The Regiment: SOLDIER

Wednesday, December 15, 2010

The Regiment is an Apocalypse World hack about soldiers at war by Paul Riddle and me. Here's a little teaser: the Soldier tri-fold playbook PDF.



More to come! We're planning on a Q1 PDF release (for sale) next year.

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[AW] Seize by Force is a Peripheral Move

Tuesday, November 23, 2010

It took me 80+ sessions of Apocalypse World for it to sink in, but there it is. Seize by force is a peripheral move, not a basic one.

It's one of the least-used moves in the game (or it should be). The fictional actions it represents are unusual to the point of almost never happening. Virtually every situation where seize may come up is better covered by a combination of act under fire and go aggro (plus some of the optional battle moves, occasionally).

In the rare case where a character really is just charging forward to their goal with no concern for their own safety, the move works great. Maybe it should be called walk through the fire or something.

Seize also muddies the waters really badly for some players. Any time a character goes after a goal, it's interpreted as "seizing" a thing, and the move is rolled -- even when the outcomes and effects of the move make no sense for the fictional situation. The last AW game I played in was plagued by repeated discussions about whether an action was seize by force or go aggro. It was go aggro, every time (with some acting under fire sprinkled in), but the fact that the seize move was there in front of everyone turned a simple action into a rules debate. It was tiresome.

Bits in the text about "seizing the moment" or "seizing a life" confused things all the more. I know what Vincent was going for there, but in practice it's confusing as hell.

So, goodbye, seize by force! You're getting cut from the basic moves sheet. Enjoy your new company with the peripheral moves. I'll see you around some time.

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Lady Blackbird Wins GoldenGeek Award

Wednesday, November 17, 2010

Lady Blackbird has been selected as the Best Free RPG of 2010 by RPG Geek.

I'm honored to have won! Thanks to the selection committee, and to everyone who nominated LB.

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The Eye of Chaos

Wednesday, November 03, 2010

This is one of the games I'm running right now, an Apocalypse World hack for playing dark fantasy in the style of Warhammer.



The PDF has a character sheet, new basic and peripheral moves, spellcasting, and three rough character types cobbled together from AW types, Johnstone's work, and some ideas of my own. If you're familiar with AW, there's enough here to get you going if you want to try it out.

I'm pretty proud of the violence move.

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Apocalypse World: Crossing the Line

Tuesday, October 26, 2010

I'm seeing a trend in some of the custom moves people are making for Apocalypse World. Basically, some moves are "crossing the line" regarding what the players' role is and what the MC's role is. I think it's a bit of a problem, so I'm writing this post to lay out my thinking.

The Line
In Apocalypse World, the players are in charge of their characters. What they say, what they do; what they feel, think, and believe; what they did in their past. The MC is in charge of the world: the environment, the NPCs, the weather, the psychic maelstrom.

Sometimes, the players say things that get very close to the line. Usually this happens when the MC asks a leading question.

MC: "Nero, what do the slave traders use for barter?"
Player: "Oh man, those fuckers? They use human ears."


That's a case of the player authoring part of the world outside their character, however -- and this is critical -- they do it from within their character's experience and frame of reference. When Nero answers that question, he's telling something he knows about the world.

Compare that exchange with this one, which is crossing the line:

MC: "Okay, Nero, so you get the box of barter away from the slave traders and haul into the back of the truck."
Player: "Cool. I open it up."
MC: "Okay. What do you see when you open it?"
Player: "Um... uh, a bunch of severed fingers?"


See the difference? In the first case, the MC is addressing the character and asking about some knowledge he has. In the second case, the MC is fully turning over authorship of the world in-the-moment to the player, which is not part of the player role in AW.

Moves That Cross the Line
So, given that, we can look at a custom move and see if it's crossing the line. Is the move asking the player to fulfill the authorship role of the MC? In my opinion, if the answer is 'yes', it's not a good move. Let's look at some examples.

Here's a custom move from the book that approaches the line:

When you go into Dremmer’s territory, roll+sharp. On a 10+, you can spot and avoid ambush. On a 7–9, you spot the ambush in time to prepare or flee. On a miss, you blunder into it.

