The Bastard Child of the HJRP12-20 Thread
Nov 24, 2014 13:48:15 GMT -8
Post by joecrak on Nov 24, 2014 13:48:15 GMT -8
So, there's Dungeon World, which is nominally about D&D-style fantasy, and Monsterhearts, which seems to be nominally about paranormal romance. I know that a lot of AW proponents like to say that these systems are highly-adaptable, and I was wondering if you could provide some good examples of AW-based game settings that show how the molds can be broken. Incidentally, this is one of the reasons that I love GURPS so much, because there never felt like there was a mold in the first place.
I think I can provide some examples
As I mentioned before there's Brennan Taylor's Legend of the 5 Rings hack Which, starting off as an L5R lover, and going into it questioningly, I love it more than regular L5R. That all being said, the focus of that version, is heavily upon the secret love each character has, and trying hard to keep it hidden, and never let it be known. I even dabbled at trying to make the Kakita Artisan Playbook.
Of Course there's MonsterHearts, but it's not really about Paranormal romance, it's more about being a teenager and how your body is going through these uncontrollable changes. Just with a healthy bit of sex and violence, because Teenagers are stupid. This game probably is also a great example of how well the moves were changed to fit the setting.
There's Tremulus, which was made to retell Call of Cthulhu (RPG, not the Lovecraft Horror) stories, the problem I've seen of it, is that the basic moves are basic copy and Paste of Apocalypse World's moves, there's also an insane amount of Playbooks, which is odd, considering how little effort went into the Basic Moves.
Another topic on this forum is a link to Just Sentinels, which is a hack to play the Super hero card game Sentinels of the Multiverse
Star Wars World Self Explanatory, but again, many of the basic moves are almost identical to AW, but there are some great playbooks.
And then there's a bunch in playtesting that I've listened to, or dabbled in
By the Book by Mark Diaz Truman: It's based off of Gotham Central, and you play Detectives of a Major Crime Unit, investigating crimes in a city that has a Vigilante, and are trying to get restore the faith of the people in the Police department in the City. It's 4 player game, has to be, because the table is divided in half, and each player has 1 partner. When it's one detective's team to investigate a crime, the other players, play the Witnesses that are questioned. and they secretly decide and tell the MC their 'motive' in regards to the crime.
Masks by Brendan Conway: I'm in a biweekly playtest of this, It's a Teenage Superhero game based off of Young Justice and Young Avengers, you play teens, and are struggling to make your place and name in the world, while all of the Icons in the world are trying to talk you down, or get you to do things the way they want you to do them. But you're a teenager, so screw them. They don't know best. You do.
Epyllion by Marissa Kelly: Sadly I didn't get a chance to try this out yet, but It's about playing Baby Dragons, and that has me loving it.
The Sword, the Crown, and the Unspeakable Power by Todd Nicholas and Tom Josephsohn of The Jank Cast. It's a dark fantasy Political game in the style of Game of Thrones. Haven't played, but I've listened to it. and Man do I want it. Vincent Baker is working on a similar game called Apocalypse World: Dark Age.
Finally here's The Big List
The Engine is fun, and great for storytelling. But I will say what everyone tells me. Creating Moves is hard. It took me like a week or more just for the One playbook I made. and that was after all the truly hard work had been done. (though that was like the first thing I ever designed.) Balancing moves, and making sure they fit the theme of the game, is difficult. But when you get one that shines, It's amazing.