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Spirit of 77 should be in there somewhere too.
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# ¿ Jun 26, 2015 13:32 |
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# ¿ Apr 28, 2024 20:15 |
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So besides talking about what the OP missed, I really just wanted to mention that I really like the "Split playbook" stuff several recent games have done; Spirit of 77 divides things into your role and your story (And your buzz, but that's not a playbook exactly.) Worlds in Peril has Origin and Drive, and Uncharted Worlds breaks it down further, where you pick 2 careers and an origin to make a sci-fi character. Even Dungeon World gets in on it a little with Compendium classes. I just like this particular design space, because especially after working on custom playbooks for a game that -doesn't- use it, it feels like it'd be easier to work with when stuff is broken into smaller chunks.
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# ¿ Jun 26, 2015 15:27 |
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I kind of wish it had more examples of how to set up power profiles so I could wrap my head around it a little easier, as I'm not sure the basic one I came up with actually works as intended.
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# ¿ Jun 26, 2015 16:56 |
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The Hipster Fighter playbook needs a move about only using a weapon ironically, for a start.
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# ¿ Jul 8, 2015 13:58 |
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Interestingly, some of the "Stat an existing character' writeups the Worlds in Peril crew's done on their google+ com have negative examples for their impossible power line. Like the writeup for Drax the Destroyer has "not know where Thanos is and who he's been in contact with" as his "Impossible" line. Which makes that sort interesting space to play with.
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# ¿ Jul 24, 2015 11:38 |
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So I'm slowly working on my third custom playbook for Monster of the Week, and it's actually coming together pretty well: It's "The Celebrity", for people who want to play Roddy Mcdowell/David Tennant in Fright Night or the remake, Bruce Campbell in "They Call me Bruce" or similar things where the best hope to survive a horror-movie situation is a horror movie actor. It at least is lending itself to some pretty fun moves. Scream Queen: When you face a monster alone and let out a blood-curdling shriek, roll +Charm. On a 6-, you leave yourself open to monster attack. On a 7-9, someone is in earshot and comes to your aid before it's too late.. On a 10+, the monster doesn't attack and flees just as help arrives. Also one called "Fakelore" where you bluff a solution to a problem because it worked like that in one of your movies.
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# ¿ Jul 25, 2015 15:12 |
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Golden Bee posted:100% sure I've seen "Scream Queen" before in PBTA. Maybe in the Monster of the Week Google+ group? I posted it on my blog ages ago when it was going to be the second playbook instead of the third, so it might have gotten linked there or something.
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# ¿ Jul 25, 2015 19:43 |
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I may need to pick this up, mostly because it sounds a lot like what I was thinking would need to be done for a PBTA Dragon Pass Gloranth Game.
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# ¿ Jul 28, 2015 12:52 |
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Now I want to see a WWWRPG hack for political campaigns, after this article: http://talkingpointsmemo.com/cafe/trump-models-campaign-after-pro-wrestling
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# ¿ Aug 14, 2015 18:22 |
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Huh. Bootleggers sounds up my alley but never heard of at all.
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# ¿ Sep 1, 2015 20:56 |
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Covok posted:It's by John Harper and I know he is a trusted name in game design. Unless I'm mistaking him for someone else. So I went all in on the bundle and got it and...honestly, Bootleggers feels like an early prototype of what became Blades in the Dark. There's the whole 'build a gang' thing going on, with a focus on being a specialist in different sorts of crime. It's smuggling runs instead of heists, but you can see it in DNA. The 1920s cocktail recipes look pretty great.
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# ¿ Sep 5, 2015 00:52 |
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What is waiting for someone to open the Bloodgate?
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# ¿ Sep 17, 2015 16:10 |
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So one of the stretch goals for Masks is big social media push- post superhero selfies or character art, post custom moves, etc, tag it with #MasksRPG and #HalcyonJailbreak. I did my part on the custom moves front and got some positive responses, so I figured I'd share it here too. It's an alternate starting move and replacement GM moves for the Outsider for Outsiders who are the last of their kind: The Last of Us." Your people are no more; you're the last of them. When time passes and you've spent it with a monument to your fallen species, roll +Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, Hold 1, but mark a condition to reflect your survivor's guilt. Spend your hold 1 for 1 to: -Discover some useful artifact of your people, even if you don't know what it does: It will become clear when the time is right. - Clear a condition (Other than the one you gained for failing the roll) by finding an inspiring message from a long-dead member of your race. - Find a hint or a clue to a current dilemma or mystery based on an anecdote of your people. GM playbook moves (Replacing Make a request from home and Introduce a monitor from home) Introduce a forgotten weapon of their civilization Hint that they are not as alone as they thought
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# ¿ Oct 8, 2015 17:40 |
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It's mostly set up as an "I'm alone in the universe" parallel to the Belongs to Two Worlds" move, since a failure on that means homeworld sends you some sort of unpalatable demand. I suppose I could just say "The GM can make a playbook move" but, you know, they kind of already can do that on a miss, so...hmm.
