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Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!

admanb posted:

The playbooks in The Veil are, again, widely varied, but in a way that's much less clear. A Reporter in The Sprawl works completely differently from a Killer or Soldier, but it's still obvious looking at it how the Reporter is going to interact with the classic cyberpunk mission structure of a corporation hiring the PCs to run a job against another corporation. It's much less clear how the Wayward, which is a playbook in The Veil that's tied to an element of nature, will interact with anything. Now, I can look through The Veil's playbooks and get inspiration for dozens of weird characters, but I can't picture what they'll do in the game.

Overall I think The Veil's main strength and weakness over The Sprawl is how open it is. PbtA games tend to be built to let the limited basic moves and playbooks interact in a way that maps out a genre, and suffer if you try to push outside that genre. The Sprawl does that to a tee, but The Veil wants to be something much broader. In exchange it loses a lot of the clarity of PbtA and demands a lot more discussion about what game you actually want to play.
Hm. From your overview, it sounds like if I wanted to do more literary cyberpunk, I would be better off doing Technoir instead. I'd miss the juiciness of playbooks, but The Veil's playbooks sound either weirdly specific or vague.

By the by, is there any reason not to port the clarification of combat-related moves from AW2e directly into The Sprawl and other PbtA games where that would make sense?

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Ilor
Feb 2, 2008

That's a crit.

Halloween Jack posted:

By the by, is there any reason not to port the clarification of combat-related moves from AW2e directly into The Sprawl and other PbtA games where that would make sense?
So long as your group has a common understanding of what it means to be "in battle," I don't see why not. There was a big discussion on the AW forums about these changes (specifically to seize by force, where a failure still allows you to pick an option and does not tell you to "prepare for the worst" like all of the basic moves), and Vincent explained that his motive for shuffling these moves around and putting them into their own category was in part to "move their consequences off into the snowball." The implication was that by triggering one of the battle moves, that meant that the character was now "in battle," presumably a dangerous place where bad poo poo happens.

Because the old peripheral battle moves (and the battle clock) were jettisoned, their "automatic harm per tick" mechanism went with them. My take-away from this change was that this was encouragement to me to be more aggressive with the moves I'm making as MC when the PCs are "in battle." If you're not taking a base of 3-harm every tick after 9:00 on the (now removed) battle clock, I'm way more likely to put you in a spot or inflict harm as established whenever it's my turn to talk. Fighting is dangerous and unpredictable.

This isn't articulated very clearly in the AW2E rules, but that thread was a really interesting discussion.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
I forgot to add: I presume the Operator was dropped because its core conceit is something everyone should be doing anyway?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Halloween Jack posted:

I forgot to add: I presume the Operator was dropped because its core conceit is something everyone should be doing anyway?

Yup.

Lurks With Wolves
Jan 14, 2013

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

Halloween Jack posted:

I forgot to add: I presume the Operator was dropped because its core conceit is something everyone should be doing anyway?

Also their main mechanical thing got given to literally everyone so they lost a good chunk of their identity and what they had left got given to the Driver. I miss having a playbook that's specifically about having a dozen plates spinning at all times, but I honestly can't say the changes didn't help.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
I still feel like the Operator could have been reworked to focus more on the crew as opposed to the jobs. There's not really a good playbook for running, say, a small salvage crew in AW.

Ilor
Feb 2, 2008

That's a crit.

Comrade Gorbash posted:

I still feel like the Operator could have been reworked to focus more on the crew as opposed to the jobs. There's not really a good playbook for running, say, a small salvage crew in AW.
I agree, and have been kicking around ideas for how to do this. It would need a whole raft of new playbook moves, though, as most of the good ones got rolled into the Driver.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
I feel like the playbook moves could be fairly simple if the crew was built up.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Comrade Gorbash posted:

I feel like the playbook moves could be fairly simple if the crew was built up.

One part hocus one part chopper, sitting in between and only slightly overlapping.

E: or look at the old Driver for ideas. But with a gang or gangs instead of a car.

Ilor
Feb 2, 2008

That's a crit.
Yeah, I was thinking of moves that would specifically let you leverage your gang to do poo poo, like, "I have people for that."

megane
Jun 20, 2008



You could also have like, contacts instead of a gang that follows your orders. Like, you're not in charge of them, but if you need some poo poo repaired or stolen or set on fire, you totally know this guy Rolfball who owes you a favor and man, that guy's up for anything.

