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Post by Forresst on Aug 2, 2013 0:12:43 GMT -8
Ok so... what are we using to make Bushido/Seppuku/Haiku World? What is the special move? What do we use as the "classes"? Fighting styles? Clans? Jobs?
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Post by guitarspider on Aug 2, 2013 1:44:23 GMT -8
I believe Clans and families could work well as race moves, like in DW. The playbooks should be the school archetypes of the clans: Shugenja, Bushi, Bard, Courtier etc. Then have clan be the race move, with some playbooks more limited than others (Bard -> Lion while Buhsi -> every clan). For the families we can have extra move lists depending on which was chosen?
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Post by guitarspider on Aug 2, 2013 14:33:21 GMT -8
Now that I have some time, let me elaborate a bit:
Clan-based playbooks would only include a number of moves, the majority of the moves would be based on the player choice between the "classes" anyway. So we'd either have huge lists with useless moves on the charsheet (only 1 of 4 options for each clan would be used by any one character) or we create extra playbooks for the "classes". But then again, I believe the class playbooks would be those players refer to most often.
So I suggested "class" playbooks as base. Depending on how much we want to do with the clans, we can have their moves on the character sheet (if we have very few clan moves) or we can have extra clan playbooks that would be quite short compared to the standard playbooks, but list a family move and maybe more moves that can be picked on advancement.
An example just in case I'm not making sense:
I want to play a bushi and I figure he's a Lion. I look at the clan section of the bushi playbook and pick "Lion Clan: Akodo School. Raise your agility by one. If you calmly asses your situation during battle, take +1 forward on Hack and Slash" [Obviously move pulled out of my behind and H'n'S would be called kenjutsu or whatever]
If we have an extra playbook for the clan we could make the first move "Pick your Family (various benefits)" and then have 5 moves that maybe correspond to the technique ranks for each school and maybe 2 or 3 general Lion moves. Of course extra playbooks are not very elegant, but it will probably only be one page and it would allow us to do more without overloading the base playbook.
Maybe this would be a good time to open a separate thread though?
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maxinstuff
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Post by maxinstuff on Aug 2, 2013 17:01:39 GMT -8
So HyveMynd - have you decided it will be Japanojizm World: In and around the mouth?? And what manner of assistance do you need? If you are doing it for an established setting might I suggest putting together a list of all the 'stuffz' you would need (various playbooks etc.). An Obsidian Portal page might be a good place to do this - as you can invite 'players' who can edit and create entries.
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D.T. Pints
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Post by D.T. Pints on Aug 3, 2013 21:52:08 GMT -8
I still hope BloodPartridge will consider doing a Fallout hack for AW...aren't they pretty close to being the same already?
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maxinstuff
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Post by maxinstuff on Aug 4, 2013 1:45:24 GMT -8
I still hope BloodPartridge will consider doing a Fallout hack for AW...aren't they pretty close to being the same already? Goddamit it's BloodSwallow. Moron. *sigh*
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Post by Forresst on Aug 4, 2013 15:57:14 GMT -8
Hey! You be nice to Bloodseagull!
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Post by Skizzle on Aug 5, 2013 14:06:14 GMT -8
Actually, the design team admits it is primarily Nippon, but draws upon other East Asian cultures, such as China, Korea, Mongolia, and India. And to boot, we have Burnng Sands, which is Arabia. Glad to see you admit Savage Worlds is the best.
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HyveMynd
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Post by HyveMynd on Aug 7, 2013 19:11:17 GMT -8
It's been a while since I posted here due to real life cramping my style. I'm still keen to do Bushido / Haiku / Seppuku World though. No worries. I'd thought about having two playbooks per character for another hack I'd been kicking around, guitarspider. It was a Vampire: the Requiem game for Monsterhearts, so everyone would be teenaged vampires. Heh. The playbooks were divided between Clan (your bloodline or family) and Covenant (political affiliation). I think we could do something similar for Japanogasm World. Basically yes. You'd have your Clan/Family playbook and your "class" playbook (class doesn't seem like the appropriate word here though). In addition to providing Moves evoking how your clan is perceived and operates in the setting, your Clan/Family playbook would also dictate what class playbook you could choose. For example, only players choosing the Dragon Clan playbook could then choose the Togashi Tattooed Order playbook, and only the Scorpion Clan would have access to the Shosuro Infiltrator playbook. Of course the Bushi, Shugenja, and Courtier playbooks would be available to every clan. Your Family (chosen from your Clan/Family playbook) could also provide you with a choice of stat array. Dungeon World is a little different to other AW-based games, as it allows players to assign six set values however they want between the sex stats. Other games usually have a number of stat lines, four or five per book, that are specific to that playbook alone and usually highlight the important stats for that character. For example, the Spooky from Monster of the Week is all about psychic powers, which use the Weird stat. All five available stat line choices have Weird at +2 (the highest possible) while the other stats (Charm, Cool, Sharp, and Tough) vary. I really like this as new players know right off the bat what stat is important for what playbook, and what stat the majority of each playbook's moves will use. If we make separate playbooks, we'd need (at bare minimum) 8 Clan/Family playbooks and 3 class playbooks (Bushi, Courtier, and Shugenja) for 11 total (15 if we make the special Monk and Ninja class playbooks). I'm wondering if it will be a pain in the ass to work two playbooks at the same time, though. The other option is to make a single playbook for each Clan/Family and Class combination. Meaning we'd have 26 playbooks (8 times 3, plus 2). That's a lot! Depending on how long the Clan/Family moves and abilities are, we could include them in the Class playbooks. Similar to the Race and Alignment options in Dungeon World character sheets. Of course, as usual, I'm putting the cart before the horse. Probably the first thing to do is nail down the game's Agenda. Nearly all AW-based games have an agenda that the GM follows, almost always consisting of three bullet points. These are the overall elements the GM should focus on to help keep the game and the setting consistent. The Apocalypse World Agenda is: - Make Apocalypse World seem real.
