A chef should be able to make a birthday cake in the forest given only 45 minutes, baking powder, and the bounty of the woods around him. A chef should be able to blow fire with nothing but a bottle of Szechuan peppercorn liquor. A chef should be able to fend off a wyvern with a giant spoon, and fend off an assassin with chopsticks (true story, chinese peasants could actually not have metal chopsticks under certain emperors because they kept killing soldiers with them).

Chefs don't need to have their skills awkwardly try to apply to all situations, the strengths of cooking can be exciting enough by themselves.

drat, now I got all excited. :3:

Under the vegetable
Nov 2, 2004

by Smythe
Just completed a successful character arc in a campaign as The Princess. I threw a bomb at the Queen while being dragged through the air in the jaws of a winged lion, assassinating my mother in a very visible location. Another PC, a ranger, shot that lion out of the air, causing it to bite my arm off and send me crashing to the earth. I blindly punch at soldiers from a prone position until I pass out. Later I'm informed that there is a rumor that the "magical" winged lion murdered the queen with a fireball, and the rather large contingent of troops who claim to have plainly seen me throw a flaming jar of phosphorus at my mother are considered conspiracy theorists. I roll really well during The Big Speech to let everyone know that it's a sad thing what happened with magical beasts in an unknown land, but we must pull ourselves together and be stronger for it, and this is a sign from our god that our initial bargaining terms of violence and conquest are unacceptable on a divine scale, etc etc. I'm informed that I've successfully staged a coup in the middle of a war of colonization. Some more speeches are made and now this character is an NPC leading what was once a theocratic matriarchal empire into a future of fantasy stalinism. Like, the initial plan involved acquiring a poison that, when mutually consumed in ritual fashion, forces one person's body to mirror the movements of another, and then having tea with the queen and making her cut her own throat with a butter knife, but this just sort of came up.

Great class. Really flexible, really cool mechanics. CHA/STR with a signature weapon that counts as a Regal item is a monster.

Also a princess with one arm, and that one arm has a fist wearing a gigantic ancient jeweled iron and copper gauntlet dragged from a riverbed, and her number one solution to any problem is punching that problem between the loving eyes while sending clandestine fishmen away to initiate the machinations of grand plans, that's probably the best character I've ever played.

Under the vegetable fucked around with this message at 18:15 on Mar 8, 2014

The Deleter
May 22, 2010
I want to thank everyone for their feedback and encouragement on the Cook. I sat down and wrote a long list of cool moves that cooks could do, and I am pleased to report that I managed a lot of cool moves that weren't boring +1 affairs! I also watched that scene in Kung Fu Panda where Po defeats Tai Lung by using noodles and giant bamboo "chopsticks" which was super loving cool, and watched the God of Cooking, which was a delightfully insane as every Shaolin kung-fu movie I've seen.

The first draft of the Cook is here. It will require tweaking and checking that moves don't step on each other, but I am very happy with this. Writing this was enlightening and has made me consider turning my past playbooks into something more like this. If anything seems "OP" then I don't really care, because I'd rather have a move where the player had fun and felt like a super-cook than one where they didn't.

Comments and feedback welcome!

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Hey, where are you guys watching God of Cooking? It streaming anywhere?

The Deleter
May 22, 2010

Mr. Maltose posted:

Hey, where are you guys watching God of Cooking? It streaming anywhere?

There's a low-quality version of it on Youtube iirc.

Teonis
Jul 5, 2007
When you say battle cook, my first thoughts are Toriko and Sanji, from One Piece; have you considered using either of them as points of reference for your Cook? I love the idea of the cook, I am going to have to find a game I can play one in. I like the idea, 'if all you have is a spatula, every problem looks like a recipe.'

Southern Heel
Jul 2, 2004

I've GM'ed a game of DW and have had alot of fun with a group of four of us. I'm pretty confident in setting up the next stage of our adventure, but i'm fairly certain that I'm going to be the GM going forward. I'd really like to get a feel for the game as a PC - would anybody be interested in a quick PbP one-shot where I can be a player?

Many thanks!

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.
Dungeon World trip report: Ran my first session with a new group last night. Despite some subtle nudging toward the Berserk, Gladiator, or Marshall on my part, we ended up with:

Edwyn, the pacifist, cleanliness-obsessed bard.