Doc Aquatic
Jul 30, 2003

Current holder of the Plush-bum Mr. Sweets Chair in American Hobology
In Legacy, how large is the area for the Peacekeepers' Settled option? When it says "Your Family is known as the local law and your judgements will be respected" does it just mean one town, rather than a region? I assume it's smaller than the entire Homeland, but I'm not sure if it would extend to the areas of anyone else who'd picked the settled option.

Ilor
Feb 2, 2008

That's a crit.
In our game, the PeaceKeepers enforced law in the wasteland. Specifically, they guaranteed the safety of travelers and punished those who transgressed. Well, at least they did until the head PeaceKeeper decided to pick a fight with Mesa-town over who had the biggest dick, then went all Master-Blaster "embargo ON!" It kind of undercut their moral authority.

Flavivirus
Dec 14, 2011

The next stage of evolution.

Doc Aquatic posted:

In Legacy, how large is the area for the Peacekeepers' Settled option? When it says "Your Family is known as the local law and your judgements will be respected" does it just mean one town, rather than a region? I assume it's smaller than the entire Homeland, but I'm not sure if it would extend to the areas of anyone else who'd picked the settled option.

It's the area your family has jurisdiction over - by default, the settlement they're settled in, plus whatever outlying areas are closer to that settlement than any other. How wide the effect is for settled moves would be a pretty good general clarification to chuck in, I'll put it in the manuscript.

Ilor
Feb 2, 2008

That's a crit.
Flavivirus, are you still taking feedback prior to releasing V2?

Flavivirus
Dec 14, 2011

The next stage of evolution.

Ilor posted:

Flavivirus, are you still taking feedback prior to releasing V2?

Sure! The text is almost done with editing and into layout, but there's still a little time for things to be tweaked.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Flavivirus posted:

Sure! The text is almost done with editing and into layout, but there's still a little time for things to be tweaked.

If you're taking feedback, Inhuman Elegance is still weird like it was last time I mentioned (specifically, you spend hold on them, rather than them taking valid actions to spend your hold, making it more of a mind control than a charm move).

Doc Aquatic
Jul 30, 2003

Current holder of the Plush-bum Mr. Sweets Chair in American Hobology
It might be too late, but one thing that stood out for me is that the stat questions for the Uplifted Children of Mankind were more about them and now they adapted than about the setting/the fall.

It might be intentional, since they break the format by also not having nomadic/dispersed/settled options, but all the setting info my group got out of that question was 'these psychic farm animals had to adapt to whatever things were like'.

Flavivirus
Dec 14, 2011

The next stage of evolution.

Doc Aquatic posted:

It might be too late, but one thing that stood out for me is that the stat questions for the Uplifted Children of Mankind were more about them and now they adapted than about the setting/the fall.

It might be intentional, since they break the format by also not having nomadic/dispersed/settled options, but all the setting info my group got out of that question was 'these psychic farm animals had to adapt to whatever things were like'.

The intent for that was that you were still saying something about the habitats that remained - whether your natural habitat still remains, if it was lost but related biomes are still around, or if a completely new ecosystem has supplanted it. Similar to the Cultivator options, in a way - we can certainly try to make that clearer.

spectralent posted:

If you're taking feedback, Inhuman Elegance is still weird like it was last time I mentioned (specifically, you spend hold on them, rather than them taking valid actions to spend your hold, making it more of a mind control than a charm move).

Argh, sorry, forgot that one. It is intended to be closer to mind control than charm, but I can see how there needs to be a way for the charmed player to get in on the fun of being mind-controlled. Here's how it currently reads:

When you spend time alone with someone, they become fixated on you. Roll +Sway. On a 10+ hold 3, on a 7-9 hold 2. You can spend 1 hold at any time to have them:
  • Give you something you want.
  • Spy for you.
  • Protect you from harm.
  • Introduce you to someone.
If they're a player character, they may take 3 Harm (ignores armour) to remove all your hold.

