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spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

GodFish posted:

When you have sex, take -1 ongoing to all moves until someone else has sex.

:golfclap:

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spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Can someone explain to me the problems with Ghost? And at the risk of making GBS threads up the thread, the rife, gross misogyny in the example?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
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?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I'm aware we have a lot of AW hackers here, so: What's your process? How do you start from "I have this concept for a game" and get to Fellowship or Masks?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

ShineDog posted:

I really hate the clocks in general. Just the way they are presented in aw is really unintuitive, compared to like a simple tracker.

It took me an embarrassingly long time to realise I had to colour in the smaller sections one at a time rather than going "one quarter, two quarter, three quarter, full".

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Speaking of hacking, I've been scribbling notes for a hack myself for a few days now, specifically for small-town conspiracies; Wicker Man, Lovecraftian stories where there's creepy isolated towns, When They Cry, even, to a degree, Hot Fuzz. The general premise being that the players are stuck in a place where something's going on behind the scenes and are looking to figure it out. The big issue is that this isn't quite the mould that games in the PBTA mould usually get built on; for one, a lot of PBTA games assume the PCs are familiar with their settings and environment, which is obviously tricky.

The second big issue I'm struggling with is how to dole out clues. At present I'm working with a workshop like move, i.e. say what you're investigating, get told what to do, and if/when you do you you find out what's up with that, but I'm wondering if A: That's too boring and B: If it could be clearer. I was considering changing the wording so that it functions as a flat true/false test on something, but that might be tricky, especially with the fuzzy nature of the supernatural I'm trying to encourage.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Error 404 posted:

I could see this working with
A. Make it so setting knowledge is not inherent (yeah duh)

B. Center things around an expanded Spout Lore style move.
The purpose being that there is now a mechanical frame work for literally asking you about a thing and then rolling to see how that thing plays out.

There's a hack frgbrgr (?) is working on where the stats are emotion based and the read a sitch move allows different questions based on which emotion you rolled that you might check out for this.

The main thing I am concerned with there is doing the thing where you have to roll to find clues and bad rolls shut off avenues of investigation.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I periodically mull over ideas for a magical girl PBTA, but I've never really figured out a satisfying framework for it.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Error 404 posted:

This pretty much my take on the whole thing too

I was going to :same: but

unseenlibrarian posted:

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."

Yeah MH entirely deserves it's sex moves.

It's particularly weird to say "Sex is an avenue for drama and is a need" when the same thing is true of water and that doesn't have an individual, custom move that's on every playbook, and is also actually a thing that features heavily in related media, including the biggest apocalypse film in the past, say, decade.

Having sex moves did give us The Show's special, though, which partially redeems it.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Ilor posted:

Your analogy is flawed; You can drink water by yourself. Sharing intimacy with someone requires another person.

The move isn't for sharing intimacy, it's for sex. You can say "you can treat it like that if you want", but that's not how it's written. You could argue any form of socialisation also counts as an "emotional need" then, in which case the game doesn't have rules for the vast majority of them, most of which also show up more in related fiction.

Anyway, I've laid out my POV, and I think the thread's better if I don't just repeatedly restate it.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Flavivirus posted:

It's likely going to be difficult - many GMs are used to rules being only a suggestion for them.

They may not realise how important that part of the system is. Maybe point out that what they're doing is equivalent to decided monsters don't have HP in D&D without telling players beforehand - it's a crucial part of the system you all signed up to play.

I get what you mean but it's probably worth noting that loads of people playing D&D do in fact run encounters by going "Well he's taken three hits and one of them was pretty big so he can be dead now".

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

admanb posted:

This is especially important in AW, where consequences are often determined by the player who rolled and are positive statements -- "you take definite hold of it", "you suffer little harm" -- which means every one they don't choose is a consequence the MC should apply.

I've always felt these were things you can apply; it's how you change up difficulty via fictional positioning. Like, if things aren't that serious then maybe not having definite hold of it is going to be as simple as it needing two hands or something, or it might mean the warlord's feral dogs also have a grip on it. They're things you can make a big deal, basically; I don't feel like it's necessary to have them always be a big deal.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Monsterhearts Cuckoo skin questions, courtesy of a Cuckoo player:

1. How much of someone's clothing do they need? The book suggests very little; my read of their sex-related advice is that if they're in their socks or whatever, they can keep up their shapeshifting. On the other hand, does this mean you can be dressed normally and in someone's socks and shapeshift to being them in mostly your clothes? That seems counter to their thing.