- Make the players' characters' lives not boring.
- Play to find out what happens.
The Dungeon World Agenda is: - Portray a fantastic world.
- Fill the characters' lives with adventure.
- Play to find out what happens.
The Monster of the Week Agenda is: - Make the world seem real.
- Play to see what happens.
- Make the hunters' lives dangerous and scary.
The Monsterhearts Agenda is: - Make the PCs' lives not boring.
- Make the PCs feel unaccepted.
- Keep the story feral.
When running the game, the GM is meant to keep the game's Agenda in the front of their minds. Everything the GM does, every GM move they make, should fall under one of the agenda's points. It's a way to remind the GM what the game is about, and helps keep them on track. You'll notice that nearly every agenda has some variation of "Play to find out what happens". That's not by accident. It's the AW philosophy of not pre-planning stuff to throw at the player character. So, thoughts on what the Agenda for Samurai World should be?
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maxinstuff
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Post by maxinstuff on Aug 7, 2013 20:43:10 GMT -8
They are all fairly similar :/
I'm guessing something along the lines of:
> Make Japanojizm land of hope and wonder world feel dangerous > Play to see what happens > Write haikus about your (possibly short) adventures
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Post by guitarspider on Aug 8, 2013 0:47:43 GMT -8
The agendas are more varied than they seem, but I guess that only really shows in play. The small differences matter, because the agenda is about what makes L5R feel different in play than, say, D&D. For L5R "Make the world seem hierarchical/socially stratified" would seem appropriate. Maybe honor should feature as well, but that may be better for special moves or a mechanic.
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HyveMynd
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Post by HyveMynd on Aug 8, 2013 3:43:21 GMT -8
The Agendas are at the same time both similar to, and different from each other. How's THAT for some hippie bullshit, maxinstuff? I'm liking the "stratified society" seed you suggested, guitarspider. I'm thinking that Honor should actually be a character stat (and so could be rated from -1 to +2 or even +3), possibly even divided into tiers (Low Honor, Average Honor, and High Honor, for example). Much like Hx in Apocalypse World, I'm seeing a mechanic where increasing your Honor above the maximum rating bumps you up to the next tier at the lowest rating. Conversely, reducing your Honor below the minimum you bump you down to a lower tier at the highest rating. For example, a bushi with Honor +2 in the Low Honor tier increases his Honor. Instead of going to Honor +3, he goes to Honor -1 but steps up to the Average Honor tier. Or a bushi with Honor -1 in the High Honor tier loses Honor. He drops to Honor +2 in the Average Honor tier. That allows up to have a lot of honor levels without breaking the math of the game with huge die bonuses. Because the dice mechanic is just 2d6, a +2 bonus is substantial, while a +3 bonus is absolutely massive. Honor would have Moves associated with it, such as resisting temptation, as well as others which have flown out of my head right now.
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D.T. Pints
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Post by D.T. Pints on Aug 8, 2013 7:49:42 GMT -8
So :
1. Make the PCs know that Honor is Everything 2. Make the World Hierarchical 3. Die Gloriously, Whispering Your Death Haiku, From Red Bloodied Lips
The bonds ideas in would really shine in creating relationships of honor/dishonor amongst the PCs.
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Post by guitarspider on Aug 8, 2013 12:29:29 GMT -8
I think honor should have even more impact on the game than the bonds have. Maybe even as invasive as the Monsterhearts strings, which can be used to help or hinder other players, teenager style. Obviously that's not appropriate for honor, but I'd like us to come up with something new that has a real mechanical impact on the game (bonds direct rp, but have no actual mechanical impact beyond xp). Though I can't currently think of something worthwhile tbh, maybe one of you has an idea? I'll have to do some more L5R reading...
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Post by guitarspider on Aug 8, 2013 13:02:50 GMT -8
So : 1. Make the PCs know that Honor is Everything 2. Make the World Hierarchical 3. Die Gloriously, Whispering Your Death Haiku, From Red Bloodied Lip 3. belongs playerside, not on the GM agenda, but I really like 1 and 2. Maybe we can turn 3 into a Gm principle: Make your players prepare death haikus as often as possible
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