We could replace that last line with 'If they're a player character, they can choose to do one of the actions and remove 1 of your hold'? That or completely rip off the Skinner's Hypnotic.

Ilor
Feb 2, 2008

That's a crit.
Hypnotic is a great move, so it's hard to go wrong with stealing it.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I've been readino the new Legacy and while it's a great product I often find myself confused by it.

Where am I supposed to find how much Tech and Data the families get? The Synthetic Hive implies that they start with 5 tech, but what about the others?

Flavivirus
Dec 14, 2011

The next stage of evolution.

paradoxGentleman posted:

I've been readino the new Legacy and while it's a great product I often find myself confused by it.

Where am I supposed to find how much Tech and Data the families get? The Synthetic Hive implies that they start with 5 tech, but what about the others?

New version of the text is dropping some time this evening, after being picked through by an editor for exactly this kind of thing. For your particular query: Data and Tech start by default at 0 and you gain them in play.

If anything else is confusing you, don't hesitate to let me know!

Flavivirus
Dec 14, 2011

The next stage of evolution.

Flavivirus posted:

New version of the text is dropping some time this evening, after being picked through by an editor for exactly this kind of thing. For your particular query: Data and Tech start by default at 0 and you gain them in play.

If anything else is confusing you, don't hesitate to let me know!

And the update is now up - (semi) final game text, new art, progress on the other settings and more!

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I see! So that part was wrong?

The Gear chapter also mentions Intel in the intro, but I can't actually find information about it anywhere. Has it been substituted by Data?

Flavivirus
Dec 14, 2011

The next stage of evolution.

paradoxGentleman posted:

I see! So that part was wrong?

The Gear chapter also mentions Intel in the intro, but I can't actually find information about it anywhere. Has it been substituted by Data?
Yeah, Intel is meant to be completely excised. And we've removed the starting tech for the Hive - everyone starts at 0 tech and 0 data.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.
Is there a changelog? We literally just finished setting up for a legacy game with the last update,so one would be really helpful.

Flavivirus
Dec 14, 2011

The next stage of evolution.

Neopie posted:

Is there a changelog? We literally just finished setting up for a legacy game with the last update,so one would be really helpful.

Fair point - I didn't want to put one in the text because it won't be in the book, but that doesn't mean it's not useful for players.

So:
  • Added two Surplus-related moves - one just saying 'if you claim or create a resource, get a surplus' and one saying 'if you erase a surplus that seems like it could help deal with a problem, the problem is dealt with'.
  • Altered the Remnant's Inhuman Elegance to work more like the Skinner's Hypnotic.
  • Added sidebars on character disability, race, and the game's definition of a family.
  • Removed starting tech and tech move costs for the Hive and the Starfarers.
  • Changed Uncover Secrets into a rolled move: roll +Data spent to see how many questions you can ask the gm about resources in the world, on a 10+ add your own ideas to the map.
  • Made the tough gear tag work the same as hardened, sealed, thermo etc - negates disadvantage from a certain set of conditions, and gives you armour against harm caused by them. In this case, physical impact.
  • Added explicit support for keeping your old character across ages.
  • All characters can spend one move option to get access to one of their Family's inheritance moves.
  • The Sentinel's Command move now locks their choices to two options on a 10+, instead of you making the move for them.
  • Hordes of Night has some suggested starting scenes and more guidance on where to go from there.
  • Sidebar added to chapter 1 explaining differences from other pbta games.
  • Added some extra guidance to the first session - particularly moving between the family and character layers.
  • You can only pick each Fall Into Crisis/Flush With Resources option once per age.
  • Added a sidebar about how to handle characters trying to investigate a scene (p 31)
  • Various changes to examples of play to bring them in line with these.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.
Cool. These changes are all only in the new plaintext, correct?

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




I fear I have made a terrible mistake.

I agreed to do a PbtA game based on a series of MilSF novels featuring an elite Executive Protection company. You get to be low-drag tacticool operators swimming in the intrigue-ridden world of the 0.1%. I think I can successfully keep it from being Escort Missions: The Game with some offensive mission types and maybe a safari or two. I'm stuck spending the holidays writing out mission structure moves and 3 more playbook.

I am so hosed.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
There's WORLD OF SECRETS or DAYLIGHT ROBBERY already?

