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Messages - Mike Sands

Pages: 1 [2] 3 4 ... 26
16
Monster of the Week / Re: More Weirdness for MotW
« on: August 22, 2016, 07:55:33 PM »
If I can I will playtest these as soon as I can gather some friends, by chance I was already wanting to do a more investigative style, (I usually do). I will let you know what my group thinks, if and when I can get them together.

Great! I'd love to hear how it goes (if it works out).

17
Monster of the Week / Re: More Weirdness for MotW
« on: August 22, 2016, 07:16:35 PM »
I was trying to not make it combat focused, which I hope comes through.

18
Monster of the Week / More Weirdness for MotW
« on: August 21, 2016, 03:18:35 AM »
I've created an experimental document with some rules tweaks for playing games with a focus on investigating weirdness rather than just hunting down monsters.

You can grab it from the MotW site.

Fair warning: this is all un-tested. Id love to hear how it goes if you give it a try.

19
Monster of the Week / Re: Need Help in Character Creation
« on: May 04, 2016, 07:39:50 PM »
I guess the Snoop playbook works best (especially when I can take other Hunter's moves), but I am very interested in the character's Wealth.  How can I simulate Wealth?  A Custom Move?  Hand-waving by the Keeper?

Well, given that shopping and prices aren't really a thing, you could just say the character is wealthy and leave it at that. If you want some specific mechanical benefit, then a custom move is the way to go.

20
Monster of the Week / Re: Need Help in Character Creation
« on: April 30, 2016, 06:54:56 AM »
Amongst the extra official playbooks is The Snoop, who is a journalist along the lines of Kolchak. That might suit your idea. You can grab that from my website: http://www.genericgames.co.nz/files/MotW_Revised_Extra_Playbooks.zip

It might be that you are trying to pack a bit much in before play, however. It might be worth taking something that is mostly right and let other aspects develop in play, as you level up and can take extra moves and rating points.

21
Monster of the Week / Re: The Wronged Berserk Question
« on: April 03, 2016, 09:15:59 AM »
Right, plus you can't use the harm moves (on page 212 of the revised edition) that would normally affect a hunter.

22
Monster of the Week / Re: Question: Unquenchable Vitality
« on: January 16, 2016, 04:48:49 AM »
Yes, it could be used that often. I imagine that the hunter might need to take a few seconds of concentration to focus their magic as well - but it's always up to you how it should work in your game.

23
Monster of the Week / Re: Question concerning "Read A Bad Situation"
« on: September 11, 2015, 08:43:10 AM »
Munin has it exactly.

24
Sorry, hadn't checked in for a while.

The others by me you can get on the genericgames site and/or the reinforcements package on drivethru are all official, yes.

The only change to the hunter playbooks in revised is the experience section, so you can happily use the old ones as long as you remember to ignore what the playbook says about marking experience.

The Luchador is semi-official, in that I've given it out to some purchasers and I worked closely with Reid San Filippo drafting it. Reid's other hunters are great too, so although unofficial they are all worth checking out.

25
Monster of the Week / Re: Advanced moves?
« on: August 08, 2015, 07:53:56 AM »
That's it.

The new 12+ results for each basic move are on page 122 of the revised edition.

26
Yes, still on - I've sent you an email with a link for it. I did notice that I haven't updated the Action Scientist for the revised edition yet (this affects the experience section). I'll post here when I have a revised version for you.

27
Monster of the Week / Re: What do Allies do?
« on: June 09, 2015, 03:05:17 AM »
Yep!

28
Monster of the Week / Re: What do Allies do?
« on: June 08, 2015, 03:46:15 AM »
In fights, just describe them doing their thing. If it's established, add their harm to what a hunter is doing with their weapons (and an ally will just do an amount of harm based on their weapon and abilities).

If the hunter rolls a miss, harming an ally is a perfectly reasonable way to respond.

Also look for opportunities to have allies make things harder: e.g. "you can either take an easy shot at the monster or protect your ally, but not both"

29
Monster of the Week / Re: What do Allies do?
« on: June 05, 2015, 02:44:52 AM »
The Keeper gets to control allies, using their motivation to guide what they do. Normal Keeper moves should cover most things that an ally would do.

I wouldn't suggest treating them just as a way for the hunter to roll a move, or as gear, but keep their essential humanity first. These are people who have chosen to help hunt monsters, but they still should react as a normal person would in that situation. The main advantage for hunters is the ability to send them off to do other tasks, as well as extra bodies on their side in a fight (controlled purely by normal Keeper moves and the results of hunter moves).

Regarding harm capacity, as normal humans (usually), allies the same harm capacity as other normal humans or hunters.

30
Sure!

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