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Post by vyrrk on Mar 28, 2018 13:39:47 GMT -8
So I have been reading a bunch of the PbtA games. And it seems that all of them have basic rules that more or less follow the following...
Fighting (ie Kicking Ass, Directly Engage a Threat) Defend Help
Persuasion (Manipulate someone, Provoke someone) Perception/Investigation (Investigate a Mystery, Asses the Situation) Insight (Pierce the Mask)
So my question is, do any of the basic moves really stand out to you? Personally, I really like the Dungeon World move HacknSlash. You can inflict damage or inflict 1d6 MORE damage but then suffer damage in return. I also love Pierce the Mask from Masks.
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hoobuk
Apprentice Douchebag
Posts: 80
Preferred Game Systems: PbtA, D&D 5E, Savage Worlds, WoD20, Cortex+
Currently Playing: Vampire Dark Ages 20th Anniversary, D&D 5E, Pathfinder
Currently Running: Monster of the Week
Favorite Species of Monkey: Capucin
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Post by hoobuk on Mar 30, 2018 7:33:01 GMT -8
I forget the name of it, but I really like how Dungeon World does the avoid danger move (it might be called Avoid Danger) where you roll the stat relevant to how you try to avoid it.
My personal favorite is Monsterhearts' Turn Someone On. I love that you can't control what your teen monster feels, only how they react to it. It's so subversive to typical RPG conventions.
Another favorite is in Masks : Unleash Your Powers. It's so fun to know that it's not perfectly controlled.
Oh, and I also love the Use Magic move in Monster of the Week. Covers so many things in such an easy way.
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Post by kurtpotts on Mar 30, 2018 11:20:17 GMT -8
Defy Danger When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it... • ...by powering through, +Str • ...by getting out of the way or acting fast, +Dex • ...by enduring, +Con • ...with quick thinking, +Int • ...through mental fortitude, +Wis • ...using charm and social grace, +Cha I actually realized I was under-using this move. Just clearly state the stakes and that's the danger. Especially useful when you want to talk someone into something, but don't have leverage for Parley.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Mar 30, 2018 12:55:52 GMT -8
I don't know if there is a term for this type of move, but you'll find it in some of the games... a generic catch-all. Defy Danger is that for Dungeon World. I think it's useful to know that you can default to this when someone tries something crazy. Like if you try to attack the dragon, the D&D player may think "OK, that's a hack and slack move", but no, motherfucker... that's a fucken Dragon. I'd make you roll some Defy Danger cause that bastard isn't gonna let you even come close to him before doing some preventative adventurer-mutilation. Sneak around the hobgoblin camp? If you are a thief you have a move for that, and the stakes are lower (a miss might be stepping on a twig, and the hobgoblin scout looking around for the noise). But if you ain't some sneaky ass thief? You roll some Defy Danger, and a miss is the hobgoblins hearing you and preparing to stab you without you being aware. (Might all depend on fiction and other unquantifiable bullshit.) My favorite move? Innovate in The Warren: I love that this normally comes up in unexpected moments. In one game someone was referring to The First Rabbit, which is sort of the analog for our earliest ancestor / god: "Well, The First Rabbit certainly wouldn't approve of that course of action." GM: "Hmm... sounds like you're speaking for the first rabbit. Roll Innovate." They succeeded... we created religion. In a game I was running we had a rabbit dictatorship starting to take place, and one of the small (PC) rabbits was pushing around some other senior rabbits, that were not on the "inside" team. We rolled innovate and created a "Bully someone above your station" move. I love that move. Note that on a miss, you just tried to do something rabbits can't do... and now won't be successfully able to do moving forward. I like that it has a built-in "No, you can't just keep trying" wording.
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Post by vyrrk on Mar 30, 2018 14:01:01 GMT -8
My favorite move? Innovate in The Warren: I love that this normally comes up in unexpected moments. In one game someone was referring to The First Rabbit, which is sort of the analog for our earliest ancestor / god: "Well, The First Rabbit certainly wouldn't approve of that course of action." GM: "Hmm... sounds like you're speaking for the first rabbit. Roll Innovate." They succeeded... we created religion. In a game I was running we had a rabbit dictatorship starting to take place, and one of the small (PC) rabbits was pushing around some other senior rabbits, that were not on the "inside" team. We rolled innovate and created a "Bully someone above your station" move. I love that move. Note that on a miss, you just tried to do something rabbits can't do... and now won't be successfully able to do moving forward. I like that it has a built-in "No, you can't just keep trying" wording. What a super cool idea! I've never even heard of The Warren. Is it a "Watership Down" rpg?
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Mar 30, 2018 15:20:24 GMT -8
I've never even heard of The Warren. Is it a "Watership Down" rpg? Exactly that.
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Post by ericfromnj on Mar 31, 2018 6:43:18 GMT -8
I like comfort and support someone along with pierce the mask.
They are moves about interacting.
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Post by joecrak on Apr 2, 2018 6:43:39 GMT -8
Turn someone on. It's the best. Feel and suffer your feelings!
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Post by kurtpotts on May 29, 2018 7:24:28 GMT -8
I got to run Monster of the Week over the weekend and my new favorite basic move is Use Magic. I'm super tempted to write a variation of it to replace the spellcasting moves in Dungeon World.
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