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mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




QuantumNinja posted:

Yes, Sprawl does this exactly. Honestly, I think that Sprawl is a good cyberpunk system: it hits upon gear, focuses on Megacorps, and generally gets into a lot of the grit you would expect. If you want classic Gibson-style stories, it will deliver.

Unfortunately, that doesn't really scratch the Shadowrun itch. As derisively as it has been brought up in this thread, the appeal -really- is playing the gear selection minigame, and figuring out how to push that during sessions to get the upper hand. But as has been repeatedly observed, that seems pretty opposed to the fundamental way gear is handled in PbtA. Attempts to squeeze one into the other is fundamentally flawed, and I wish people would stop trying and failing.

Good news ! The Sprawl hit a stretch goal and will get a not-Shadowrun magical cyberpunk expansion. I was broke and couldn't back it, but if it's up to par with the pre-KS public draft, it should be good.

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mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Evil Mastermind posted:

"Lydia, did you touch the thermostat?" is the greatest move with the greatest name in the history of Monsterhearts.

In the history of PbtA, and I'm including several moves I've written whose names I'm smugly proud of.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Really Pants posted:

Does anyone know if Rogue Trader: Apocalypse ever got finished?

It's playable now, and someone just did some new ship stuff. Go for it, run a PBP game.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Really Pants posted:

Where can I find that ship stuff?

Found it !

https://drive.google.com/file/d/0BxMeX65J47dhNTNYZXNxRkNHcWM/view

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Operant posted:

Yeah, I did think about this and probably want to screw around with it a little more and make moves that fit more of the fiction. I left things a bit generic just to make sure the game felt balanced and good to play before I started tweaking things, so the current stats are sort of stand ins. Mind and presence will probably stay the same, Strength will probably get renamed to something like Body, Skill to something like Cold, I may tweak the combat moves to be a little more thematic and add some sort of social aspect to the combat stats.

My approach for coming up with the stats is to start working on moves - hacks for me usually start with a flood of move ideas - and just writing in whatever seems right for that move in the roll +whatever part. Once i have a good set of moves, I start looking at what stats I'm using, which ones get used more than once, and which ones need to be combined or renamed.

Error 404 posted:

Im with you on the apology option, but losing nerve and mumbling seems totally fair.

PbtA partial successes absolutely cover "you get what you want, but you look like a fool".

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




potatocubed posted:

I've expanded Pigsmoke into almost a full game (the file's still full of xxes and notes-to-self). I think it needs some playtesting before it goes any further though, which is an obstacle in its own right.

quote:

The trigger is an event in the fiction. When it comes up, you take a quick break from the fiction to make the move.

This is extremely well phrased, and now I need to make another pass on a few chapters in Spinward Worlds.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Covok posted:

I wrote a new idea on splats in a pbta title. I discuss the idea and some pros and cons I noticed. It might be interesting for devs for the engine.

Good stuff !

I've been pondering something like that for my Traveller hack if it ever gets a real green light (and my publisher is making noises about running it by Marc Miller, so it might). My main focus right now is on the "A Team crossed with Indiana Jones, in space" style of Traveller play. To do a Merchants & Mortgages free trader game you'd need a whole different set of playbooks as well as more trade & commerce stuff in the rules. Likewise for mercenaries, space pirates, etc. Stats like Hard and Cool, basic moves like Drop Some Science would work for the base game, but not necessarily for the different tone of a space trucker game.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Wasn't someone in here working on something PbtA and based on Star Trek ? I skimmed back a few months in the thread and didn't see anything.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




The KS for Happiest Apocalypse on Earth. I was about to drop $10 on PDFs when,

https://www.dropbox.com/s/i3clxzhhz2mhk9r/HAoE-Character-Sheet.pdf?dl=0

Then Basic Moves happened. None of those have proper Triggers at all ! What is this ? Is there a good reason for it ?

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.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




mixmastermind posted:

What's the math on how much the "roll 3d6 pick highest 2" mechanic, like Something Extra from Spirit of 77, affects the average roll?

As I recall it's about even with a +1, but it's cooler because you roll more dice and get a "choice".

I'm working on a PbtA game with the Advantage mechanic now. I expect it to work out fine.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Golden Bee posted:

It rules and there's a KS starting soon.

Oh good, that game is screaming for more playbooks.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




megane posted:

That looks excellent. Is there a place to get it is it just that playbook sheet for now?

And yeah, definitely should have El Coyote and El Padre as playbooks.

And the dirty lawyer, aka El Abogado, aka Saul Goodman.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




lessavini posted:

Anyone know some hack for Glorantha or Dragon Pass? I'm playing the Six Ages videogame and keep thinking a PbtA hack for this would rock.

I think something in the vein of Sagas of the Icelanders, with Bonds to gods/cults, social expectations like Honor moves, and some simple clan resource management, could be a good start. From there, maybe adopt Legacy generational stuff or similar and it could end up pretty interedting.