At face value, it might look like the player is authoring the world in-the-moment, determining if there's an ambush or not. But this move is rooted in what the character does and the effect it has. By making this move, the player isn't deciding what Dremmer and his people do, that's the purview of the MC. The move is determining how well the PC deals with what Dremmer already has in motion (i.e. lying in ambush for trespassers).

For contrast, here's a custom move that crosses the line:

When you try to deal with the rat-men, roll+hot. On a 10+, they'll listen to what you have to say. On a 7-9, they'll listen, but choose 1:- they're drug-crazed and seeing visions
- they're arming up for war on the tunnelers
- they're starving for blood and demand some right now
See how that move asks the player to author the game world in-the-moment? There's no opportunity for another player to have any say. The player says what they do, then rolls the dice, then says what the NPCs do, then says what he does about it. Not only is this crossing the line into the MC's arena of authorship, it's also a huge bore for everyone else.

In various custom move threads around the web, I'm seeing moves that cross the line like that. They ask the player to initiate the action and then also author the outcome. That structure makes for a boring move and also a confused player who's asked to do things that fall under the MC's role.

Here's a simple fix that improves that move:

When you try to deal with the rat-men, roll+hot. On a 10+, they'll listen to what you have to say. On a 7-9, they'll listen, but the MC chooses 1:
- they're drug-crazed and seeing visions
- they're arming up for war
- they're starving for blood and demand some right now

That's pretty obvious, right? Instead of the player choosing what the NPCs do, the MC does (I also dropped 'on the tunnelers' from the war choice, so the MC can decide in-the-moment who the rat-men are going to fight).

Here's another way to do it, with the player still choosing, without crossing the line:

When you try to deal with the rat-men, roll+hot. On a 10+, they'll listen to what you have to say. On a 7-9, they'll listen if you prove yourself. Choose 1:
- you consume their vile drug and have visions with them
- you give them some intel on their enemies
- you let them taste your blood (1-harm ap)

Similar choices, but all written as actions the character takes.

Hopefully that all makes sense. "Crossing the line" isn't the end of the world in a custom move, but it's something to be on the lookout for. Keeping moves on the player-role side of the line will help make them sharper and stronger in play.

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No Evil Shall Escape My Sight

Wednesday, October 20, 2010



Might have to do this as a Smallville RPG series about the Lanterns as street-level space cops. Like The Shield meets the Star Wars cantina.

Apocalypse World: Planet Athena

Monday, September 06, 2010



Roughly 3,200 terraforming colonists, technicians, scientists, corporate representatives, and military personnel arrived on LV-917 (aka planet Athena) over 30 years ago. Since then, they have received no re-supply, no support, no signals of any kind from Earth. They are abandoned and alone, left to make whatever lives they can at the far edge of space.

What condition is the colony in now? What has become of the original mission; the various roles and responsibilities? How much of the original population has survived, and what is the second generation like? Are the HNLs (hostile native life-forms) real? Play to find out.

This was my AW pitch at PAX for the game with Ryan Macklin, Will Hindmarch, and Chris Hanrahan. They worked magic with it.

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War...

Monday, August 30, 2010

Teasing a thing Paul and I are working on...
When you bond with a fellow soldier, tell them to increase their bond score with you by +1. If this raises the bond to +4, they reset to +1 and mark experience.

When you see a fellow soldier suffer harm past 9:00, roll+bond. On a 10+, you rush to help them right now, no matter what. On a 7-9, you’re badly shaken. If you do anything but rush to their aid, you’re acting under fire. On a miss, you’re in control. If you rush to help them anyway, mark xp.

When you assist another soldier, roll+bond. On a hit, you help them. They take +1 forward. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.


Like I don't have enough stuff simmering around here.

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In the Wild Blue Yonder

Tuesday, August 24, 2010

The Phonetic Alphabet of the Sky Sailors

Anchor
Bell
Chalk
Dagger
Eel
Flame
Ghost
Hammer
Iris
Junk
Kindle
Lamp
Mirror
Never
Ocean
Park
Quiet
Rope
Song
Titan
Union
Veil
Witch
Exile
Yaw
Zenith


Some Slang (from actual play)

Keelside: The bottom of a ship. Also, generally, "below." Slang: Feeling poorly due to excess of drink or difficult circumstances. "After that night at the Silver Eel, I was keelside for a week!"