Emory, the "forest hobo" ranger who turned out to have terrifyingly sharp insight into everything that was going on. Also with him is Tomlinson, a clever (and now burly) cat of some distinction.

FERRIS GALDARIAN, SAVIOUR OF PARDINIUM!, the Dashing Hero, ably assisted by his noble steed Maryanne.

And Xeno, former evil archwizard whose soul is owned by Sycorax the Unclean and who is wanted for high treason and black magic by the Collegium Mysteriorum. Having seen the fate that awaits his soul in Hell, Xeno strives to undo his evil deeds and make amends before he dies. He is a very old man.

We began just outside the gates of the Temple of Silence (so named because it stands in a valley in the Blighted Lands where the incessant shrieking winds fall quiet), ancient fastness of the Monks of the Word. The Monks, it's said, were in possession of the Ruby of Arkasian, a fabled stone as big as your head. Since the monks all killed each other a century ago over a religious debate on whether the Word was, in fact, a noun or a verb, our four heroestwo heroes psychopath, and a fop had come to loot the place blind, each for their own purpose: Xeno sought the Ruby to work a spell that could cleanse the Blighted Lands that surround the Temple. Edwyn needed a way to pay off his debt to The Wyvern, a lone shark of ill repute in the town of Ironwind. Ferris desired to add greatly to his own legend, and also prove to his father that he was a worthy heir despite having accidentally gotten his elder brother eaten by a dragon. Emory was sent by a so-far mysterious forest god called Krish.

At the gates of the Temple, the party was ambushed by a goblin warband--it seems the Temple wasn't as abandoned as they thought. Highlights of the battle included Ferris declaring ropes and curtains existed goddamn everywhere, Tomlinson the cat making a heroic effort to distract a goblin and getting flung down the hill for his trouble, and Xeno first conjuring a demon to "tear off the shaman's genitals and bring them to me," then later conjuring a demonic goblin god and using the genitals as leverage to make the demon declare him the rightful chief of the goblin tribe.

From the goblins they learned that the tribe had been driven from the Temple by a bunch of hooded men, and moreover that the Ruby was in the tallest tower--but to get there they'd have to go down the Stairs of Doom, through the Star Chamber, and then up up up to the tower. Also, thanks to a few botched rolls, Emory was left able to hear nothing but Edwyn's sweet lute rendition of "I'm All Out of Love," while Xeno cast a spell that let him speak Goblin but made him unable to speak anything else.

As it turns out, the Stairs of Doom were a test of worthiness for initiates seeking to join the Word Monks. At one point the trials doubtless contained deep metaphors expressing the Monks' philosophies, but since nobody knows exactly what those were any more, it was just a big staircase full of fire jets and crushers and poisoned darts. The party found the maintenance access and bypassed the whole thing, but not before discovering the bodies of a couple of the hooded men--who, it seems, were either fake Sycorax cultists or just really, really bad at being Sycorax cultists.

The party met those very same cultists in the Star Chamber, where thanks to some amazing rolls they convinced the cultists they were there from the main branch of the cult to inspect the progress of the mission. That lasted until, in a somewhat misguided attempt to save Steve the virgin sacrifice, Edwyn brained a cultist with his lute and started a melee. During the fight, one of the cultists managed to summon a HELL MONKEY before dying of acute chandelier to the head, and the party was forced to beat a hasty retreat through the massive basalt-and-silver doors that led to the Ruby Tower. It wasn't until later that they realized they'd forgotten to rescue Steve. Sorry, Steve.

Badly injured, they made camp in the antechamber on the far side of the door, but were interrupted by the zombified remains of the Word Monks, endlessly repeating their final battle (but more than happy to chew on any live flesh that got too close). Ferris and Emory knocked over some pillars to create a distraction, nearly brought the roof down on everyone, but got the whole party up the stairs to the Chamber of the Word.