2. Do they need to know who they're changing into? The thrift store suggestion in under the second skin suggests no, but OTOH it seems weird as hell to be able to pass as someone if you don't know who you're being.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
There's apparently an updated version. It references an updated variant of Shut Down, that was apparently in the second skins; I have those, though, and can't find it. Was it just posted in an update or something?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Yeah, that strikes me as weird. I had assumed there must be some other Shut Down she was referring to.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Lurks With Wolves posted:

Honestly, I'm not that worried about Avery taking some inspiration from that? Those moves are way worse than the quite frankly amazing core moves from Monsterhearts 1e, but Turn Someone On is the lynchpin of the entire string cycle. If Turn Someone On needs to be changed to make it not be insulting to asexuals and people who have a set orientation they want for this character*, and it does, then the entire moveset needs to be changed or it's going to be worse from getting haphazardly changed. As it stands, this is one of the only real attempts at totally reworking Monsterhearts' core moves, so Avery might as well take what inspiration she can.

*Yeah, I know. I'm laughing at people who are afraid of their characters becoming gay as hard as the rest of you. But if one of the players is deeply uncomfortable with men flirting with her, there needs to be a better way to deal with that than everyone playing a man agreeing to not use one of the key game mechanics on her character.

I dunno; I feel like Monsterhearts really clearly signals what it's about. It's not even an unexpected aspect like sex in AW is; there's sex in Twilight, the book about the 2pure4u husbando. I can totally understand if someone's a trauma survivor or ace or something and finds those aspects upsetting or uninteresting, but on the other hand if I had to pick a game to play with someone with absolutely no interest in sex the game about teenagers having really ill-advised nookie would be one of the ones I'd probably try and avoid. Like, if I had someone in my group who was super phobic about blood references I'd probably not play vampire with them, rather than try and remove blood from vampire.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I've been a bit more sold on the idea from conversation with some friends (the most notable reason being that, as one of my friends justly pointed out, most people don't pay any goddamn notice to what the book warns people not to do unless there's dice involved, so it makes it a mandatory conversation, which I think is ultimately the necessary step regardless). That said, I do think it's a shame it's not (possibly also) the theme of a playbook; I can see an argument that making ace people monster is probably bad but the rulebook does this for the depressed and people on the spectrum, so if it were handled with similar levels of care it'd probably be a really good addition to the game.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Okay, weird moves interaction here I need a hand with:

We have a Cuckoo. She has That Good and is taking Unashamed. When she's Unashamed as someone else, does the string she gives go on them?

Further to that, she has a friend, who knows she's a cuckoo. She's probably going to try and flirt with her as herself. If she's unashamed, does the friend get a string on themselves? And if so, how does that... like... what?

EDIT: For reference the friend is another PC, so it's not guaranteed she'll freak out and shred the feathers.

spectralent fucked around with this message at 13:47 on Nov 26, 2016

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Relevant moves:

Unashamed
You can give someone a String on you to add 3 to your attempt to turn them on.

That Good
While you're passing as someone, if anyone would gain a String on you, they instead gain it on the person you're passing as.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

GodFish posted:

I'd argue that if you're disguised as the person you're flirting with, and they don't choose to break your magic, you still aren't passing

Cutting off here, because if this is the case then they immediately trigger a roll:

"When you're seen wearing someone else's clothes, but aren't yet passing, roll with hot. On a 10 up, you're passing as them - you'd fool their mother and their favorite hookup. On a 7-9, same as above, but choose one:"

I don't think, outside of Shredding the Looking Glass, it's actually possible to see the Cuckoo's cosplay and (assuming they pass the roll) not think they're that person, at least on a visceral level. I can imagine seeing two of the same person, or yourself, is generally a cause for Shredding, and I assume that someone who's aware of what the Cuckoo does can infer that this person their eyes are telling them is X is actually the Cuckoo (and would probably be able to Shred at will), but I don't think there's any way to dress up as someone else and not (potentially) pass as them when someone starts interacting with you.

