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Golden Bee posted:Like Urban Shadows, Masks is mechanically solid and taking forever. Read the G+ page to get a link to the backerkit, but it's still not published. Is there still no PDF options?
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# ? Sep 7, 2016 00:07 |
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# ? May 14, 2024 10:16 |
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If I wanted to run a less-powered Monster of the Week campaign (inspired by Stranger Things and teen horror movies rather than Supernatural) with young adult or late teenage protagonists, what would be some good ways of modifying the playbooks to match the adjusted theme?
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# ? Sep 7, 2016 16:20 |
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UrbanLabyrinth posted:If I wanted to run a less-powered Monster of the Week campaign (inspired by Stranger Things and teen horror movies rather than Supernatural) with young adult or late teenage protagonists, what would be some good ways of modifying the playbooks to match the adjusted theme? Not much that I can think of, things are prettty low-powered to start. Remember that early Supernatural was pretty low-powered, and the game was originally written a while ago. Maybe limit some of the crazier playbooks (Monstrous, Divine), maybe cut the amount of luck, but generally, it should work pretty well.
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# ? Sep 7, 2016 16:59 |
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I've been working on the tenth draft. One of the biggest things I added was annotations explaining how to use the basic and battle moves to their fullest effect. I'm wondering if this is useful or not. You can find them with the Basic Moves and Battle Moves hyperlinks in the table of contents.
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# ? Sep 14, 2016 09:53 |
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Ominous Jazz posted:Is there still no PDF options? There is as of a day or two ago.
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# ? Sep 15, 2016 06:29 |
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Hey guys, I've eyed-over the Joined from the Masks expansions, and I've been forewarned they're a bit OP. I can kinda see it, even without playing it; they have five moves, and get an adult move at chargen. What nerfs would make it less ridiculous?
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# ? Sep 16, 2016 20:13 |
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I'm working on a relationship system for a game about people united by shared traumatic experiences involving the supernatural and wanted to see whether it made sense outside my head, so I'm putting down the skeleton of it here. When the game starts, every PC describes the way they act towards / feel about every other PC, and everyone writes down the way everyone else feels about them in a sentence or two; their relationships, described this way, are called ties. For example, in a game with PCs Alice, Bob and Carol, Alice might have on her sheet the ties "Bob is protective of me, sometimes even stifling" and "Carol thinks I'm better than I am." Likewise, Bob has "Alice thinks I worry too much" and "Carol says I'm doing the wrong thing," and Carol has "Alice is a good person, and I know she'll do right by me" and "Bob's heading down a bad road and needs to get his head out of his rear end." There are moves that exploit ties; the basic move that does this is called tug at the heartstrings. When Bob tells Alice that she has to stay behind because it's Too Dangerous, she can use "Bob is protective of me, sometimes even stifling" and say "look, you're way too concerned over nothing, if you keep coddling me like this I might just have to stop listening to you completely." That lets her impose some kind of mechanical pressure on Bob -- i.e. having to make a "hold steady/act under fire"-type roll not to give up his argument, or handing over 1 forward to her to act against him if he doesn't comply, or taking stress/conditions... or whatever other concession. At the end of a scene where a character uses tug at the heartstrings, the PC who was subject to the move -- i.e. Bob -- tells the PC who used it -- i.e. Alice -- whether they think the move used or abused their tie. If Bob thinks that Alice was just trying to assert independence, as people sometimes have to do, he says that she used their tie. Then she can offer him an EXP to rewrite the tie, in which case he might say "Bob is worried about me, but he's trying to give me some room to breathe," or they can just leave the relationship as-is. On the other hand, if Bob feels that Alice was coercing him into letting her do what she wanted with an implicit threat, he says that she abused their tie and rewrites it however he likes -- which, given that she abused it, is probably something like "Bob doesn't trust me even slightly" or "Bob says I can do what I want, but he's not lifting a finger to help me." This limits the way she can use the tie -- she probably can't use the latter to ask Bob for help, for example, whereas she could use it that way before. The tie still exists, though, and there are contexts, other moves, etc. in which it can be used or changed. (These can be more specific -- "Bob is protective" might become "I'm just Bob's surrogate for his dead daughter," "Alice is a good person" might become "Alice is self-righteous but doesn't come through when it counts," etc.) At the furthest extreme, a PC can cut ties with someone -- saying, in effect, "I am making an explicit effort to boot you out of my life." If you cut ties with someone, you remove your tie on them, so you can't influence them through it; if you can keep it up long enough, you cease to have a relationship at all, and they lose their tie on you. Breaking ties fuels your powers -- power comes from isolation -- but it also makes you a less stable person in the long run. Any gigantic glaring flaws I've missed? Poltergrift fucked around with this message at 22:18 on Sep 16, 2016 |
# ? Sep 16, 2016 21:04 |
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UrbanLabyrinth posted:If I wanted to run a less-powered Monster of the Week campaign (inspired by Stranger Things and teen horror movies rather than Supernatural) with young adult or late teenage protagonists, what would be some good ways of modifying the playbooks to match the adjusted theme? You might want to use Troublemakers, a game about kids getting into spooky stuff. spectralent posted:Hey guys, I've eyed-over the Joined from the Masks expansions, and I've been forewarned they're a bit OP. I can kinda see it, even without playing it; they have five moves, and get an adult move at chargen. What nerfs would make it less ridiculous? Well, any playbook where you have two people can be OP if you gang up. But as a GM, I'd portray the downsides of being two people; whenever they're not together, no superpowers. If you can't find a way to give teens hard choices about their friendships...
