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Monster of the Week / Re: Newbie Questions -- Newbie Keeper
« Last post by Munin on February 26, 2019, 11:05:21 PM »
1) Yup, you got it.

2) In general, these sorts of things are handled narratively. If the amount of time it takes the hunter to break down the door is important (e.g. the monster is on the other side of the locked door attacking someone and the hunter is trying to bust in and save the victim), the I'd generally treat that as acting under pressure. The results will dictate what happens next (10+, you break through the door in time to save the victim and confront the monster, 7-9 you get a worse outcome - maybe you save the victim but the monster gets away, and on a miss, well, by the time you get through the door the monster is slain the victim and made a clean getaway.

But apart from a situation where something important hangs in the balance, if a hunter wants to bash down a door or destroy an object, consider that door bashed or that object destroyed and move on.

3) I'll let someone with more familiarity with MotW's magic system tackle this one. But as a fan of the characters, my usual approach is: "sure, why not?"

4) Generally this sort of thing is handled like gangs in Apocalypse World. You aggregate a number of creatures together for the sake of handling things in fewer dice rolls. Groups of enemies can be extremely dangerous because they generally inflict more harm collectively and suffer less (which is where weapons with the "area" tag become super useful).

5) Not really, no. Change is inevitable.

6) PbtA games don't really work that way. "Rounds" aren't really a thing. How long it takes to accomplish something is based purely on the ongoing fictional narrative. So the Mongolian Death Worm is going to kill you "soon" - can you make it to the crusty old hunter-turned-surgeon in town to get it pulled out of your body before it kills you? That sounds like acting under pressure to me. See how this works?

7) Not I, but others may.

As an aside, if you haven't already it's probably worth checking out Apocalypse World (the base game upon which MotW is based). It has tons of insights into how PbtA games are supposed to work.
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Monster of the Week / Newbie Questions -- Newbie Keeper
« Last post by sillymagpie on February 24, 2019, 03:44:38 AM »
Hello, I’m a newbie with questions about running MotW. This will be my first time as a GM for any game, and I have never played MotW before, but it looks like a good game to start with.
Here are my questions:

1) When a hunter creates a weapon, am I correct in assuming that the harm is the total of the business end plus the form? Also, how would you handle it if a hunter wants to use the handle of a weapon or butt of a gun to knock someone out?

2) How would you handle a hunter attempting to bash open a door or destroy an inanimate object?

3) For combat magic, it says pick three with at least one base. Does this mean that they can create something with more than one base? That seems too powerful—like a blast wall?

4) How would you handle a swarm? For instant, if you have three hunters and nine rats that can do 1 point of harm, and they Kick Some Ass, does each hunter take 1 point of harm for a miss, or does he take 1 point of harm for each rat on him? Does he KSA for each rat (which seems like it would take a lot of time) or can we can assume, say, 3 rats on each person?

5) Can a hunter choose not to take an advance if it is the only one left, such as retiring or creating a base?

6) How many rounds are in a minute? For example, in the MotW book, the Mongolian death worm does 1 point every 5 minutes. How does that work?

7) Lastly, does anyone have custom monsters that can be downloaded? Or a Creature Features supplement.

Thank you in advance!
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Freebooting Venus / Re: Florida AP
« Last post by Paul T. on February 02, 2019, 08:41:45 PM »
Nice to see that someone is playing this game!

I also have it on my back burner, and think about playing it now and then. I would also use the original set of rules, as you did - I don't feel as confident that I would know and understand how to apply the newer version.

Keep us in the loop about how it continues; I'm curious about that.

A note on the "spices": my understanding is that you can say what a treasure is ("spices" in this case) but still not know what it's "worth". In this case, "examining" might mean inspecting, measuring, weighing, and then selling: you should still roll to see what the spices get you on the open market, so to speak.
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Apocalypse World / Re: LE Playbooks in 2nd Ed
« Last post by Munin on January 29, 2019, 12:17:13 AM »
Awesome! From an MC perspective, the Hoarder is one of my favorite 1E playbooks, hope your group has fun with it as well!
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Apocalypse World / Re: LE Playbooks in 2nd Ed
« Last post by John Mc on January 27, 2019, 11:39:02 PM »
Thanks Munin, that lines up well with my view.  I reported back to my group and we settled on something like your suggestion.  :)
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Apocalypse World / Re: LE Playbooks in 2nd Ed
« Last post by Munin on January 22, 2019, 08:36:41 PM »
The fundamental difference in Hx between 1st Ed and 2nd Ed is that in 1st Ed you used to be able to straight up say stuff about other peoples' characters and make it true (like, "You left me bleeding and did nothing for me" or hilariously, "you are my lover"). Now you ask for people to step up to those roles. 2nd Ed also eliminates the step where you tell other people what your Hx with them is (and they use their options to change that), which means you are doing Hx in a single pass. In many cases, the switch is simply taking the options you had before and keeping them (though asking for volunteers now instead of just naming someone) and coming up with an Hx number that works for "everyone else."