EDIT: In this case, "Passing" seems to be the term for being in your illusion/shapeshifted state.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I'm still kinda struggling with when to use hard moves. Like, I'm trying to stick to "When there's an opportunity or they fail a move", but I keep feeling like I'm not making enough hard moves. "When the players look at you for what happens next" is a hard thing to judge on IRC, and I keep wondering how much risk is enough risk to click it.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I did say "is a hard thing to judge on IRC".

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Neopie posted:

Anime is too broad a theme. What /genre/ of anime are you looking for? You can always just take an existing game and run it very anime. I've run Anime Masks and Anime Monsterhearts for 'Teen Superheroes' and 'Harem/Romance Anime', respectively.

Magical Fury is a PBTA inspired magical girl game.

So's Magical Burst, also from the same author.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Ilor posted:

I agree, but then again, does Night Witches have an end-game mechanic written into it like what's being proposed here? It's the combination of the two things (tight theme/setting, baked-in campaign progression/end condition) that I raise as a possible issue.

Either the war progresses to Berlin and your dudes win or you all die. There's a lot of airfields in the book that get you steadily closer and the GM role rotates every time you change base.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

rumble in the bunghole posted:

Secrets are a way better fit to a psychic than a sasquatch anyway.

I have honestly never really liked the Sasquatch. It's just such a weird mishmash of stuff compared to the cohesive visions most of the other skins are.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Antivehicular posted:

To be fair, Second Skins varies wildly in quality, and I'd argue the lower half of the skins in there are probably closer to third-party skins in quality than the core skins. Some of them definitely go to third-party design spaces that don't really play well; I believe I've voiced my opinion on the Unicorn on these forums before, but I still feel like a skin that can force players at the table to discuss sex acts in greater granularity than "the characters had sex" has potential to violate Safe Hearts principles at the bare minimum. (Then again, given the Unicorn character portrait's place in the Monsterhearts 2E Kickstarter banner, Avery Alder seems to disagree with me.)

The Sasquatch is an interesting skin in that I'd argue that it's the inverse the classic MH skin flaw of "only one build/interpretation possible of this playbook": it's got parts of a lot of approaches, most of which only have a move or two's worth of support, so a Sasquatch is probably going to have to dabble. That may or may not be a bad thing, but it's a thing worth noting.

I think that thing is the big problem with it; I like that the skins are all "This is this character's deal", and the Sasquatch being "You have a few deals, maybe, go nuts" is very frustrating when everything else is so tightly built. Plus, regardless of whatever else your deal is your mandatory deal is BO, which is a weird thing to try and build an identity around. Like, there's not a playbook about having pimples.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Heliotrope posted:

There actually is a thing about Bigfoot smelling bad, oddly enough. But it also adds to making the Sasquatch an outsider - not only are they awkward and weird, but they start smelling when they sweat. It also makes it so that people will interact with the Sasquatch even if they don't want to. The Sasquatch is really good at being in the background and potentially not doing much, but Musk makes it so that people will start interacting with them because of something the character can't really control.

Yeah, but, again, it makes it an entire playbook where the mandatory deal is a lack of deodorant. Like, the thing you mentioned is fine, but, it's kind of a weird deal, especially when all the other stuff in it is so flexible. "You can be any playbook you want as long as it's sweaty hobo man".


Toph Bei Fong posted:

I say the following as someone who loves Monsterhearts. It's one of my favorite games.

The tight focus is the best and worst thing about it. It's a social game, for better or for worse.

Almost the entire game runs off of Hot and Cold. Because of the power of the social moves, and because all the social moves run off of these two stats, they're important pretty much regardless of whatever playbook you're running. This over balances playbooks that have bonuses to one or both of these.

The Volatile stat may as well not exist for 90% of games, because of how reluctant most PCs are to attack other PCs. For what's ostensibly a player vs player game, it usually turns into teams of players vs NPCs pretty quick. As fun as it might be to play, for example, a werewolf whose stated goal is to kill the other PCs, you end up feeling bad OOC killing your friend's characters. Or it takes the game in abusive directions that, not without good reason, most people are trying to get away from.

Dark ends up occupying an odd niche because you could theoretically never use it and just keep making up your own ideas and assumptions, which may or may not be just as interesting as what the GM came up with.