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# ? Sep 16, 2016 22:16 |
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spectralent posted:Hey guys, I've eyed-over the Joined from the Masks expansions, and I've been forewarned they're a bit OP. I can kinda see it, even without playing it; they have five moves, and get an adult move at chargen. What nerfs would make it less ridiculous? It's still in playtesting, so they'll likely fix it. But my opinion might be to fix the Bonds and/or give them reasons to want to be apart. Golden Bee posted:Well, any playbook where you have two people can be OP if you gang up. But as a GM, I'd portray the downsides of being two people; whenever they're not together, no superpowers. Well, the Bonds are only usable when they're together so that's already a part of it. And my reading of them is that you aren't making multiple rolls to do things - you still just make one roll but your Bonds give you a bonus for being two people.
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# ? Sep 17, 2016 01:08 |
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Anyone aware of a playbook for any of the more classic pbta systems that might make for a good mcguyver type character? Someone who finds baking soda, a tyre hub, and a can of peaches and makes a powered grappling hook from it and that's kind of his entire schtick. Just looking for some inspiration for my horrible hack/bodgejob.
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# ? Sep 17, 2016 19:56 |
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ShineDog posted:Anyone aware of a playbook for any of the more classic pbta systems that might make for a good mcguyver type character? Someone who finds baking soda, a tyre hub, and a can of peaches and makes a powered grappling hook from it and that's kind of his entire schtick. I'd say look at the Savvyhead (from AW), the Expert (from MotW), and the Veteran (from Urban Shadows) for inspiration. None of them have only that, but a lot of them have degrees of MacGuyver to them. Also, take the idea from a lot of the Armory-style moves and benefits, which pop up in a lot more playbooks.
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# ? Sep 17, 2016 20:20 |
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Most of my playbooks so far are horrible mashups of other peoples stuff so far, so maybe I can mash the pertinent parts of these 3 together.
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# ? Sep 17, 2016 20:26 |
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While you're mashing things together, I think there's an engineer archetype in the Sprawl too.
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# ? Sep 17, 2016 21:00 |
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potatocubed posted:While you're mashing things together, I think there's an engineer archetype in the Sprawl too. The technician but its pretty much a savvyhead as far as what you're looking for. The Soldier in the sprawl has 'I love it when a plan comes together' which I think would pair well with a macguyver type You might check out inverse world: The Mechanic is basically iron man, but there's a few good 'tinker with poo poo' moves too.
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# ? Sep 17, 2016 22:01 |
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Well, he's certainly going to have a "produce relevant item" move called plot device, whatever else he ends up having.
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# ? Sep 17, 2016 23:08 |
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Just a head's up: DriveThru is having a big ol' sale on PbtA games and supplements.
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# ? Sep 19, 2016 19:34 |
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So I like the concept but it seems too broad and easily abused. Help me tweak a thing for snooty scientist playbook. Amateurs! When you take a moment to study the enemy’s technology and its construction, sneer, describe what you recognize, why it’s bad, and hold 1 You may spend this hold later to o Actively provoke a spectacular failure o Find a weakness in their armour. Ignore 2 armour o Find a way inside, or outside o Avoid the technology’s effects
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# ? Sep 19, 2016 22:54 |
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Maybe change the trigger, so something like "When you study the plans or inner workings of a piece of enemy technology, hold 1. Spend this hold to smugly reveal a weakness or flaw in that tech and choose one: etc." Then it requires some setup and provides a built-in plot hook (how do we get the blueprints to that robot?).
