Tuesday, March 6, 2018

Yesterday, I talked through Agenda / Principles / MC moves, as well as some moves that I want to use to steer the...

Yesterday, I talked through Agenda / Principles / MC moves, as well as some moves that I want to use to steer the conversation.

This also gave us stats that matter:
-- Credits. money is important to this game.
-- Size of crew
-- Cool, or how often you'll take consequences. Use as a standard "under fire" move, and to dock your ship.
-- Tough, or how much hardship you can suffer
-- Empathy, or your connection to individuals.
-- Connection, or your sense of belonging to community(s)

Today, basic moves for each one!
When you look for something of value, roll +Credit spent. On a 10+, you find it. On a 7-9, you find it but choose a complication.

[ Money is ablative. ]

When you lead a crew on a job, roll plus size of crew. On a 10+, you do it. On a 7-9, choose: you and your team escape but don't get any of the money, or you must take a consequence but get the reward On a 6-, prepare for the worst.

[ The standard thing you do with a crew is a job. Maybe it's PCs, maybe it's all NPCs. Either way, the bigger the better! ]

When you do something risky, roll with Cool. On a 10+, you do it. On a 7-9, choose a complication.

[ This is a real standard move. Notice it grounds the fiction in complications. I imagine there being a pretty standard set of, like, five. ]

When you stand up to a bully, roll with Tough. On a 10+, choose two. on a 7-9, just choose:
-- If they stop the behavior, they gain XP
-- If they don't stop the behavior, they mark Jaded.

When you spend time one on one with a person and really connect, roll with Empathy. on a 10+, choose two. On a 7-9, just one.
-- You form a bond. Until you treat the person as a mere means, or they get brain weasels, they'll act in your interest when it does not conflict with their own.
-- Ask the MC, "How can i help her?"
-- Ask the MC, 'What does she want?"

[ Modeling friendship is hard. ]

When you Fit yourself into a community, roll with Connection. On a 10+, choose two. On a 7-9, just one:
-- You belong there. So long as you act in the communities interests, it will act in yours.
-- You meet someone significant in the community.
-- You remove a harm from yourself and someone else in the community.

[ Modeling community is even harder. ]

These are some ideas, folks. Hot off my brain that insists writing these thigns down is a good idea. Be gentle.

Monday, March 5, 2018

At the start of the session, pay 1,2, or 3 credit for your lifestyle.

At the start of the session, pay 1,2, or 3 credit for your lifestyle. If you are responsible for a crew including NPCs, pay 1 more for them, too.

When you do something risky, roll with Cool. On a 10+, you do it. On a 7-9, choose a complication. On a 6-, prepare for the worst.

When you lead a crew on a job, roll plus size of crew. On a 10+, you do it. On a 7-9, choose: you and your team escape but don't get any of the money, or you must take a consequence but get the reward On a 6-, prepare for the worst.

Docking Issues
When you bring a spaceship in under shitty conditions, roll plus Space. On a 10+, you do it. On a 7-9, choose two complications. On a 6-, your ship is a wreck and the MC starts from there.

Complications:
-- Harm: Distribute 4 harm between you and your crew. You must take at least one.
-- Stress: Distribute 3 stress between you and your crew. You must take at least one.
-- Intentionally allow others to suffer: Take 2 Jaded, and the MC will tell you who is harmed.
-- Your ship is damaged (triggers Docking Issues later)
-- Someone onboard is seriously wounded (GM will decide which)

Suffering
When you take five harm, you're dying. Roll plus Tough. On a 10+, you're conscious, though only barely. On a 7-9, you see what lies past death -- the MC will describe when you next wake up. On a 6-, you go to seek a great perhaps.

When you take four stress, life is terrible and gross. Roll plus .. Empathy. On a 10+, you deal with it well enough -- erase a stress. On a 7-9, suffer a complication.

When you take three jaded, lose your moral compass. Roll plus Connection. On a 10+, you keep your cool -- erase a jaded. On a 7-9, describe to the MC who you hurt and how.

Healing
When not under a doctor's care, you can spend credit one for one to heal. It takes one day per harm.

When not surrounded by friends, you can spend credit one for one to blow off stress. It takes one hour per stress.

When not under a priest or Jedi or whatever's care, you can spend a day's of service to reduce your jaded.

Agenda

Agenda
-- Make the galaxy seem real
-- Make the players' characters's lives evocative
-- Play to find out what happens

Principles
-- Barf forth blaster & ship: technojargon, cost, beauty, blood relationships
• Address yourself to the characters, not the players.
-- Think big: galaxy spanning threats, ships, beasts!
-- Think small: Everyone is related
• Make your move, but never speak its name.
• Name everyone, make everyone human, make everyone mortal.
• Ask provocative questions and build on the answers.
• Use intermittent rewards and punishment.
• Be a fan of the players’ characters.
• Think offscreen too.
• Sometimes, disclaim decision-making.

Moves
- Activate a downside.
- Make them pay.
- Make a threat move (from one of your threats).
• Inflict or exchange harm (as established).
• Announce off-screen or future badness.
• Put them in a spot.
• Take away their gear or damage their ship
• Enact their ship or gear’s downside.
• Tell them the possible consequences and ask.
• Offer an opportunity, with or without a cost.
• Turn their move back on them.
• After every move: “what do you do?”

Me: The highest value we see is 112% in November.

Me: The highest value we see is 112% in November.
Them: But he was at 109% in February
Me: Yes?
Them: But you said the only time he was higher than 100% was in November.
Me: ... I'm sorry, I seem to have miscommunication.

Today: 219.3

Today: 219.3

Up a bit. That's what I get for doing a 5k, walking 5+ miles, and then eating too much thai food.

Eh. I expect it'll go down in the next few days. I'm not too worried.

Are you, my friends?

Remember, the stakes for this one are crowd sourced and due before Camp Nerdly.

Sunday, March 4, 2018

There's this game I almost wrote.

There's this game I almost wrote.

Like Traveler, you have a constant downward pull on your finances. If you don't keep those stabilized, bad things happen. That's the constant downward pull.

When you go out and get money, it's stressful. And you need to go spend money with your friends to relax. That's a counterforce.

Lastly, when you ignore the suffering of others, you become jaded. To solve that, you need to do work for a community.

I got this like 80% of the way there, then got busy. The players invent their stuff, relationships, and where they hang. I really like some parts of it.

Every half-decade or so, I try to read Vinge's Fire Upon The Deep.

Every half-decade or so, I try to read Vinge's Fire Upon The Deep.

I got twenty pages in this time. I guess I'll try it again in a few years when the feeling of distaste isn't so strong and someone recommends it strongly again.

I dislike Vinge's style of writing so much. I've read some of his other works, and it always seems like work to read.