The Chamber of the Word was a vast cathedral-like space in the top of the onion-domed tower that rose above the Temple. Every surface, walls, floor, ceiling, everything, was covered in words, carved in a thousand languages. In the exact center of the room, resting upon a stone book whose left-hand page bore the Auld Wyrmish word "Creation" and whose right-hand page read "To Create," was the Ruby of Arkasian. Thanks to Xeno's arcane lore, the party recalled that, before the schism, in the earliest days of the Word Monks, they believed that the Word of Creation encompassed all forms of speech, refracted and reflected through a Matrix of Oneness. Some debate ensued as to whether the Ruby was said Matrix and, if so, what might happen if they took it. A plan was briefly discussed in which Xeno would conjure a demon to replace the ruby (Oh God, how I wish they'd replaced the Omphalos with a forgery crafted in the depths of Hell!), but was abandoned.

Ferris decided to test whether the room was magical or not by adding a new word somewhere. In his inimitable fashion, he whipped out hammer and chisel and carved "LARGEN TOMLINSON" on a wall. (Ferris is not very bright.) Now Tomlinson the Cat is about two feet high at the shoulder and built like a rottweiler--and nobody remembers him being any other way. Ergo, they concluded this was all a bunch of superstitious nonsense brought about by eating the wrong kind of cactus and took the Ruby. Xeno conjured a demon of the upper airs to carry them out the window and back to the ground, but had to let the demon perform one small, trifling task "which would not take it outside this very room, and certainly do no harm to the wise master or his friends." Xeno agreed, and the demon erased a word.

Oh, and when Ferris wrote his word onto a wall? He had to write over something that was already there. Ferris doesn't even remember what word it was, but his player thought about it for a moment and decided it was the word "cloudy."

And that's where we wrapped for the night, with the party in possession of the Ruby of Arkasian, standing just outside the Temple of Silence under a clear, empty sky. Oh, I'm going to enjoy this.

All in all a fantastic first session. It was everyone but mine's first time playing Dungeon World, but after a few minor bumps at the beginning everyone threw themselves into it whole hog--mostly. It helps that, of the five of us, two are professional writers and two are improv actors and comedians.

Xeno's player had a ton of fun as the Mage, and his constant selection of "unexpected consequences" drove probably 80% of the plot. FERRIS GALDARIAN, SAVIOUR OF PARDINIUM may be my favorite character I've GMed for in years. Seriously, the Dashing Hero is an amazing playbook, kudos gnome7! Emory seemed to have a lot of fun as the Ranger--who was initially envisioned as some kind of simple forest rube, but who kept rolling so insanely well on discern realities that he's now the de facto brains of the group. The only real hitch was getting Edwyn's player to engage--I don't know how much of that was the character, how much was a more old-school D&D "don't take any stupid risks" mindset, or how much came down to 1st-level bards not having much interesting stuff to do, but something just wasn't clicking there. Even when I tried to get him engaged in fights and action scenes, all he did was some variation of "retreat/dodge, wait for someone to need healing." I'm going to try giving him gnome7's Improved Bard next session and see if that helps.

Rules-wise I don't think we hit any major hitches--I forgot to tell people about the "mark XP when you fail" until about the third bad roll of the night, and we didn't quite play the Dashing Hero's Lover In Every Port right, but since that got us Grint, his goblin ex-boyfriend (sadly eaten by a zombie monk, RIP Grint), I'm pretty okay with that. Also, there were a few times when a miss kind of ended up being "you fail, nothing more," but it was always a case of the players being so engaged and moving on to the next crazy plan that I couldn't get a word in edgewise--which, again, I'm fine with. Definitely a success, and hopefully next time we'll have 1-2 more players. Given how the Word Monks shaped up, I think I might offer the Initiate as an option....

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



GimpInBlack posted:

Also, there were a few times when a miss kind of ended up being "you fail, nothing more," but it was always a case of the players being so engaged and moving on to the next crazy plan that I couldn't get a word in edgewise--which, again, I'm fine with.

First, before I respond, that session sounds fun as hell. I totally might steal from you shamelesslygive you an homage if I can ever work it in. Would you mind? The word-magic room especially owns.

Anyway, the failure thing. I did a game last night where the same thing ended up happening, and what I started doing that I think worked really really well is that I'd use it as a Reveal an Unwelcome Truth, but not actually revealing it just that second : basically, as a kind of behind the scenes monster-buff where I'd add tags to monsters that just hadn't come up yet.

