I'm hoping my previous thread went as ignored as it did because I didn't include a tag in the subject indicating what it was about... and said almost nothing inside the post as well.
Like everyone else, it seems, one of the things I love about AW is that it has a very cool, basic, flexible structure. It's not that this game takes a low amount of WORK to hack, but that the rules text makes it so obvious how to pull parts out and change them or replace them.
So anyway, I've started idly working on a hack to do a Wraith-esque (that is, a game in which the PCs are spirits of dead humans, a la White Wolf's Wraith: the Oblivion) game. I started by making up some new stats, then I attempted to write a playbook for a character type but when I got to the part about picking moves I had to stop. It seemed clear I needed some Basic Moves before I could figure out moves for a particular playbook. And then I got a little stymied on the Basic Moves. But anyway! Here's what I've got so far. I'd love feedback or input from anyone who's interested.
, meaning spry, fast, nimble, and in-tune with the world of the livingDead
, meaning numb, tough, unyielding, and in-tune with the, yeah, world of the deadPassionate
, meaning fiery, volatile, angry, joyous, and in-tune with your creative-selfSpiteful
, meaning hateful, strong, violent, ruthless, and in-tune with your destructive-selfCentered
, meaning focused, calm, thoughtful, zen-like, and in-tune with your higher natureTies
, meaning connections and shared history with other ghosts
Ties is basically renamed Hx (and I'm not totally stuck on the names of ANY of these yet) but the rest don't have direct analogs to any of the standard AW stats.
the moves I have so far I'm even less convinced about (except for the first one, which I feel is pretty solid) and the last two I haven't even thought of any mechanics for at all yet... but still, i offer them for consideration...
:Communicate with the living
When you communicate with the living
, roll+quick. On a 10+ choose 3. On a 7-9 choose 1:
Hold your form together
- They can see you
- They can hear you
- They aren’t terrified
- You convey your message clearly
When you try to hold your form together
, roll+dead. On a 10+ you are rock solid and unalterable, eternal as death. On a 7-9 choose: either suffer harm (as established) but hold your form, or suffer form breakdown and go unharmed.Adapt your form
When you want to adapt your form
to new circumstances, roll+passionate. On a 10+ choose 3. On a 7-9 choose 1:
Destroy something beautiful
- Hardened form: +2armor
- Dangerous form: +2harm
- Harmless form: take +1 ongoing when you communicate with the living
- Fluid form: take +1 ongoing when you remember who you are
- Destructive form: take +1 ongoing when you destroy something beautiful
- Calcified form: take +1 ongoing when you hold your form together
- Regenerative form: hold 1. Spend at any time to reset harm to 6:00, then lose this form
- Standard form: lose all adapted forms and heal 1 harm for each.
When you try to destroy something beautiful
, roll+spiteful.Remember who you are
When you need to remember who you are
I have a few other thoughts as well that I haven't written down before yet. Such as I suspect I will probably base the equivalent of "passions and fetters" from Wraith on AW gigs and probably call them something like "chains." It seems like it should work quite well. After all, gigs are something that can give your character a useful, spendable resource, but can also complicate your life, especially if it goes wrong. A ghosts continued attachment to, say, his house, where he died, could function similarly. If you spend some time hanging around the house, you may get points of some kind of resource (which I haven't thought of a good name for yet) but it could also create problems.