It's a fun game I enjoy playing, but I can admit where it has its shortcomings.

Yeah, I definitely found, running MH, people only really used volatile for moves that use it. We had someone with a volatile focus but it basically immediately hit the "well, this is just unpleasant" thing.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
IME everyone's constantly gazing because it's easy to fit into doing anything and is a shot at free condition clears.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Golden Bee posted:

I'm playing a Sasquatch in a game w/ a Witch, (a retired ghoul), A Mortal, A Selkie and a Daemon. And the Sasq is a great skin for shyness and being a self-perpetuating loser. But the moves aren't all equally good; I feel "Negatives" is too specific [are you really going to make evidence disappear more than once a campaign?], and "Long Fuse" is heartbreaking.

It's one of those moves that's better on other classes. Specifically, Infernals with Unknowable. You might get into legal trouble if you keep punching everyone for no reason, but if you can make evidence disappear it's a solved problem! (And if people want to kill you for being a lunatic, Short Rest For The Wicked)

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Do you guys directly show backstage or leave it implicated?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Anyone got any opinions on the Oni and Kitsune by Christopher Stone-Bush?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Is the book space opera in general or specifically kinky space sex space opera?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Megazver posted:

It's supposed to be post-scarcity post-human space opera. From what information there seems to be available it doesn't seem to be significantly pornier than good ol' Sex Moves RPG. I dunno, though. Someone buy it and tell us!

I mean, I've played MH, so this still sounds substantially better :v:

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
So far it's weird but interesting and not the worst PBTA I've read by a long margin.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I've just spotted Action Movie World; can anyone give me a rec (good or bad)?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
So, in Legacy the Remnant has a move called Inhuman Elegance, that's a mirror of Hypnotic (the skinner move). However, the Skinner move generates hold on them that they have to do things to get rid of; you don't get to pick what they do, but they will want to do some useful things for you. Conversely Inhuman Elegance is something you spend to make them do something specific. I feel like that loses some of the flavour of the move and becomes way more powerful; is that intentional?

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).

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Masks seems like a really bad game for MHA for the simple reason that the central adult/child relationships are while not flawless, incredibly positive. Like, Deku is probably a Legacy in game terms and the assumption that Legacies are about having the past trying to force itself on the shape of the future aren't really appropriate to All Might's nurturing and even fanboyish relationship with Deku.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
So a lot of PBTA games have some variant of sex/intimacy move. What do you guys do when characters have hit a stage where they're just... together? Like, if two people are dating and moved in together, my assumption is they're probably triggering that move on the regular. Would you just say stable relationships aren't in-scope? If they aren't what would you do about timeskips with "these two are together for the three months we're skipping"?

This is a question about any PBTA game that has this kind of move where you assume they're sleeping together but probably aren't tallying up every time, but it's particularly a question about Urban Shadows where the trigger is "moment of intimacy, physical or emotional", which feels like it'd just be going CONSTANTLY in any meaningfully long-term relationship.

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spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

BlackIronHeart posted:

I'd default to the standard Apocalypse World advice when it comes to doing any Move; only do it if the consequences are interesting.

I'd probably have to dig up a direct quote, but I'm not sure that's the case RAW; the only time what counts as triggering a move is specified that I can remember explicitly mentions you can't do something that's a move without also making a move. It might be on a page I've missed. Certainly it seems sensible to say "this would be the 11th time that Bob's stormed off in his car because he had sex so we'll stop doing that unless something changes in their relationship", but I was hoping to find a neat mechanical interaction I'd missed.

Mr. Maltose posted:

Think of it like a TV show, where even people in long established relationships only occasionally have moments that the narrative focuses on those relationships.

Also, like, capital M capital I Moments of Intimacy don't happen constantly even in real life.

Yeah, this approach makes some sense; describing a three-month time-gap with implicit boning/cuddles isn't really the same thing as saying "and then Kanada and Maria head upstairs giggling" mid-scene. That said I'm not sure moments of intimacy need to happen constantly to be a potential issue; I'd be surprised if there was a long term relationship where there wasn't anything that'd count as a moment of intimacy in a couple of weeks of living together. It seems like the best fix is to append "happens on camera", which I suppose is implicitly the case for most moves.

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