So, like, there was this giant fortress built into a sheer cliff-face, and earlier one of my players filled in the blank that there's a cave network underneath teeming with cave-bears. The party's Artificer has steampunk jet-boots (because of course he does), so he puts pitons up at intervals with rope in between and the rest of the party climbs up.

I think you can see where this is leading.

So he totally flubs rolling to put in the pitons and then people are loving up the roll to climb up. Rather than having them gently caress up (which would be boring), I just quietly leveled up my off screen cave-bears. By the time the bears actually came out, they were the size of polar bears, able to climb sheer rock by plunging their claws into it and I gave them Organized because gently caress it YOLO now they have a crude tribal society and stone tools, because who doesn't want caveman cave-bears.

I don't know if this is 100% approved practice or if I'm off the reservation, but it ended up netting bears in war paint so I'm pretty pleased with myself. They're a front now ; god yes. Anyway, you've obviously been playing a lot longer than me, but it seemed apropos and I like it as an alternative to boring "nothing happens" decisions when you need something that won't add directly/clutter up to what's happening on screen.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
So I'm running a Dungeon World game with 4 level 4 player characters: A cleric, a bard, a thief and a wizard.

They're raiding a large underground city populated by Lizardmen with a small army of elves, who are searching for a relic. The players assume it's a mysterious crystal like one I had given them before, so I'm rolling with that.

Anyway, I'm trying to set up a boss fight when they enter the temple they're heading for. I'm planning on putting some sort of Lizardman champion there guarding the crystal. Now, I'm wondering how well a solo boss would work. I thought I could give him little health, and a polearm with the reach tag to force them to defy danger to reach him before they can actually attack, or coordinate two-pronged attacks together and so on. Would any other way work? He'd be difficult to safely hit, but a few well-placed strikes should kill him. The problem is that I don't know how to make him threatening to all four players without giving him absurd damage. Just make him dance around and outmaneuver them to lunge at their weakest party members?

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



Are you married to him being solo? Because I am getting a delightfully Ornstein and Smough vibe that you could play with.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Xiahou Dun posted:

First, before I respond, that session sounds fun as hell. I totally might steal from you shamelesslygive you an homage if I can ever work it in. Would you mind? The word-magic room especially owns.

Go for it! Pretty sure I more or less stole the cncept with a few tweaks from Discworld's History Monks anyways. :)

quote:

Anyway, the failure thing. I did a game last night where the same thing ended up happening, and what I started doing that I think worked really really well is that I'd use it as a Reveal an Unwelcome Truth, but not actually revealing it just that second : basically, as a kind of behind the scenes monster-buff where I'd add tags to monsters that just hadn't come up yet.

Yeah, I pretty much just held onto those failures and revealed some unwelcome truths as the situation arose (for things like having Steve the Virgin Sacrifice eaten by the HELL MONKEY).

quote:

So he totally flubs rolling to put in the pitons and then people are loving up the roll to climb up. Rather than having them gently caress up (which would be boring), I just quietly leveled up my off screen cave-bears. By the time the bears actually came out, they were the size of polar bears, able to climb sheer rock by plunging their claws into it and I gave them Organized because gently caress it YOLO now they have a crude tribal society and stone tools, because who doesn't want caveman cave-bears.

Speaking of stealing shamelesslygiving homages....

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Xiahou Dun posted:

Are you married to him being solo? Because I am getting a delightfully Ornstein and Smough vibe that you could play with.

Hmmmmm, I'm listening.

EDIT: I suppose I could have 4 champions who mirror the player party. This... could work.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.
Hey, so I just upgraded from OpenOffice to Word for other work-related stuff, and when I tried exporting a playbook from zarathud's Word template as a pdf, I noticed that the damage die icons lost their transparent backgrounds in the export--the die shows up in the middle of a big white square. Anybody know what I messed up?

THE LESBIATHAN
Jan 22, 2011

The name Daria was already taken.
My players just found a town full of sapient Neo-Pugs that are really into steampunk; they also fought a giant train golem Shadow of the Colossus style, with the paladin ripping it open so the initiate could jump in and beat it up from the inside. It was great.

