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Impermanent
Apr 1, 2010
Everybody makes a runner. Faces, Deckers, Street Samurai and Rigger players all make also make a corp per player. Magician, Shaman, and Adepts make up magical setting details.

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Impermanent
Apr 1, 2010
Those are good distinct categories but I don't think that "generation" works because it implies that that these are ordered by chronology, which isn't the case. Monsterhearts, for example, was actually published before Dungeon World, which solidly belongs in the second tier.

I like the distictions because they essentially describe whether or not a work is dominated, pressured, or inspired by AW, but those terms are likely to get muddled.

Impermanent
Apr 1, 2010
The point behind all the gear worship in SR in terms of tone, which is what PbtA game is all about, is that is illuminates the complete corporate control of society. Spergin' around with hundreds of gear-checks and items completely misses the point - PbtA games are always about what the characters can do, not what their equipment is.

I think what you would need is a move like this:

When you try to buy a piece of equipment, roll +Contacts. On a hit choose 3, on a 7-9, choose 2, on a miss, choose 1.
- You don't attract unwanted attention.
- You find what you're looking for at a price you can afford.
- The item's brand name is known for a quality of your choice, +Quality.
-The Item's brand name doesn't have a well known drawback.

If the item's brand hasn't been introduced in your game yet, you now owe that company 1 hold. (which we're presuming the MC uses to make moves with that company.)

Impermanent fucked around with this message at 20:25 on Aug 13, 2015

Impermanent
Apr 1, 2010
Yeah, in Dresden Files the wizard is basically a noir detective with magic. The wizard in Urban Shadows has exactly the same sort of thing going on.

Impermanent
Apr 1, 2010
Basically, MotW is Buffy and Urban Shadows is The Wire (Or Breaking Bad) with vampires.

Impermanent
Apr 1, 2010

Boing posted:

This is great advice. But I worry that this sort of approach leads to everyone playing their own little minigames independently of each other, and not really working as a team as if they were part of a DW-style adventuring party. Is that just one of the risks inherent in going AW-style?

This is actually the difference between good and bad hacks of the system. If you want people to work together in the *World system they'd better be doing it to advance their individual agendas. It's not really designed for team-play like Dungeon World and others try to push towards.

Impermanent
Apr 1, 2010
PBtA is a perfect choice for a magical girl game as long as that magical girl game is taking most of its cues from Madoka.

Impermanent
Apr 1, 2010
Under Hollow Hills looks real good

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Impermanent
Apr 1, 2010

Glazius posted:

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)

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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