I also see the Savvyhead Workshop as a great fit to myths and heroquests.

Someone did DW Glorantha. I haven't dug into it and it's open in tabs at work. I'll dig it up.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Comrade Gorbash posted:

All of that is made worse by using D&D stats, which have never really been well defined and overlap in a way that has an especially big impact on PbtA. It puts the GM in a tough spot when the player describes a clear, concise narrative of what they're doing... and then it will fit two or more stats quite naturally.

I actually think that DW defines its stats better than D&D does. A 2e of DW should actually say this, but your three "soft" stats; INT, WIS, CHA are obvious when you look at the basic moves. INT is for stuff inside your head, like figuring things out or knowing stuff (that the player just totally made up). WIS is for stuff outside your head like the divine or just plain perception. CHA is for stuff going on inside other people's heads like persuade or intimidate.

I also like the elegance of DW's basic moves; one move for each stat plus a move that can potentially use any of them. That has a lovely symmetry to it. It isn't the only way basic moves make sense, but elegance should always be a design goal.

For reference, the last hack I was working on used Bang, Boom, Charm, Sharp, Slick, and Tough as stats. You play PMC agents specializing in Executive Protection for the 0.1%.

fake edit: battle babes do indeed rule.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




spectralent posted:

Maybe you have a selection of options but one's auto pick depending on colour, or something?

Take the option(s) for the color(s) used for the spell. On a 10+ choose 2. On a 7-9 choose 1.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Pollyanna posted:

But goddamn, is improv and trying to be believable/interesting hard, especially after a tough work day. I still really goddamn suck at NPCs and I’m nowhere near as imaginative as I thought I could be. My descriptive prose and communication skills could use a lot of improvement.

The last PbtA game I ran, we spent three sessions on one planet. This group was more about trying a lot of different RPGs than running an extended campaign, so things sort of came to a natural end point. The feedback I got was that players wished the sessions were longer. We never did break three hours in a session. Let me tell you, we ran short because I was mentally wiped out well before three hours rolled around.

This system is very taxing on the GM, especially in big chunks. On reflection, I should have taken a couple of breaks and ended up with 4 hours actual playing time. So my advice is pace yourselves and use breaks to both rest, plan, plot, have off-table discussions, and give the players a chance to do the same.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




PupsOfWar posted:

you're not scripting, you're just getting a feel for the character's mannerisms and perspective. Though, as a bonus, you'll have the lines available to use in-session if you can't think of anything.

just keep a notebook page or a few cards full of little short jots and snippets you can plug in.

improv story games, imo, don't have to be about not prepping. They can be about using economical prep that you can squeeze into a 5 minute lull or a bus trip here or there.

I agree wholeheartedly. Play to Find out What Happens is a fundamental agenda, but there's nothing stopping you from finishing the sentence as "...when this person I just invented and their crew intersect what the players are doing." I've run PBTA with an extremely narrow focus, and I've ruin published adventures in a PbtA hack. That cool idea you had ? If it's only cool if it goes one way, then congrats, you have an idea for a novel. If it's something any character that comes along could interact with, it works for PbtA.

Have lots of index cards. Use them to keep track of what's happened, and ideas about what might happen. Always be ready to throw one in the bin if it stops advancing the fiction.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




double ?

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Pollyanna posted:

I’m finding that I wish I did more prep when running Dungeon World, or even had a module to follow or something. We play after work, and I was so goddamn tired last night that I just couldn’t make the game interesting - describing the environment was tough, the monsters were lame, the action didn’t flow very well, and little of what I did tied into the moves.

Pollyanna posted:

I’m finding that I wish I did more prep when running Dungeon World, or even had a module to follow or something. We play after work, and I was so goddamn tired last night that I just couldn’t make the game interesting - describing the environment was tough, the monsters were lame, the action didn’t flow very well, and little of what I did tied into the moves.

Well, the DW Guide is awesome for getting your GM game up to par. It's now hosted on the official DW site.
http://www.dungeon-world.com/downloads/

And did you say adventure ideas ?
http://catsoftindalos.blogspot.com/p/dungeon-starter-archive.html
http://blog.trilemma.com/search/label/adventure

Or maybe you just need a shitload of dungeons
https://www.dungeoncontest.com/copy-of-home-1

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Pollyanna posted:

Honestly, at this point, I'd rather just take a break before starting a different system - I was starting to get kinda bored anyway. I've considered running a more straightforward, combat-oriented system like Strike! or something to shift gears a bit. TBQH I'm not sure I'll return to that campaign.

A break is good.

Also, a long session of being a PbtA GM is incredibly taxing. Take breaks during the session, you'll want them for thinking up what's next anyway.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




CitizenKeen posted:

Oh, I know. I'm just trying to figure out the thread to bring it up.

It's time for a Spire/Resistance thread.

Not it !

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




CitizenKeen posted:

Oh man, that requires a whole introduction to the game / line, bordering on F&F, huh? Okay, I'll get on it.