Pladdicus
Aug 13, 2010

Going to be running this as a post-apocalyptic standard fantasy. Reading over the OP the gm tips, does anyone have a resource for first times running this or some tips to share?

Particularly I'm concerned about front creation

Under the vegetable
Nov 2, 2004

by Smythe
You shouldn't have to worry about Fronts until the second or third sesh. They're more a method of codifying existing tension/conflict in an easy to reference manner. Things that happen in the first session, after all the Bonds and stuff are set up, those events and interactions that lead to what looks like danger, put those down as fronts and expand on them.

Elmo Oxygen
Jun 11, 2007

Kazuo Misaki Superfan #3

Don't make me lift my knee, young man.

Pladdicus posted:

Reading over the OP the gm tips, does anyone have a resource for first times running this or some tips to share?

Don't dominate the conversation. Break out of the bad GM mentality that you are presenting a fully-realized elf world for players to inhabit or an intricate plot to follow. Good players will usually drive the action if you let them, you just step in with a light touch for the sake of pacing and motivation.

Keep an eye on who's having fun and moderate the conversation so everyone gets to contribute.

Other than that, stick to your principles and agenda and everyone should have a good time.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Okay, I have updated my inquisitor class once again. I added a resource management theme, rewrote some moves to be clearer and generally fixed the lay-out a bit.

I'm fairly happy with how it turned out. I think I could do more with the inquest theme, and I'm not entirely sure of all of my advanced moves (mostly scrutinize), but this should be my final draft before I make a final version. Can anyone take a look at it again and see if there's anything I should touch up a bit more or if there are any golden opportunities for moves that I missed?

zarathud
Feb 24, 2013

Hail Eris!
All Hail DISCORDIA!

GimpInBlack posted:

Hey, so I just upgraded from OpenOffice to Word for other work-related stuff, and when I tried exporting a playbook from zarathud's Word template as a pdf, I noticed that the damage die icons lost their transparent backgrounds in the export--the die shows up in the middle of a big white square. Anybody know what I messed up?

Give me some more info.

-What version of Word are you using?
-What are you using to do the conversion (e.g. Create Adobe PDF in Word, Print to Adobe PDF, Print to CutePDF Writer)?
-Did you start from the Word template, or did you use the OpenOffice template and bring it into Word first?

zarathud
Feb 24, 2013

Hail Eris!
All Hail DISCORDIA!

Bigup DJ posted:

Hey everyone, here's my working document for the Mimic. I think I might actually release it on DriveThruRPG when it's done!

Check out Kaja Rainbow's similarly themed Imposter.

Also, Nemesis of Mole already has a playbook out there named The Mimic (although it has a different theme), so you may want to consider a rename.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

zarathud posted:

Give me some more info.

-What version of Word are you using?
-What are you using to do the conversion (e.g. Create Adobe PDF in Word, Print to Adobe PDF, Print to CutePDF Writer)?
-Did you start from the Word template, or did you use the OpenOffice template and bring it into Word first?

Using Word 2013's own Export to PDF option with default settings. Started from the Word template.

EDIT: Never mind, I figured out the problem. Looks like I had the PDDF/A checkbox marked--removing that fixed the issue.

GimpInBlack fucked around with this message at 17:18 on Mar 10, 2014

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Is there a playbook based around having two PCs? You know, the buddy cop shtick. I vaguely remember somebody working on such a thing once upon a time. It may have been named "The Twins".

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Lichtenstein posted:

Is there a playbook based around having two PCs? You know, the buddy cop shtick. I vaguely remember somebody working on such a thing once upon a time. It may have been named "The Twins".

Not exactly what you're looking for, but my Marshall is based around being a guy with a small platoon of soldiers.

Generic Octopus
Mar 27, 2010

Lichtenstein posted:

Is there a playbook based around having two PCs? You know, the buddy cop shtick. I vaguely remember somebody working on such a thing once upon a time. It may have been named "The Twins".

The Noble sorta has that on the go, don't know if that's what you had in mind though.

Something Else
Dec 27, 2004

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

Lichtenstein posted:

Is there a playbook based around having two PCs? You know, the buddy cop shtick. I vaguely remember somebody working on such a thing once upon a time. It may have been named "The Twins".

