I didn’t know about that take on Discern Realities… yeah, that seems like a super useful way of approaching it. The fact that they have to rebuild their social bonds when they mess up their relationship with each other is very intriguing! I do enjoy PbtA PC conflicts in other game a lot, though. I’ve been holding it that between PCs things need to be resolved mostly via rp for DW. Those intra-party mechanics are super interesting. I think that’s pretty much everything? There’s some stuff from Codex and the Discern Realities Annual that I’ll use, but that’s sort of more on a case-by-case basis I can’t think of anything that fundamentally changes how my table plays vs one running stock DW. They’ll do it, but they’re going to hold it against you erase any bonds you have with the PC.On a 6-, mark the ability used, and they decide how badly you offended them and choose 1: If they refuse, they must erase any bonds they have with you and reveal how they could be convinced (if they can be they might not).If they do it, they mark XP and take +1 forward.… +CHA to convince, charm or manipulate themįor NPCs: on a 10+, they name their absolute minimum price on a 7-9, they name a price they could live with on a 6-, mark the ability used, and prepare to be milked for all you’re worth.įor PCs: on a 10+, both on a 7-9, choose 1: When you want something from someone that they don’t want to give up, make your case and roll… We also have a lot of player disagreement in our group, so I hacked Negotiate (Parlay) to contain a PvP element, based on Apocalypse World and MOTW: Negotiate or Manipulate (On that note, the new culture generation rules for Freebooters I think are going to make this a lot of fun, generating heritage moves). I’ve also been working on hacking in a heritage system like what is talking about, but we haven’t quite got there yet. We’ve also added Defend back in, because we weren’t sure why it was taken out, but have found no one really triggers it very often. I’ve also added the Discern Realities questions back into Perceive, which didn’t have any set questions, and basically using version of it, where the questions are part of the trigger (which I think is so much better). We’re trying that out to see how folks feel about it, and will switch back if it feels OP. We’ve switched back to DW’s method of healing over night (regain half your max XP rather than gaining 1+CON ) because one of my players wasn’t having fun because she had a -2 CON and thus only ever got 1 HP back at a time. On top of those, I have a few of my own house rules. More robust rules for Followers (hirelings). Bonds work differently, and so do heritage moves, as does travel (since the game emphasizes traveling more). My ongoing campaign is using the playtest rules for Freebooters on the Frontier 2E, so starting with those differences: random character generation, a lot more involved shared world building, a lot more OSR-isms and “emergent” play, much squishier PCs and more dangerous monsters, higher chance of character death (no Last Breath move, which I kinda miss sometimes), ability damage, luck … other things but I can’t list 'em all and that I think covers the big stuff. So that’s basically Mathias World… but what additions and alterations do you use as go-to’s? I’d be curious to know (and maybe lift for my own kit).
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