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Adam Kobel ran a AW 2e game on Roll20 and all the episodes are available to watch on Youtube. The two video one-shot which later got turned into a campaign: https://www.youtube.com/watch?v=O7jim47nx8g https://www.youtube.com/watch?v=53iuXfWHFcc The game: https://www.youtube.com/playlist?list=PLTj75n3v9eTmtwQ0CEhIRILKitKLrLohc The behind the scenes videos where Adam does prep after each session: https://www.youtube.com/playlist?list=PLTj75n3v9eTlCfRU_6v-afz-4uYsA14IF He also did a game of 1e AW, but I found it didn't really interest me and so I have no idea how good it might be at showing the things you can learn on how to run the game.
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# ? Oct 26, 2019 02:20 |
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# ? May 16, 2024 19:02 |
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Kaja Rainbow posted:So I'm thinking about doing quick custom homebrew pbta systems for future games I'll be running. Design the basic moves, agenda/principles/GM moves, stuff like that. No playbooks, instead I'll work with the players to design moves specifically for their characters. This is in part because some of my players prefer more freeform character generation than playbooks provide for. Well, this is an interesting situation. I guess great minds think alike. A while back, when I was in a darker place, I did make a game like this. It's not a pbta game though. It's more like a dog-eat-dog game or a quiet year game. However, I could help you. It's a little bit darker though. I was in a bit of a dark spot. But it does go for the concept of a queer take on Ranma 1/2. https://docs.google.com/document/d/1zlG762QwK0rWPS7HhRDe7EqMxCx1Z6YaxRzwG2uy5i8/edit?usp=drivesdk
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# ? Oct 26, 2019 05:52 |
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I played Bluebeard's Bride for the first time tonight. It's absolutely worth playing and very one-shot oriented. If you want to be the protagonist in an Edgar Allen Poe story, try it out
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# ? Oct 27, 2019 04:25 |
Is there a master list of moves made for PbtA games out there? I seem to recall running into a website that had a shitton of Moves from various games (or maybe it was just DW and I wasn't looking too closely), and I could use that now for a bit of research. Any sort of online resource for Moves would be helpful. E: Maybe I was just thinking of Class Warfare or some other supplement I looked at, but I seem to recall it being an online thing with handy-dandy dropdowns and stuff. I'll check when I get home Appoda fucked around with this message at 18:08 on Nov 3, 2019 |
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# ? Nov 3, 2019 17:50 |
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So, how is Kult: Divinity Lost ? Anyone here played it? From leafing through the book, it seems a "poor PbtA but nice Kult ruleset", specially if the rumors about the old editions are true..
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# ? Nov 4, 2019 19:42 |
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I don't mean for this to sound like a kiss-off, but the bar for "better system for Kult" is quite low. It was always better in concept than execution, and the concept still has major issues with regard to encouraging you to really push boundaries that are likely to upset people. Even though I have some friends who want to try Kult, I don't really know what to do with it. Fascinating setting, but very very bad at giving you the "These people are your PCs, here's the stuff they have to deal with." Instead it seems to give you a setting and go "Make a horror campaign set in this world," like it's the setting bible for a horror author whose stories you haven't read.
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# ? Nov 4, 2019 20:20 |
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Appoda posted:Is there a master list of moves made for PbtA games out there? I seem to recall running into a website that had a shitton of Moves from various games (or maybe it was just DW and I wasn't looking too closely), and I could use that now for a bit of research. Any sort of online resource for Moves would be helpful. Speaking of which, if you're working on a PbtA hack, you absolutely want to make a spreadsheet with all of your moves. I need to put some more work in on the rules for this one, but here's what a hack's worth of moves look like in one place. I found it very handy for balancing playbooks and assigning them moves by primary and secondary stat. https://docs.google.com/spreadsheets/d/1fH5R4spssAqbVTU82enflvGG1wH2FV18ig6DH6BVhVg/edit?usp=sharing
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# ? Nov 6, 2019 08:09 |
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Finished reading Kult and oh boy, game looks awesome. Where was I all these years that didn't know it? A god that vanishes giving a big gently caress YOU to the universe leaving behind 10 badass angels and their 10 dark counterparts to an all-out war for reality. Each with their own army/followers/cults and machinations for players to get entangled with as they wish, even becoming embodiments of those angels if they want (maybe even unwittingly! - John Rambo could be a disciple of Netzach the archon of subjugation...). - Crazy cosmology that taps into real life religions? Check. - Badass opponents to be shot in the face in bloodbaths to the tune of heavy metal in the background? Check. - hosed up protagonists with dark secrets and evocative abilities (sometimes supernatural!*) ? Check. - A Constantine the movie -like underground of intrigue full of supernatural movers & shakers? Check. I'm in love. *my favorite ability so far is the crazy chick archetype's whose madness allows her to arrive at any place in a couple minutes, even blindfolded or if the destination is kilometers away (which is countered by her Stability being handicapped so she is always on the brink of mental breakdown). @Halloween Jack , what did you find difficulty in it? The GM chapter advises how to structure play around PCs Dark Secrets in a real nice way.