You could pull that off with the Mastermind, whose starting moves include a henchman. Or the True Friend, if you don't mind having two extra buddies. Or do you mean, a playbook that relies on being buddy to another PC?

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Deltasquid posted:

Okay, I have updated my inquisitor class once again. I added a resource management theme, rewrote some moves to be clearer and generally fixed the lay-out a bit.

I'm fairly happy with how it turned out. I think I could do more with the inquest theme, and I'm not entirely sure of all of my advanced moves (mostly scrutinize), but this should be my final draft before I make a final version. Can anyone take a look at it again and see if there's anything I should touch up a bit more or if there are any golden opportunities for moves that I missed?

Looking it over, I think the Inquisitor's in a good place now. My one complaint is that the prices for things you can get with Inquest just feel a bit wonky for me. Three smoke bombs don't seem as useful as two potions. Getting someone to help you out doesn't feel like something that's a bigger deal than getting someone a full pardon. I still like what the move's doing, the prices just feel a bit weird.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
It appears I have to take matters in my own hands.

Therefore, here is a rough first draft of The Buddies playbook, covering buddy cop adventurer duos, two-headed ogres, magical talking swords and whatnot. A class where true friendship rules supreme and bad jokes are currency!

Krysmphoenix
Jul 29, 2010

Lichtenstein posted:

It appears I have to take matters in my own hands.

Therefore, here is a rough first draft of The Buddies playbook, covering buddy cop adventurer duos, two-headed ogres, magical talking swords and whatnot. A class where true friendship rules supreme and bad jokes are currency!

You know, there was a PbP I was in where I ended up playing two characters at once. Teased each other constantly but were good companions. They ended up getting married and I've always been looking for a way to use them again. This is probably the one playbook where I can actually do that so I'm interested to see how this unfolds.

Anyway, a couple brief ideas. For Army of Two perhaps you can do something like "If one head messes up, the other one picks up the slack. Spend 2-Banter to reroll any roll, but you have to keep the second result."

And an idea for an Advanced Move, No One Hurts My Friend Except Me! When the actions of one buddy injures or puts another buddy in danger, gain 1-Banter.

EDIT: You'll probably want some way to handle what would happen mechanically if one of the buddies somehow gets separated.

Krysmphoenix fucked around with this message at 21:21 on Mar 10, 2014

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Here's a quick update as I've had a while to think about what I've just done.

Krysmphoenix posted:

Anyway, a couple brief ideas. For Army of Two perhaps you can do something like "If one head messes up, the other one picks up the slack. Spend 2-Banter to reroll any roll, but you have to keep the second result."
I love it! Both thematically and as a nice bone to throw to the mechanically inclined player.

quote:

You'll probably want some way to handle what would happen mechanically if one of the buddies somehow gets separated.

Do I? I think it's pretty much like having the party split, except there's no buddy around to patch up your weaknesses when the DM gets medieval on you. The one thing that does get trickier is having two guys in different places share equipment. But then again, a mixture of common sense (warrior buddy keeps his shield, spellcasting buddy keeps is medallion) and not caring (Adventuring Gear: just mark it) should do the trick.

100 HOGS AGREE
Oct 13, 2007
Grimey Drawer
Give every skill a downside that is mitigated by having the two together, to make splitting them up a really bad idea for the player. And a great idea for the GM. :devil:

Sade
Aug 3, 2009

Can't touch this.
No really, you can't
I really like the Buddies. Can't wait until it's at a playtestable form. Have you given any thoughts to how to handle Til Death... in the case of the Army of Two background? Having to RP a two-headed ogre with one dead head or a talking sword without a wielder could be awkward.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

100 HOGS AGREE posted:

Give every skill a downside that is mitigated by having the two together, to make splitting them up a really bad idea for the player. And a great idea for the GM. :devil:

Apart from minus'd stats, obvious fictional stuff (if when I do an advanced "Tag Team" move, it'll be obviously rather hard to pull off alone), there is one thing that slipped my attention: while it's allowed to wisecrack at other PCs (I believe making the buddies too self-centered is a very easy mistake to make. I'll definitely whip up some camaraderie-themed advanced moves extending some of their sweet buffs on bonded PCs) it still shouldn't really work when they're separated. Meaning they'll quickly run out of juice, as their high spirits plummet.