Flavivirus
Dec 14, 2011

The next stage of evolution.

Neopie posted:

Cool. These changes are all only in the new plaintext, correct?

Yup, exactly. I might give it at least a rudimentary layout so it's more useful - and update the playbooks, now I think about it.

Lupercalcalcal
Jan 28, 2016

Suck a dick, dumb shits

Golden Bee posted:

There's WORLD OF SECRETS or DAYLIGHT ROBBERY already?

Daylight Robbery (wot I wrote) is creative commons too, so feel free to rip it apart and make use of what you can of it.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Nifara posted:

Daylight Robbery (wot I wrote) is creative commons too, so feel free to rip it apart and make use of what you can of it.

This sounds cool, link?

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Hey guys, I know that this is well-trod ground, but could someone summarize the general criticisms of Dungeon World?

I was thinking about what D&D "style" system to use for a "dungeoncrawl as sport" setting I've been playing with. The problems I immediately noticed are that because I'm doing a satirical take on the standard D&D races, and a more functional take on alignment, I have to rewrite all the playbooks anyway.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
My take would be:

• The playbooks generally under utilize the advantages of PbtA - their moves don't have enough narrative leverage and too many of them are fiddly mechanical bits.
• The caster playbooks are way too rigidly defined and basically not PbtA playbooks at all.
• Too many statistical bits between HP, ability score, ability modifier, etc. It's not too overboard but it should be scaled back a bit.
• Ironically the obvious D&D sacred cow they dropped - class and race as separate things - actually makes the game clumsier for a lot of character concepts.
• Defy Danger is a very bad PbtA move.
• Basic moves in general are a little clumsy with following the fiction and keep putting narrative direction back in the hands of the GM when it should stay with the player.
• Basic moves also don't do enough to account for the party working together pretty much all the time; there's a bit too much Apocalypse World in how they're framed.

I'm personally ambivalent about XP on a miss but it's probably fine in DW. There's a lot of games that copied the idea without consideration where it doesn't belong is the bigger issue.

EDIT: The game also doesn't really do anything to leverage the idea of the party as a thing in itself, which to be fair is true of D&D in general but feels like a bigger missed opportunity in DW.

Comrade Gorbash fucked around with this message at 04:01 on Dec 24, 2017

megane
Jun 20, 2008



Just my opinion, but I think the big weakness of DW is that it uses PbtA mechanics without really grasping what makes them good. The primary symptom of this is that it clings to a bunch of D&D baggage that really weakens it and ruins the cleanliness and minimalism that PbtA is known for. Just as an example, every other PbtA game I can name uses the AW harm track with minimal changes; DW instead has big HP pools and rolled damage. Hell, DW even has Vancian casting. The whole concept of the 5-minute adventuring day barely even makes sense in PbtA-land, but here's a game where three of your party members are built vaguely like AW playbooks and then there's the loving Wizard who still needs 8 hours of rest to prepare his spells every day.

But as I said, those are just symptoms of the core problem, which is that AW is a game that recasts the way the game is played: there's no tactical turn-taking, NPCs are explicitly not running on the same rules as PCs, the "party" isn't really a party exactly, and rolls are generally more abstract and narratively impactful than, like, "do I lift this big rock" or whatever. It's a storygame, basically. That's an important part of what makes PbtA PbtA, but, at the risk of sounding reductionist, DW just sort of ignored it in favor of copying D&D's playstyle and replacing all the d20s with 2d6s.

e: f;b. That's a good list.

I would kill for a better "D&D but in PbtA" game.

megane fucked around with this message at 04:03 on Dec 24, 2017

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

megane posted:

I would kill for a better "D&D but in PbtA" game.
I have a text file with a bunch of concepts, theories, and partial designs for a "DW 2e" that I should pull together at some point.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler
All of the above is true but I'll stand up for DW as being a great, if flawed, gateway to bring folks entrenched in Dungeons & Dragons into the world of narrative games.

BlackIronHeart
Aug 2, 2004

The Oath Breaker's about to hit warphead nine Kaptain!
Among my group, we've come up with the following tagline to explain DW; it's the methadone you need to cure your D&D addiction. It's better than D&D but it's still not great.

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Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

What’s the best system, then?

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