Don't go to extremes, the F&F was very thorough. Here:

Spire is an ancient artifact of unknown purpose or provenance.
Spire is a drow city, two miles tall.
Spire was conquered by the high elves two centuries ago.
Spire will be freed by the Ministry of the Forbidden Goddess.
That's you.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Speaking of Legacy, do I remember correctly that there was going to be an SRD at some point ?

Because I found a setting that would be perfect for a Legacyalike RPG.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Mashed, Legacy et al, Impulse Drive, Spirit of '77.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




LongDarkNight posted:

You want Flying Circus. It's in playtest now.

https://www.patreon.com/opensketch

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Coming up with moves can be daunting. To get started I start jotting down "clever" names for moves based on the genre and filling in the trigger and the stat you roll later, or vice versa.

This is also a good way to come up with the stats your hack uses. When you start assigning moves to playbooks, pay attention to which stat each playbook relies on.

Once you start getting a few moves down put them in a spreadsheet like so

https://docs.google.com/spreadsheets/d/1fH5R4spssAqbVTU82enflvGG1wH2FV18ig6DH6BVhVg/edit?usp=sharing

This lets me look at each playbook, compare all the different moves by stat, or see where we are in terms of types of move. In theory this also lets me assemble the text of every move out of the spreadsheet, and have the playbooks update when the master spreadsheet is updated. Google Apps doesn't quite seem to have that ability.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




MizPiz posted:

I have a Black Crusade hack of Dungeon World called Chaos World that I'd like to run for some friends, but it looks like a beta version of it. I can't find anything about it online, but I got it from another goon years ago so I'm hoping someone here knows about it. Were there any updates after build 11.13.2016?

I can;t help you if Google can't, but you;'re doing the Emperor's Anarch's work here.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Even with all the D&D baggage and Defy Danger, DW itself with a good selection of 3rd party playbooks is a good game. In fact, a lot of its appeal these days is all the 3rd party goodies on DTRPG and various websites. Itjust not best of breed for fantasy PbtA anymore.

Free From The Yoke looks great. I'm working on a Legacy hack about refugees from an oppressive empire building societies in free space, so this looks like good material to crib from.

And is there really no print option for Legacy 2e itself on DTRPG ? All I saw was a PDF option.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Sex in RPGs is participatory in several ways (your character, an NPC you helped develop, or you as a witness), it simply can't be mandatory.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Any of the Legacy quickstart PDFs. They squeeze a playable RPG into 24 pages.

The Regiment assumes knowledge of the PbtA system and how to run it, but it's a complete hack in very few pages.
Here's the Colonial Marines version, http://mightyatom.blogspot.com/2013/02/the-regiment-colonial-marines-25.html

But where you really want to start is Simple World. It's a toolkit for making PbtA hacks from blank sheet to playable hack.
https://buriedwithoutceremony.com/little-games/simple-world

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




I decided one of my hacks needed a section on community building roughly the size of the combat chapter. So I put this move into one of the playbooks that's oriented towards hearts and minds. First draft of course.

Community Building
When you organize a group around a common interest or need, start a clock of 4-8 segments (ask the GM). Your group takes advantage when rolling moves that further this agenda; tick the clock once on a 10+. When you act directly to advance your agenda, roll +charm. On a 10+ tick the clock twice. On a 7-9, tick it once but also create a new need or put an existing one into an acute state. When you complete the clock, remove a need, create a surplus, or implement other effects at the GM’s direction.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




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.

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

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

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




It was nominated for Best Director and Best Picture not because it was a big hit, but because it really was that good. Miller got robbed.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




If the Academy Awards had a "Most Awesome Movie" category it would have won that.

Miller got robbed on director though.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Basic Chunnel posted:

I’m hoping that some of you folks might be able to tell my why my strong desire to run a Sprawl game (all respect to Mike Pondsmith but he’s a fuckin nerd) is a terrible idea

It's not, Sprawl might not be the most sophisticated PbTA out there, but it does what it says on the tin. Stealing setting assumptions from CP20XX is fine, Pondsmith might be a nerd but he's a highly rated cyberpunk nerd.

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mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




hyphz posted:

I think it’s a rulesfeel thing. Like, the difference between:

“You try to stab the wizard. You roll badly. You miss. The wizard survives, and then on his turn, he fireballs your buddies.”

And

“You try to stab the wizard. You roll badly. You roll a failure. I make a hard move. I inflict harm as established. The wizard fireballs your buddies.”

Might have the same pattern and effect, but the rulesfeel for some players is awkward, in particular the impression that if they had not attacked the wizard but done something else instead and succeeded, their friends would not be on fire. The rule about “golden opportunities” can be taken by players as “avoid creating golden opportunities” which can be good in some circumstances but can be bad in others.

This is assuming that NOT stabbing the wizard results in zero friends on fire. If that's the case, why stab him ?

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