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# ? Sep 20, 2016 02:34 |
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Evil Mastermind posted:Just a head's up: DriveThru is having a big ol' sale on PbtA games and supplements. Has anyone tried out Uncharted Worlds? Worth picking up for 6$?
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# ? Sep 20, 2016 03:01 |
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ShineDog posted:So I like the concept but it seems too broad and easily abused. Help me tweak a thing for snooty scientist playbook. I had a similar move in my Cryptozoologist playbook for MOTW: Back off Man, I'm a Scientist The scientific study of monsters gives you great insight into their behavior. After finding physical evidence of the monster or hearing a detailed eyewitness account of it, you can form a hypothesis about its behavior. Roll +Sharp. On a 10+, ask two questions, On a 7-9, ask one question. On a 6-, you get to ask two questions, but the answer to one of them is incorrect or misleading. • What is the monster's main method of attack? • What role does it play in the local ecosystem- failing that, what does it eat? • What environment would the monster prefer to den in? • What are its natural enemies? • What is one of the monster's special powers? • Is the monster nesting/caring for young?
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# ? Sep 20, 2016 03:28 |
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neaden posted:Has anyone tried out Uncharted Worlds? Worth picking up for 6$? I prefer impulse drive. They both have too many basic moves but uw takes a really long view of things I don't personally grok. Less "roll and trade harm" more "roll and win the battle"
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# ? Sep 20, 2016 08:10 |
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Hello, I am trying to put together my own PbtA hack. I'm looking to make something horror themed. To be honest I want to be able to simulate the worlds of Darksouls/ Bloodborne. Not mechanically of course, but the themes of desperate people attempting to face outrageous odds. Literally fighting against despair (Darksouls) or being roped into facing eldritch threats (bloodborne). My first bit of inspiration was Monster of the Week. I'm looking for other good hacks that deal with horror, chases, combat, insanity. I'm still working on defining the basic moves so that I can distill some lables from that. One aspect I am working on is having every player generate a "Threat" threats have their own playbooks and represent the major adversarial forces the narrator can use. Threats will modify basic moves/add their own, while Also supplying new Hard Moves to the narrator. I'm also considering having every Threat playbook have a selection of moves that the players can take representing their connection to the threat. Current threat playbooks are "Infection", "Predator", "Nemesis" etc etc. I'm still putting most of my ideas to paper, but I'm hoping I can get some help with inspiration.
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# ? Sep 21, 2016 20:34 |
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...Hey. How well would WWW reskin from rasslin' to fightan games? Something like Tekken, say.
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# ? Sep 21, 2016 23:13 |
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Siivola posted:...Hey. How well would WWW reskin from rasslin' to fightan games? Something like Tekken, say. The thing is, World Wide Wrestling very explicitly models professional wrestling. That is to say, it's about wrestlers in a ring trying to make the audience interested in themselves and their rivalries and the winner is determined by the people setting up matches and not the people wrestling. There's some alternate rules in International Incident that let things work in a less predetermined way, but WWW by default doesn't really work for things that aren't booked the way wrestling is.
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# ? Sep 21, 2016 23:25 |
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Siivola posted:...Hey. How well would WWW reskin from rasslin' to fightan games? Something like Tekken, say. It'd suffer since it is so engrained in the meta of wrestling. You're not trying to win fights, for examples. All the fights are pre-booked. You're trying to generate the most heat by working with your opponent so that your audience goes up. And that's not getting into the many other things that focus the game on the realities of a television pro-wrestling career. It would require much, much more of a reskin to do fighting games: it would require rebuilding it from the ground-up. I seem to remember a game called FIGHT! trying to be fighting games. I don't remember its quality and it definitely wasn't PbtA, but it might be more akin to what you want. Also, despite what I said, I still highly recommend world wide wrestling as it is an excellent game that gets what it means to be a wrestler so well it's unbelievable.
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# ? Sep 21, 2016 23:26 |
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Given how stupid fighting game storylines are I could super see it working as just a "it turns out all these fights are faked and they're basically wrestlers who fight with magic and ki" reskin. But if you want it to model fights where victory is based on skill rather then the storyline, WWW is wrong.