Shacklin': Vulgarity. "There's a shacklin' hole in the side of the ship!"

Juvven: Vulgarity. "Shut your juvven mouth!" Possibly related to Jove, an ancient diety, whose name is also used as an exclamation.

Grudding: Vulgarity. "The whole grudding fleet will be hunting us."

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Lady Blackbird in Spanish

Monday, August 02, 2010

Check it out! Lady Blackbird in Spanish.

Thanks to Francisco Castillo, Hugo González, José Antonio Rodríguez, and Alexandre Pereira.

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Apocalypse World: The List

Tuesday, July 20, 2010

Twelve people are responsible for the end of the world.

They're still alive out there. We have their names and pictures on The List.

We're going to kill every last one of those bastards.

You in?

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Indie RPG Awards for 2009

Thursday, July 08, 2010

Lady Blackbird is up for the 2009 Indie RPG Awards. Which is cool! But man, what an awesome year for games. Check out the list of nominated RPGs.

Montsegur, Fiasco, Action Castle, Serial Homicide Unit, Kagematsu, Chronica Feudalis, Ribbon Drive, 44, Time &Temp... wow. I still haven't played all of those. Time to get crackin'.

Old Mesilla LB Hack

Monday, July 05, 2010

Sage LaTorra's excellent Western-themed Lady Blackbird hack, Old Mesilla, is now available.

Check it out. It's really good.

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Apocalypse World Character Sheets

Tuesday, June 29, 2010

Here are my sheets for Apocalypse World, updated to the final version of the game.



Includes sheets for all the Basic and Peripheral moves, too.

EDIT: Updated file to the 07.06.10 version (with MC sheets).

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The Greatest Thing Ever Has Happened

Thursday, June 10, 2010

The mad geniuses, Sean Nittner and Travis Lindquist, ran a game of Agon with a webcam set up over the table so, in another room, a group of players playing the greek gods could observe them and influence the game.

Oh, also? The gods players were playing In A Wicked Age with each other at the same time.

You have to read the complete AP post. It's mind-boggling.

Sean, Travis... my hat is off, sirs.

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Apocalypse World: Separate Them

Tuesday, May 25, 2010

From last night's game...

Jonathan's operator, Lafferty, goes to deal with one of his crew, a woman named Clarion that he sometimes sleeps with. She's climbed up on the water tower and has golden light streaming from her eyes. Lafferty was pretty goddamn certain that he had dealt with The Light once and for all, but no, he didn't -- Clarion is the bitter end of it. So up he goes.

He says, "I creep up behind her." (He's acting under fire. He blows the roll.) She turns her gaze on him and so he opens his brain to the Light, just like that. He rolls an 8, a mixed result. A wave of peace and contentment floods through him (he's felt this before). "You're in the light now. Everything is going to be alright," I say, speaking for Clarion. The choice is: accept the peace and happiness, or tear away from it, violently and for good.

Lafferty tears away. Part of him tears a bit (1-harm ap) and part of Clarion tears, too -- it's worse for her. Lafferty comes out of the Light and sees Clarion collapsing, blood streaming from her eyes, falling off the water tower. He lunges out for her. (He's acting under fire. He blows the roll.) She falls.

We all look at the picture of the island that shows the water tower. "That's pretty tall. I'd say it's 50/50 for her." Everyone agrees. We roll. It doesn't go Clarion's way.

They carry Clarion's limp body into the house where Lala the medic is. Lala works on her for a bit then comes out with the news. "Her head is messed up real bad. Her heart is beating and she's breathing, but that's it. She's not waking up. Ever."

-----

A little later, Lafferty goes into the room where Clarion's comatose body is. He holds her hand. "I'm opening my brain," Jonathan says. "I want to try to find her, wherever she is. Can I do that?" Oh yes. Yes yes, I say.

Lafferty opens his brain. He blows the roll. I think to myself that my move is separate them, but I don't make it yet. He finds Clarion in a dark place. A between-world full of shadows and murmuring voices. She's lost, groping around. Lafferty goes and embraces her, tries to talk to her. She's confused. "I'm not supposed to be here," I say, speaking as Clarion again. "I want my mom."

Lafferty killed her mother a few days earlier. He never got around to mentioning that.