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# ¿ Oct 8, 2015 19:29 |
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Eh, 10 dollars for all PDFs and stretch goals isn't bad, I don't think? . Or do you mean how much money it's making? I think that's down to having an artist that has their own fair-sized following illustrating the whole thing.
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# ¿ Oct 9, 2015 13:38 |
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You still get the cards as PDFs with the ten dollar pledge, and they're just play aids. The hero deck are basically fancy markers for tracking influence and conditions , the villain deck is just quick villain writeups for the GM. Neither are really necessary for play.
unseenlibrarian fucked around with this message at 15:29 on Oct 9, 2015 |
# ¿ Oct 9, 2015 15:26 |
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I don't really have any solid playbook ideas, so I've been focusing on custom moves. Currently sort of poking at a "Not-the-LSH playset". I am most proud of: Future Sprock: On the first failed roll of any session, if one of the PCs responds with a ridiculous far-future 'space swear', treat the roll as a 7-9 but the GM still makes a hard move even if it's probably terrible move design.
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# ¿ Oct 10, 2015 19:58 |
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Until the aliens and weird poo poo book comes out it feels kind of incomplete but on the upside I figured out how to make the Mako from mass effect with the vehicle rules.
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# ¿ Oct 26, 2015 09:37 |
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It didn't really seem like feat chains/tech tree stuff in my read-through. It's more..."Build your own playbook" level stuff, like a finer grained version of the split playbooks in Spirit of '77. Chargen consists of picking an origin and two careers, which gets you four starting moves (One origin, 3 picked from between your two careers.) Once you've picked those, you name the combo; Bob might be playing a regimented military spacefarer and call it 'Space Marine", Susan is playing a Brutal Clandestine Scoundrel and call it "Assassin",. etc.
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# ¿ Oct 27, 2015 15:40 |
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Covok posted:So, more like Class Warfare for Dungeon World? That supplement, if you ever seen it? That sounds right- I've not seen it, but I've heard it described, and it sounds fairly close. UW does some weird stuff with advancement; basically, purchasing a new move costs marked XP=The number of moves you already have; you can also change how you mark XP or even unlock a new career to advance. (When you start out, you pick one advancement method from your careers; whenever the advancement method you picked comes up, everyone in the group marks XP. It's recommended that with a small group, everyone should pick two advancement triggers to start to keep the XP coming in at about the same rate.) Also there are maybe too many basic moves, but some of them only apply when dealing with your starship or with faction stuff.
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# ¿ Oct 27, 2015 16:16 |
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So, just got my copy of Urban Shadows in the mail about, uh...3 days before it was supposed to arrive. I am actually a little bit disappointed it didn't hit on Halloween proper, but it's good to have.
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# ¿ Oct 28, 2015 11:10 |
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Part of the deal in MOTW is that, thanks to the vaguely Buffy origins, ritual magic and prep is a thing everyone can do (Though most folks aren't that good at it.) The Spellslinger gets a couple of moves to make that better, and to ask extra questions when investigating like "What magic was done here" but since basically everyone is a little bit wizard-as-detective or can arrange a big ritual with instructions, the spellslinger focuses on being "Harry as blunt instrument with a lot of raw magical power". I am kinda surprised it doesn't have the option to get a limited version of the Expert's Haven as an advance, but I'm not sure what existing advance I'd pull out in exchange for that.
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# ¿ Nov 9, 2015 21:31 |
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I wrote some! They are unpolished and possibly bad but The Celebrity: For playing the dudes from Fright Night, Bruce Campbell in my name is Bruce, etc. https://drive.google.com/open?id=0B67MVAfQf1SjS2VDRWcxVkZpSlE The Cryptozoologist: Because the existing scientist playbooks I've found are less about 'studying monsters' and more about 'let's kill monsters with death rays'. https://drive.google.com/open?id=0B67MVAfQf1SjZFBaYjZZTy05UzA The Athlete: Jocks vs. Monsters. https://drive.google.com/open?id=0B67MVAfQf1SjcTNxb1RmY180d1k
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# ¿ Nov 12, 2015 18:13 |
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paradoxGentleman posted:Why do most PBTA games not use random damage? I assumed from the ones I read (which to be fair is not many) that it was because they do not focus on combat, and I imagined that since K6BD does focus on that to a certain extent an element of randomness would avoid having the combatants plink away at each other inflicting a standard amount of damage, making combat predictable. Generally, if it has numerical damage at all (Some don't, exactly) the 'randomness' in damage comes from the attack roll. You might get an option to do more damage on a success, (or take less damage from your opponent as part of an exchange of blows. ) So there's still a random factor, it's just not 'let's add a second roll of the dice'.
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# ¿ Dec 27, 2015 16:34 |
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He also apparently handed off his notes for Dark Ages to Sage Latorra and John Harper to try and work up into something.