Because of how the Hoarder's Hx is structured, you can't make as direct a port with this approach. But the key point about the Hoarder is, well, the hoard! Hx should be about that. As such, I might suggest something like the following:

Quote
Go around again for Hx. On your turn, ask either or both:
• Which one of you have I stolen something from to feed my hoard?
For that character, write Hx+1
• Which one of you once took something from my hoard and never gave it back?
For that character, write Hx+3
For everyone else, write Hx-1. Other peoples' motivations are less immediately materialistic, and this confuses you.

That gets across the essential weirdness of the Hoarder's (generally larcenous) relations with others. It also gives you as the MC the ability to ask all sorts of provocative questions about the circumstances of the above answers during character creation.
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Apocalypse World / LE Playbooks in 2nd Ed
« Last post by John Mc on January 20, 2019, 07:17:24 PM »
I started up a new campaign last night with my shiny 2nd edition hardback.  One of the players asked to play Hoarder and I was up for it, but when we got to Hx things got bumpy.  All the other players are using the new HX system, which doesn't involve them giving any numbers to the Hoarder, and then the Hoarder is giving numbers to everyone else they don't need.  Anyone got an idea how to bridge the gap?  Has this come up for you?  ( I imagine this affects other LE Playbooks from 1st ed)
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Freebooting Venus / Florida AP
« Last post by ColdLogic on November 21, 2018, 03:32:40 PM »
Years later, we have dusted this off to give it a second go, with spectacular results!

The PCs were:
Nanette the Blade, with grace and sword-binding.
Dr. Hughburt Starling, with necromancy and instincts.

They started high up on the balconies of a tall tower -- a highrise made of stone, except it's shaped like an enormous rib, and here hundreds of floors up it's curving to a point. They were in pursuit of The Brundlewasp, a person with the head of a wasp. It had torn its way through the apartments and tenants of the building. Unbeknownst to them, but soon to be knownst, Virk -- the 'owner' of The Brundlwasp -- was slinking up in their wake, trying to stay hidden.

Nanette tried to interrupt The Brundlewasp's ascent to the next-highest balcony, but failed. It sent her sprawling, went up, and stormed into the apartment above to continue its tear-assery. Dr Starling got a boost and intruded on the balcony; he was in the clear as long as he didn't draw attention to himself.

The apartment was nice, or would have been, but it's smashed to hell now and The Brundlewasp is in the dark somewhere tearing its tenant apart. Dr Starling sizes the situation and deduces that he'd have to lure The Brundlewasp out with bait. He jumps on the bed and makes a lot of racket. It works, of course. The Brundlewasp attacks him from darkness but he interrupts its attack by getting out of the way, confusing it for a minute. He's able to scoop it up in the bedsheets. Nanette conks it on the head while it's helpless and it curls up in a fetal position and sulks.

Dr Starling goes off to look for loot in the apartment and finds some treasure to examine later. Nanette stands over the wrapped up Brundlewasp. Virk comes into the apartment. Nanette tries to size him up but fails, inadvertantly giving away her own vulnerabilities -- her blood is still flowing freely from The Brundlewasp. Virk offers to buy back his Brundlewasp but our heros aren't having it -- they're fulfilling a promise to take it to Professor Grimwald (Doctor of Entemology and Sunspritology).

Later, our heros take an overcab -- a canister with seating for 12, except it has large bird wings and is steered telepathically by the conductor. They fly out to the Collegium Imperialis District to find Prof Grimwald. This district is characterized by spired jenga-type buildings jutting up at odd angles to each other, and everything looks both cutting edge 'for its time' but also incredibly dated these days. The professor is at The Focus, a big building with a telescope, and his orderlies take The Brundlewasp off our heroes' hands.

While there, they hear about Magpie Pollintwist (a seer/mountain witch who's always in the market for saps to do dirty work). They also get a look at, and detailed esoteric rundown about, the Starfish Nebula -- a distant space cloud where stars and blackholes are being born.

Later, they examined their treasure...

Dr Starling has enough to devote himself to pursuing his own hobbies and interests; he marked towards adding a new skill (it will be Wizardry).

Nanette the Blade had enough to lay the foundations of her estate. She bought a country parcel with vineyards, orchards, spice fields and a stream filled with fish and salamanders. Unfortunately, it's predated by a breeding pair of burnished jackals.

End of session. Was a really good game.

Notes
We played with the original playtest rules, not the 'Wicked New Direction' rules. Mostly because the playtests rules were all in one packet and I didn't want them flipping between 2 packets and getting confused. Also because I don't quite understand how the moves work in the Wicked packet (your wins, your losses, etc).

When a character wanted to boost himself up onto the balcony our monster had just ascended, I said he was likely 'intruding somewhere he wasn't expected to be'. I thought that was clever.

'Size Someone Up' says you can be sizing up 'something', not just a person, so we played it as reading a sitch. It was awkward, but not terrible.

Vincent's essay on improvising was very helpful. He mentions it in the GM section. I tried to add 'but' into as much as I possibly could.

One of the characters started with treasure, but it reads like it's treasure that's been examined already (it's some rare spices). Wasn't sure what to do with that. I told her she could have a +1 if she brought it into play somehow, which we promptly forgot about.

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nice solid edit done on first draft. added a move to the Glom Playbook.
10
Fleshed out tags, added commentary and first wave of spell check.

Added the Skeleton World rpg as an example of using the guide.

Sections to add. Gm assistance on settings, equipment  clocks, threats, fronts, maps ect.
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