It's my intention to keep the playbooks moves rather indirect in their nature and meant to work around whatever you've chosen to plunder from the other classes - my reasoning being, the buddy archetype is really not as much about what you do, as about who you are.

I hope that with the subtle nudging of the small stat differences between buddies will lead to certain degree of poo poo writing itself. I'l explain the way I imagine it on example of three "builds":

A) Dump Stat Build: Player takes high CHA (playbook's primary stat) and then creates Legolas (DEX, WIS) and Gimli (STR, CON). He ignores INT as a dump stat. Now here's a stark difference between them with all the classic good stuff: jokes on manliness, slowly accepting each others style, the question on why these different guys stick together so close.

B) Same Secondary Stat Build: Let's do literal Fire and Ice. Player takes high Charisma and INT and then spreads remaining stats among Dragon and Winter mage. Or a Star an Temporal one. Now the stats force you to differentiate them - this one's more clever and this one can take a punch. Even if something ends up being a dump stat, it still serves a purpose of differentiating the buddy, thinking about what's his character that makes him err that way.

C) Uneven build: If rolling with high CHA anyway, why not assign it to one buddy and turboboost it? This creates a situation where player is incentivized to do his crackin' with that particular character. Then why is the other one so sombre? Maybe he's a gruff mercenary sworn to protect the squishy talky character?

Also, when you stick stuff on a single character sheet, it's no longer a synergy, but a combo, which gives me warm, fuzzy feelings.

Sorry for rambling.

Sade posted:

I really like the Buddies. Can't wait until it's at a playtestable form. Have you given any thoughts to how to handle Til Death... in the case of the Army of Two background? Having to RP a two-headed ogre with one dead head or a talking sword without a wielder could be awkward.

It is in fact the Excalibur that shattered, while protecting its master from a mortal blow. Grimoire Weiss says "gently caress it, that was a good death", grabs the Star Mage Playbook and levitates like it ain't no thing. And frankly, a grim vendetta with your dead siamese twin on the shoulder is a hell of an image.

I had similar worries about the In Two Shakes move, but it also sort of writes itself. Artifacts can be stolen. There's shitloads of ways to mess with spirits - and it could be a great segue into a little planar intermission. And if somebody manages just once to pull off a Spock's Brain adventure, then this playbook will be worth all the effort it'll take to write.

Lichtenstein fucked around with this message at 01:20 on Mar 11, 2014

Sade
Aug 3, 2009

Can't touch this.
No really, you can't

Lichtenstein posted:

It is in fact the Excalibur that shattered, protecting its master from a mortal blow. Grimoire Weiss says "gently caress it, that was a good death", grabs the Star Mage Playbook and levitates like it ain't no thing. And frankly, a grim vendetta with your dead siamese twin on the shoulder is a hell of an image.

I had similar worries about the In Two Shakes move, but it also sort of writes itself. Artifacts can be stolen. There's shitloads of ways to mess with spirits - and it could be a great segue into a little planar intermission. And if somebody manages just once to pull off a Spock's Brain adventure, then this playbook will be worth all the effort it'll take to write.

Yeah after I made that post it kinda hit me that the fiction sort of handles these problems by itself, so long as the playbook is being piloted by a sufficiently creative human. Dungeon World rules.

Sade fucked around with this message at 01:21 on Mar 11, 2014

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Lurks With Wolves posted:

Looking it over, I think the Inquisitor's in a good place now. My one complaint is that the prices for things you can get with Inquest just feel a bit wonky for me. Three smoke bombs don't seem as useful as two potions. Getting someone to help you out doesn't feel like something that's a bigger deal than getting someone a full pardon. I still like what the move's doing, the prices just feel a bit weird.

Hmmm, any ideas for rebalancing the prices and/or adding more interesting assets?

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Deltasquid posted:

Hmmm, any ideas for rebalancing the prices and/or adding more interesting assets?

