Solar Wind and Sales.
Reworking a couple of playbooks. I'm moving the Master of the House to be opposite the Fence such that your crew either can move booty or has a bar. Hard choice. These both focus on Trade.
That frees up the constable, who never quite jelled. Instead, I'll put that opposite the Shipboard AI and rename it the crewer.
The Shipboard AI has some pretty extreme near MC moves, like telling people they should roll, interpreting a 6-, and telling people to mark XP. I'm hoping to create a fog, where the AI and the MC have overlapping responsibilities. Eventually, I'd like to get rid of the MC altogether but that is for another time.
The crewer, though, is simple. You mark XP for solving problems with kindness. When someone does something shitty, you can have a conversation to talk them through it. You can call for people to settle their differences, and welcome new comers.
Open to ideas!
Monday, June 5, 2017
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You might also make MoH and Fence be different emphases rather than a choice between two independent functions.
ReplyDeleteJust sayin' ... on Deep Space Nine, I don't feel like the player group had to choose between Quark either running a bar or fencing goods.
Also, the Crewer should have zero inherent shipboard authority. I insist that it be a role that can be played by a greenie mess attendant.
ReplyDeleteDon't worry, Tony Lower-Basch: One of the suggested names is Ishmael.
ReplyDeleteI have some thoughts about how you might rearrange the handouts, but I'll keep my peace until we've had a another session or two at the table. If you're interested, I can pass my suggestions along at that point.
ReplyDelete"If you're interested in professional feedback ... "
ReplyDeleteYes. For sure, Steve Segedy!
The names you choose for the playbooks are so, so important. "Crewer" means nothing to me.
ReplyDeleteHuh. I'll think on that. Most of the names are probably a little ... eccentric ... right now.
ReplyDelete"Heart"
ReplyDelete... or Soul.
ReplyDelete... and then rename the Shipboard AI to ship's Intelligence.
.. Then one focuses on emotions and hearts, and the other focus on rules and minds.
... Huh.
Ship's intelligence also opens up possibilities like an organic whaleship type deal, or a guy whose consciousness is a symbiote with the hull, etc.
ReplyDeleteWhich is, of course, awesome.
ReplyDeleteIt also opens up the possibility for the freakishly perfect First Mate, who has all the information about everything going on in the ship at her mental fingertips because she's just that good.
ReplyDeleteThis is giving me some cool ideas for how to rename some of the playbooks, which in turn has lead to some move changes.
ReplyDeleteI'm excited to be thinking about this again.
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ReplyDelete