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# ¿ Jan 1, 2016 05:14 |
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Honestly I think people are overstating the 'Good hacks spiral out into a tangle of messy relationships and you're not doing it right if you use the engine for cooperative play' thing. Like, as long as the moves and agendas and principles you set up support the way you want the game to work and how the fiction plays out, you're probably good. A bad hack is one that looks at the engine and just kind lazily renames things instead of taking the time to figure that poo poo out. On the other hand, "There's a whole lot of magical girls and they're all rivals competing over a limited resource and while they may be allies this week, next time maybe not, oh, and you're sure the Princess likes the same person as you, what are you gonna do?" is basically a staple sub-genre and could easily support a more purist take on the system if you want to go that route. But I am poking at a couple of dumb Fellowship hacks myself so. unseenlibrarian fucked around with this message at 07:42 on Jan 23, 2016 |
# ¿ Jan 23, 2016 07:00 |
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Huh. So Mike Sands, the writer of Monster of the Week, said over on RPG.net that one of the ideas he had too late to include in the revised edition was that -every- playbook should have a special effect when they spend luck- like how for the Chosen some aspect of their destiny comes into play or the Spooky's dark side gets worse. I can see natural options for a lot of the existing playbooks (The Flake finds a clue to a larger conspiracy, the crooked's past as a criminal comes home to roost, etc.) and now I'm tempted to figure this out for my homebrew stuff.
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# ¿ Feb 18, 2016 07:31 |
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So based on the earlier Luck moves chat, Mike Sands went back and did special luck stuff for all the corebook+ official non-corebook playbooks: http://www.genericgames.co.nz/files/special_moves.pdf.
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# ¿ Feb 22, 2016 21:28 |
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I backed Uncharted Worlds, but it kind of feels incomplete and hard to judge? This may be because the second book isn't out, which is supposed to have more aliens, psychic woo, and space opera campaign stuff.
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# ¿ Mar 16, 2016 16:12 |
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Error 404 posted:I backed Uncharted Worlds, I have the book but it's not really doing it for me. It feels like even more a D&D kludge than people complain Dungeon World is. I mean your stats are the standard pbta +2 through -1, but you've got skill lists, A LOT of basic moves. I hesitate to say it's bad, from what I can see, plenty of people like it well enough it's just not grabbing me at all. What it feels like to me is that they decided that that one mix and match playbook sourcebook for Dungeon World was a good idea- most of the skills are just themed moves or specialized equipment for assemble-your-own playbooks. I like the split playbooks you get in Spirit of '77, but this comes off way less coherent.
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# ¿ Mar 16, 2016 19:28 |
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So today I learned there's a Cryptid musical called "Hot drat, it's the Loveland Frog!" about the humanoid frog-monster of the same name and if there's not a monster of the week game in a group of hunters having to infiltrate the local little theater I'll eat my hat.
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# ¿ Mar 22, 2016 13:48 |
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I appreciate how every archetype has an associated music video or song listed.
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# ¿ Apr 20, 2016 16:22 |
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The city guides are going to be published in one volume with some of the archetypes, as I understand it. They're not out yet.
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# ¿ May 14, 2016 02:49 |
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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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And then there's the middle road position of "Sex moves make perfect sense in Monsterhearts but aren't really necessary in Apocalypse World itself."
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# ¿ Oct 10, 2016 23:53 |
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I didn't write a full playbook, but I did do an outsider variation, meant to replace "Belong in Two Worlds" since for a lot of Ousider characters, you're the last surviving child of your world. "The Last of Us." Your people are no more; you're the last child of your planet. When time passes and you've spent it with a monument to your fallen species, roll +Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, Hold 1, but mark a condition to reflect your survivor's guilt. Spend your hold 1 for 1 to: -Discover some useful artifact of your people, even if you don't know what it does: It will become clear when the time is right. - Clear a condition (Other than the one you gained for failing the roll) by finding an inspiring message from a long-dead member of your race. - Find a hint or a clue to a current dilemma or mystery based on an anecdote of your people. Replace the GM Moves about your people showing up with "Unveil a lost weapon of their civilization", And "Hint that they are not as alone as they thought"
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# ¿ Jan 5, 2017 09:48 |
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Huh. Looks like the stretch goal sourcebook for Uncharted Worlds dropped. I'd forgotten that even happened until I got a code in my email for it. Adds a bunch of new backgrounds for more space-opera-esque stuff.
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# ¿ Jul 12, 2017 18:27 |
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You know that one "What if we split all the playbooks down to their moves and let you build your own" DW sourcebook? That, only as a sci-fi RPG. Right down to 'build your own gear outta tags'.
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# ¿ Jul 13, 2017 16:53 |
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Just got my copy of the 1st Masks sourcebook, Halcyon City Herald, which I'd forgotten I'd pledged for. It at least avoids the mistake of the core and has the associated playbooks printed in the back! The meat of it's just lots of little vignettes for the default setting, most of which have a custom move or two associated with them.
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# ¿ Mar 5, 2018 12:46 |
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# ¿ Apr 28, 2024 20:15 |
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Halloween Jack posted:
So speaking of roles played by Kurt Russell I think this makes Jack Burton a Battlebabe who really just wants to be a Driver.
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# ¿ Jun 6, 2018 17:23 |