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# ? Nov 9, 2019 17:40 |
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I've just brewed this for Kult. Weirdly, there's no official charsheet in playbook format (only in the "classic" vertical format where you fill in the descriptions yourself). The problem here is that Kult has too many moves (and verbose ones!), so I'll probably need 3 pages to fit in all Advantages and Disadvantages. Front Back
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# ? Nov 13, 2019 01:11 |
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lessavini posted:I've just brewed this for Kult. Weirdly, there's no official charsheet in playbook format (only in the "classic" vertical format where you fill in the descriptions yourself). The problem here is that Kult has too many moves (and verbose ones!), so I'll probably need 3 pages to fit in all Advantages and Disadvantages. This is great layout. You just made this? This looks professional.
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# ? Nov 13, 2019 01:32 |
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Kind of amazing that The Watch RPG can have a nice section explaining why trans women are women and trans men are men and thus the groups are affected by the Shadow as such and yet a professional comic writer cannot do so and defines all women by their ability to menstruate, literally.
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# ? Nov 13, 2019 18:18 |
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Covok posted:This is great layout. You just made this? This looks professional. Btw, I'm undecided between: a) a 2-page, single-sheet playbook as per PbtA norm, to keep things simple. Or.. b) a 3/4-page, double-sheet playbook to include all details from the archetype (Kult is not a straight PbtA so it has much more bits & pieces that wouldn't fit a single sheet). Any suggestions appreciated. lessavini fucked around with this message at 19:12 on Nov 13, 2019 |
# ? Nov 13, 2019 18:50 |
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Simple is almost always better when it comes to character sheet layout.
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# ? Nov 13, 2019 19:23 |
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poo poo, wish I could have sheets that nice for my project. I'm scrub tier at graphic design stuff.
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# ? Nov 13, 2019 21:13 |
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I never made sheets for anything. Not eve my own game. I am grape jelly for those sheets.
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# ? Nov 13, 2019 21:50 |
poo poo, there's gotta be at least a dozen graphic design goons floating around here. Is there a thread for writers looking for that sort of help?
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# ? Nov 14, 2019 03:08 |
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Hmm. Turning over hack ideas. Check me on this? Hot (Drama, Suggestion, Rhetoric, Electrochemistry) Cool (Volition, Endurance, Composure, Savoir Faire, Reaction Speed) Hard (Authority, Physical Instrument, Pain Tolerance, Half-Light, Hand-Eye Coordination) Sharp (Logic, Visual Calculus, Empathy, Perception, Interfacing) Weird (Conceptualization, Encyclopedia, Inland Empire, Espirit de Corps, Shivers)
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# ? Nov 14, 2019 17:26 |
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I'm not sure how a Disco Elysium PbtA hack would work, but sign me up.
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# ? Nov 14, 2019 18:49 |
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ok, finished the Kult playbook. https://drive.google.com/open?id=1-INY5oa0W1FrV0bfD9Jp7n-BJfyoVoV_ Had to make it 4-page (2 sheets) due to the game's many moving parts, but it went nice I guess. I'm open to suggestions, specially about the order of pages for better usability at the table. Thanks in advance. @BlackIronHeart , sorry but I'm not really a designer (more of a jury-rigger), so I can't help. But if you find out some designers hideout around here, lemme know.
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# ? Nov 14, 2019 21:10 |
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lessavini posted:ok, finished the Kult playbook. Don't know if you're aware of it, but I'm an admin in one of two Kult discords I'm aware of, and the more active one. Get on in here if you got it: https://discord.gg/sdUnD3 The F&F archives also have a review of K:DL, but imo it's a really bad faith take that willfully disengages with both Kult AND PbtA, so it's better skipped unless you want a dissenting opinion.
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# ? Nov 15, 2019 04:38 |
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Glazius posted:Hmm. Turning over hack ideas. Check me on this? Esprit de Corps might be Hot, Encyclopedia is probably Sharp, Half-Light could be Weird, and HAnd-Eye coordination is definitely right between Hard and Cool. In the actual game its used slightly more often for hard actions than cool actions, but not by much. Alt: base the game around 'signature skill' ideas, 2 per category, orient around suggestion cop, electrochemistry cop, hand-eye cop, visual calculus cop.