He tries to talk to her, but she's confused. "My head hurts," she says. "I don't like this. I want my mom." She kind of pulls away as if to go looking for her mother in the shadowy netherworld. I'm just about to bring my move to fruition.

"I let her go," Jonathan says. She disappears into the darkness.

Separate them.

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My Games on Play This Thing

Tuesday, May 18, 2010

Greg Costikyan, one of the most influential game designers in my role-playing history (author of Ghostbusters, Star Wars d6, Toon, Paranoia) has reviewed two of my games on Play This Thing: Lady Blackbird and Agon.

I can't tell you how wonderful it is for me to read such positive things about my work from the man that first inspired me as an RPG designer (when I hacked his d6 system from Ghostbusters at age 13).

Thanks for everything, Greg.

RPGs I Played: 1983-2003

Monday, May 17, 2010

Making the GO PLAY game list the other day got me thinking about all the RPGs I've ever played. So, I made a list (151 games counted so far). Jonathan Walton (rightly) said that the list was no good until I made an infographic for it, so that's what I did.



It was a real challenge fitting them all in there. And that's only 59 games! I think I'll need a new format for the 2003 - Present graphic, which is 92 games.

So, what about you? I know some of you are making your own lists. I'd love to see them.

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When do you roll dice?

Thursday, May 13, 2010

I was at a party recently, chatting with some gamers. They were hardcore World of Darkness players (plus a smattering of D&D3). The conversation veered into RPG theory and game design and it was pretty interesting hearing their perspective, having almost no knowledge of games outside those two.

At one point, I asked one of them this question: "You know Vampire right? You know the game books backwards and forwards. So, how do you know when to roll the dice? What's the actual rule for that?"

They were entirely stumped. No one knew what the books said about that. Same for D&D3. "When the GM says so," was all we could think of, but everyone agreed the book probably said something about it somewhere.

Of course, that lead to them asking me how you know when to roll dice "in one of those indie games." So I told them the different ways from Primetime Adventures, Sorcerer, Agon, Burning Wheel, Polaris, Apocalypse World, etc. Their eyes got a little big. They nodded along. Asked follow-up questions. It was a good conversation.

Maybe give it a try next time you're talking games with someone. The "when to roll dice" question has a lot of interesting layers to it.

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Ragonarok

Wednesday, May 12, 2010

Jeff Russell has made a very cool of hack of Agon for running sagas in the Norse tradition. It includes some really nice character and reference sheets, too. Check it out!

http://dicegods.wordpress.com/games/ragonarok

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Danger Patrol Art: Nate Marcel

Thursday, May 06, 2010

Check out these amazing pieces by Nate Marcel, inspired by scenes from the DP game he's in right now:



Click for larger.

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Game Theory 101

Tuesday, May 04, 2010

Want to know all about "game theory"? Have some question about GM-authority or player expectations or something that you're just dying to discuss on Story Games? Cool!

Play these:
  • My Life with Master
  • Primetime Adventures
  • Sorcerer + Dictionary of Mu
  • Trollbabe
  • Dogs in the Vineyard
  • Burning Wheel or Mouse Guard
  • Poison'd
  • Inspectres
  • 1001 Nights
  • Contenders
  • Dust Devils
  • Nine Worlds
  • Capes
  • The Shadow of Yesterday
  • Shooting the Moon
  • In a Wicked Age...
  • Steal Away Jordan
  • Swords & Wizardry or Labyrinth Lord, etc.
  • D&D 4e and/or Warhammer 3e
  • Savage Worlds
  • Vampire (any)
  • Call of Cthulhu
  • Everway
  • Over the Edge
  • Universalis
  • Grey Ranks
  • Geiger Counter
  • Danger Patrol
  • Polaris
  • HERO System
  • Shock: Social Science Fiction
  • Spirit of the Century
  • 3:16
  • Montsegur 1244
  • Until We Sink
  • Apocalypse World
Better than 100 "theory" threads put together. Go play.

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Apocalypse World GMing

Friday, April 23, 2010

From last night's game.

Give the characters what they work for, but not what they hope for.