Thinking about it, here's how I'd handle asset prices:
  • One Inquest gets you something you could get yourself relatively easily. Some money, a good crossbow, a hotel room to stay in, stuff like that.
  • Two Inquest gets you something that you could get yourself if you were willing to commission it and wait a week. An uncommon piece of magic, a consultation with an expert in the field, some weird contraption the boys in the lab thought up, et cetera.
  • Three Inquest gets you something nonunique that you can't just buy. A suitcase full of gold bullion, an invitation to the Grand Ball, things you'd normally have to go on a side quest to get normally.
  • Five Inquest gets you something big. Diplomatic Immunity big. Full Pardon big. Your Superiors Will Kill You If You Waste This big.

I feel like I might be underpricing the Level 3 stuff a bit, but it's something. Any thoughts?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Lurks With Wolves posted:

Thinking about it, here's how I'd handle asset prices:
  • One Inquest gets you something you could get yourself relatively easily. Some money, a good crossbow, a hotel room to stay in, stuff like that.
  • Two Inquest gets you something that you could get yourself if you were willing to commission it and wait a week. An uncommon piece of magic, a consultation with an expert in the field, some weird contraption the boys in the lab thought up, et cetera.
  • Three Inquest gets you something nonunique that you can't just buy. A suitcase full of gold bullion, an invitation to the Grand Ball, things you'd normally have to go on a side quest to get normally.
  • Five Inquest gets you something big. Diplomatic Immunity big. Full Pardon big. Your Superiors Will Kill You If You Waste This big.

I feel like I might be underpricing the Level 3 stuff a bit, but it's something. Any thoughts?

It's giving me some serious James Bond vibes.

(I love it.)

EDIT: though I do feel the prices might be a bit low on this one. Inquest is going to be a resource the player has most likely maxed out every play session at least once if they try.

Deltasquid fucked around with this message at 08:42 on Mar 11, 2014

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Hey buddies, it's Buddies time again! I've polished a few things and done a first batch of advanced moves. I've hit a little block, as I obsess about two moves I'd like to include, but don't have a clear vision on how to handle.

The first one is Tag Team. It's such a fun and flavourful thing to do, it'd be a shame to leave out. Also, it should lend itself nicely to a lvl 6+ upgrade, allowing a more hands-on approach. The thing is, having one guy voluntarily back off and chill doesn't really make sense in most contexts. I struggle to think of a cool and interesting effect for going this way.

The other is really a dumb joke I scribbled near the idea list, but I grew to like the more I thought about it: I'd Ship It. Rampant homoeroticism of the genre always elicits some chuckles, so why not give it a wink? All my ideas about it suck, though.



Any ideas, folks?

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madadric
May 18, 2008

Such a BK.

Lichtenstein posted:

Hey buddies, it's Buddies time again! I've polished a few things and done a first batch of advanced moves. I've hit a little block, as I obsess about two moves I'd like to include, but don't have a clear vision on how to handle.

The first one is Tag Team. It's such a fun and flavourful thing to do, it'd be a shame to leave out. Also, it should lend itself nicely to a lvl 6+ upgrade, allowing a more hands-on approach. The thing is, having one guy voluntarily back off and chill doesn't really make sense in most contexts. I struggle to think of a cool and interesting effect for going this way.

The other is really a dumb joke I scribbled near the idea list, but I grew to like the more I thought about it: I'd Ship It. Rampant homoeroticism of the genre always elicits some chuckles, so why not give it a wink? All my ideas about it suck, though.



Any ideas, folks?


For tag team, probably draw inspiration from wrestling, where they tag to do a cool combo move, or to give one a rest. So something like "when you slap hands and swap your current tasks or rolls, do x."

Not sure what x is, roll Cha and choose from a list? One of the options might be to avoid or halve damage from a single attack.

As for I'd ship it, try this:

When you share a quiet, intimate moment with each other, or almost share your hidden feelings in a tense situation, everyone present chooses to do one of the following. Whatever they choose, you gain 1 banter and a chance to act. If you share too many intimate moments in public, everyone will grow tired of your displays of affection, yell at you to get a room, and otherwise act as normal.

Stop and watch the beautiful expression of your bond
Shuffle their feet awkwardly and look away, embarrassed by your intimacy
Smile knowingly, they always knew you two were sweet on each other

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