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# ? Nov 15, 2019 05:08 |
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TK_Nyarlathotep posted:Don't know if you're aware of it, but I'm an admin in one of two Kult discords I'm aware of, and the more active one. Get on in here if you got it: https://discord.gg/sdUnD3
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# ? Nov 15, 2019 07:06 |
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Another Rhapsody of Blood question: if an explorer fails to Strike when fighting an Acolyte, is the Opening still there or do they need to make a new one?
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# ? Nov 19, 2019 01:56 |
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Double Plus Undead posted:Another Rhapsody of Blood question: if an explorer fails to Strike when fighting an Acolyte, is the Opening still there or do they need to make a new one? It’s still there, unless when it was set up (by Line It Up, at least) the player picked that it was temporary and fleeting.
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# ? Nov 19, 2019 11:24 |
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So I want to play Tremulus - I'm hankering for a rules-lite story game for weird fiction-y stuff. I have very little PbtA experience (one brief PbP game as a player, seemed cool). From what I understand, playbooks and their action sets are absolutely critical to pushing the themes and conventions of a game, they necessarily give a game its shape. From what I also understand, the standard actions in Tremulus are very generic and could use with an overhaul more in keeping with eldritch horror. So if I were to hack and make my own Tremulus variant (or even a full on new PbtA thing) would it be as simple as having detect eldritch magic (roll + sharp) supplant read a person (roll + sharp)? What mechanically should I look for and avoid in designing/redesigning playbooks?
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# ? Nov 20, 2019 06:48 |
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Basic Chunnel posted:Or should I just accept my fate and use Black Stars Rise or Lovecraftesque? Counsel me you schweens Basic Chunnel fucked around with this message at 00:13 on Nov 21, 2019 |
# ? Nov 20, 2019 06:52 |
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Flavivirus posted:It’s still there, unless when it was set up (by Line It Up, at least) the player picked that it was temporary and fleeting. Ah, thanks!
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# ? Nov 20, 2019 12:26 |
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lessavini posted:@Halloween Jack , what did you find difficulty in it? The GM chapter advises how to structure play around PCs Dark Secrets in a real nice way. Kult is like "So you play hosed-up characters with Dark Secrets who come together as a group for...reasons. Here's a big detailed setting. Tell stories built around the Dark Secrets in this setting." Also, this is perhaps not the fault of the game per se, but the Awakening/Mental Balance system has always been talked up to me as a cornerstone of the system. It's something that's actually kinda hard to engage with, and can really get in the way of the group's activities. Your PC stops being playable long before you reach Awakening. It was badly done, and strikes me as something you should either build the campaign around or just not touch at all.
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# ? Nov 20, 2019 16:42 |
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So, what PBTA game has the best combat moves? So far I've played Dungeon World and Monster of the Week. Dungeon World I felt had OK basic combat moves, but I don't like the hitpoints and damage rolls since they mean you can succeed on your attack and still do nothing. Monster of the Week I disliked because it feels wrong to get hit regardless of how well you roll (especially with a ranged weapon), and armour rules meaning you can screw up a fighting move and take no damage or other disadvantage as a result. Is there a PBTA for me? It feels like a total success on a combat move should mean victory with no loss (EG: Damage the enemy in some way, don't get damaged at all yourself) while mixed success might be the "exchange harm" type stuff I see in Monster of the Week and Apocalypse World.
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# ? Nov 20, 2019 22:32 |
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Gort posted:Is there a PBTA for me? It feels like a total success on a combat move should mean victory with no loss (EG: Damage the enemy in some way, don't get damaged at all yourself) while mixed success might be the "exchange harm" type stuff I see in Monster of the Week and Apocalypse World. Monsterhearts. Also if you go into a fight prepared in Apocalypse World and roll well it's pretty easy to reduce most incoming fire to 0 harm. The problem with the 10+ rolls that you might have spotted is that the MC (and hence the bad guys) don't get to roll at all, so there need to be threats even if you never roll.
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# ? Nov 20, 2019 22:56 |
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Fellowship
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# ? Nov 20, 2019 23:55 |
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Gort posted:Is there a PBTA for me? It feels like a total success on a combat move should mean victory with no loss (EG: Damage the enemy in some way, don't get damaged at all yourself) while mixed success might be the "exchange harm" type stuff I see in Monster of the Week and Apocalypse World. It depends on the game. Monster of the Week has it that way because the monsters you fight are very deadly. You're not supposed to just go in fighting them on equal ground - even with 10s, you'll get worn down. Likewise, Seizing By Force in Apocalypse World is both of you getting your blows in on each other and that's dangerous. Unless you're the Gunlugger or Faceless, SBF means you're willing to take Harm to achieve your goal and maybe you'll be able to reduce a bit of it if you roll well. If you don't want to take Harm, get in a position to Go Aggro or even Sucker Someone first. Other games, like Monsterhearts or Urban Shadows, do let you hurt people and not get hurt on a 10+. Masks lets you choose to not get hurt on a 7-9, but you have to forgo the other benefits you could get.