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# ? Sep 21, 2016 23:45 |
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ForgedIron posted:Hello, I am trying to put together my own PbtA hack. I'm looking to make something horror themed. To be honest I want to be able to simulate the worlds of Darksouls/ Bloodborne. Not mechanically of course, but the themes of desperate people attempting to face outrageous odds. Literally fighting against despair (Darksouls) or being roped into facing eldritch threats (bloodborne). My first bit of inspiration was Monster of the Week. I'm looking for other good hacks that deal with horror, chases, combat, insanity. Cold Ruins of Lastlife is a Dungeon World setting/supplement that pretty much hacks Dungeon World to do Dark Souls. I don't think it is perfect for what you want, but it might give you some ideas. A while back, I also wrote some moves for Dungeon World that were trying to evoke the flow of Dark Souls combat. That is here.
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# ? Sep 22, 2016 00:03 |
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Oh, I didn't grok how far WWW goes in modeling wrestling matches. Thanks, all.
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# ? Sep 22, 2016 09:11 |
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Anything new to add to the OP that I don't know about? I know to add Impulse Drive there. Kept slipping my mind to do so, but are there any other PbtA titles I should put on the big board?
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# ? Sep 22, 2016 22:09 |
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Epyllion came out.
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# ? Sep 22, 2016 22:26 |
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I'm going to link a pdf soon instead of just blatting moves at you, but for now - does this seem OK for the rogue/adventurer type? You all know exactly the two Harrison Ford scenes I'm referring to, but I'm a little concerned about how scene specific it is to be making a move out of it. Shoots first o When your enemy is posturing or showing off, just blast them! Inflict your danger, no roll needed.
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# ? Sep 23, 2016 01:06 |
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Okay, added Epyllion, Impulse Drive, and Headspace. Any other games I've missed?
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# ? Sep 23, 2016 01:11 |
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Covok posted:Any other games I've missed? Grim World (plus Magpie Games' trilogy of Anglekite / Lastlife / Varkith supplements, which basically are Dying Earth/Dark Souls/Sigil, respectively)? ed: Also City of Mist from all over the previous page. Foglet fucked around with this message at 07:22 on Sep 23, 2016 |
# ? Sep 23, 2016 06:49 |
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Foglet posted:Grim World (plus Magpie Games' trilogy of Anglekite / Lastlife / Varkith supplements, which basically are Dying Earth/Dark Souls/Sigil, respectively)? I'll add Grim World and City of Mist, but I'm iffy of that trilogy if only because they're DW supplements, not full games. Actually, isn't Grim World a DW supplement?
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# ? Sep 23, 2016 09:16 |
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Covok posted:I'll add Grim World and City of Mist, but I'm iffy of that trilogy if only because they're DW supplements, not full games. Actually, isn't Grim World a DW supplement? Yeah, they all are supplements. Didn't mean to merit their inclusion as full entries, but rather as a line of text within the DW entry perhaps. Or not at all, the OP's yours to decide after all
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# ? Sep 23, 2016 09:36 |
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Grim World is absolutely a dungeon world supplement, yes.
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# ? Sep 23, 2016 09:35 |
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Foglet posted:Yeah, they all are supplements. Didn't mean to merit their inclusion as full entries, but rather as a line of text within the DW entry perhaps. Or not at all, the OP's yours to decide after all No worries. My only worry about allowing supplements is that there are SO MANY DW ones that it'd be a pain in the arse to add them all in and it might hide some lesser known entries that don't have as much exposure as DW
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# ? Sep 23, 2016 09:40 |
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Speaking of which, I totally recommend The 'Hood aka Guy Ritchie's Crime Comedy: The RPG. And I'm not so sure about Cartel, it looks to still be in development. ed: While I'm at it, The Warren aka Watership Downs: The RPG and Deniable aka British Spy TV Series: The RPG. Foglet fucked around with this message at 10:11 on Sep 23, 2016 |
# ? Sep 23, 2016 09:56 |
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There's also Velvet Glove, the game of teenage girl rebellion in the 1970s.
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# ? Sep 23, 2016 11:23 |
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# ? May 14, 2024 10:16 |
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Flavivirus posted:There's also Velvet Glove, the game of teenage girl rebellion in the 1970s. Yeah, I left it out 'cause it seems to have the same status as Cartel, i.e. "preview edition".
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# ? Sep 23, 2016 12:20 |