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# ? Nov 21, 2019 00:06 |
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Being able to reliably inflict one-sided Harm should be the result of planning, not rolling.
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# ? Nov 21, 2019 06:34 |
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I like speed of 77 for having the combat moves be “deliver a beat down“ or “smoke his rear end“.
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# ? Nov 21, 2019 08:59 |
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Gort posted:So, what PBTA game has the best combat moves? So far I've played Dungeon World and Monster of the Week. I feel like there's a subtle difference in scale in PbtA moves vs older games. If you think of rolling Seize by Force as equivalent to a D&D to-hit roll, then yeah, I totally get that it seems stupid that you automatically get hit back. If you think of it as abstracting a half-dozen old school turns into a scuffle, it makes a little more sense. I don't play much D&D, but if the opposition gets 4-6 turns to try to hit you, how often are they really going to miss every single one? It seems pretty unlikely that a PC would make it through enough turns to settle the object of the fight (take definite hold of it), punish the enemy until they fail a morale check (dismay, impress, or frighten your enemy), or just plain beat them down, without ever once taking a point of damage.
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# ? Nov 21, 2019 16:05 |
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I'm developing a PBTA game where you can learn the kamehameha so basically what I'm saying here is that I'm confident to take the title of "best combat moves" when it's complete.
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# ? Nov 21, 2019 16:15 |
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Gort posted:Is there a PBTA for me? It feels like a total success on a combat move should mean victory with no loss (EG: Damage the enemy in some way, don't get damaged at all yourself) while mixed success might be the "exchange harm" type stuff I see in Monster of the Week and Apocalypse World. PBTA also emphasizes naming every character, even if they're pretty one-dimensional. So you're not rolling for each guy you take out unless that guy is at least kinda important. If you're fighting a dozen mooks, it's treated as a single (if overwhelming) challenge, and you have rules like AW's rule for fighting a gang. A dedicated combat playbook like AW's Gunlugger can indeed walk away from a lot of fights with little or no Harm. But for almost everybody, Ilor posted:Being able to reliably inflict one-sided Harm should be the result of planning, not rolling.
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# ? Nov 21, 2019 16:23 |
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My worst thing as a GM, and that's not an easy title to win, is failing to notice when it's time to waive the fight and just say, "oh crap, yeah, you just killed that guy a lot." It's not fatal to a session but I think skipping over a whole fight scene against someone who has no chance of winning ends up being better for pacing and drama.
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# ? Nov 21, 2019 16:57 |
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In some games, like cartel which focuses on emotional consequences, attacking a helpless foe can still have drawbacks.
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# ? Nov 21, 2019 17:57 |
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# ? May 16, 2024 19:02 |
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There's another distinction between 1st Edition AW and 2nd Edition AW, which is that in AW1 you had the "peripheral battle moves." These entailed a "battle" situation where there was a mechanical system for applying Harm at every tick of the clock, and most of the peripheral moves were about altering or mitigating this automatic Harm. AW2 dispensed with this, and instead Vincent's advice is that invoking the AW2 "battle moves" simply means that now you're "in battle," and that this means the consequences should be more dire and "pushed off into the snowball." I've come to understand what he was going for here (mostly from lengthy discussions about it on the sadly-defunct AW forums), but my biggest complaint about AW2 as a ruleset is that this "in battle" concept isn't really ever explained or demonstrated in the rulebook itself. I also think that the "take definite hold of it" option under seize by force works best when the thing you're seizing is very well-defined and granular in nature. You want to take definite hold of the briefcase handcuffed to Roflball's arm? Awesome, you chop the dude's hand off, though in the process he stabs you a couple of times." But now, having invoked a battle move you are "in battle." So sure, you've got the briefcase, and maybe Rolfball is now lying on the ground cradling his bleeding stump - but all hell has broken loose and Rolfball's guys are shooting and yelling and your guys are shooting and yelling and it's utter loving pandemonium. What do you do? You certainly can have an entire battle decided from start to finish in a single roll to seize by force, but I think much of the scope of the move is going to depend on the fictional position and the pace of the story.
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# ? Nov 22, 2019 06:57 |