"I want to get a garage."
"Ok. Are you gonna take it as an experience improvement, or arrange to buy one with barter?"
"I can buy one with barter? Cool. I'll do that. How much?"
"I figure 8 will cover the basics."
"Cool. I'll buy one."
"Hold on there. Apocalypse World is all scarcity, yeah? You can't just go buy a garage. If you get a garage, that means someone else doesn't have theirs anymore. They're trading you for it."
"Yeah, okay."
"So there are two garages on the Rig. One is Hester's. The other's Corbett's. You need to go talk to one of them."
"Oh.... hell. Shit."

Respond with fuckery and intermittent rewards. Tell them the possible consequences and ask.

"So we have good hold of the cargo ship now. The crew all accounted for and tied up on deck?"
"Yep. The crew is bound helpless at the feet of your gang of murderous savages. You're leaving them alone while you go check out the bridge, right?"
"Ah... fuck."

"I'm looking over the cargo manifest. How much loot can we get off this boat?"
"Here's the list. You can see where everything is meant to be delivered. There's barrels of clean water, boots, some luxe goods. Which settlement would you like to steal from first?"
"Dammit."

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Mouse Guard Shadowrun Hack

Wednesday, April 14, 2010

It's still a work in progress.



MG is a great fit for Shadowrun, duh. Team play, mission-based, fighting for what you believe in (in the cyberpunk sense) a world hostile to the "little guys."

Here are the hacks:
  • Nature = Edge.
  • Will = Mind. Health = Body.
  • Truncated skill list. Only 9 skills, representing all of the Shadowrun jobs.
  • Skill-Softs! These are wises that you can slot before each mission. Like Kung-Fu, Helicopter, Security Systems, etc. You get 1, 2, or 3, depending on your runner experience level.
  • Degree of success is spent on stylish/cool actions.
  • No Recruitment yet. I'm doing pregen characters, so I don't need to re-write the full Recruitment questionnaire.
More to come as I chop away at it.

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A Year of Blackbird

Tuesday, April 13, 2010

Tomorrow is the one year anniversary of Lady Blackbird.

Thanks for the support, everyone! The official way to celebrate is to play the game. :)

My local group is playing Apocalypse World right now, though, so this is what we're doing tomorrow night:
An operator, driver, and savvyhead are hired to transport a skinner and battlebabe across the wastelands, on the run from some badness at home.

Can they find the freehold of the infamous wasteland bandit, Flint, before Carlowe's boys catch up to them?


Ha!

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Lady Blackbird Hacks

Monday, March 22, 2010

There are several cool hacks of Lady Blackbird out now, so I'm making a post to collect them.

Age of Sail
By Richard Lacy. A re-skinning of LB for the age of tall ships and piracy in the Caribbean.

ALIEN SURVIVOR
By Will Hindmarch. A survival-horror sci-fi adventure, using the LB system as the core.

The Bloody Forks of the Ohio
By Jason Morningstar. The kickoff of the French and Indian war.

Darkening Skies
By Chris Sakkas. A true sequel to Lady Blackbird, this is Chapter Two in the Tales from the Wild Blue Yonder.

DEATH SCHOOL
By Jason Morningstar. 80s action-movie madness.

Jedi Blackbird
By John Aegard. Jedi adventures in the Old Republic.

Lady Blackbird Companion
By Tim Adamson. An expansion of the LB universe, plus lots of new Traits, Secrets, and Keys for any LB game.

My Darn Ex Wife
By John Ryan. Rednecks in space!

Old Mesilla
By Sage LaTorra. A Western-themed hack featuring a group of outlaws going after Billy the Kid.

OPERATION: BLACKBIRD
By Andy Blanchard. Ultra-mod spies vs. the forces of B.E.D.L.A.M.!

Post-Apocbird
By Jason Morningstar. A collection of characters for a Twilight 2000 style post-apocalypse game.

I'll update this post as new ones appear.

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All Games Considered: Lady Blackbird

Tuesday, March 09, 2010

The nice folks over at All Games Considered have a post-session talk about their experience playing Lady Blackbird. Suffice it to say, it made my day (week, month).

Give it a listen, here:
http://www.agcpodcast.info/2010/03/rpg-buffet-5-second-helping-lady.html

Thanks, Mags!

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What to Say When Someone Asks You What Gaming is All About

Tuesday, February 09, 2010

I can show you, if you want. It will take about 5 minutes. Okay? Okay, so, imagine you're a homicide cop. A Detective like on Law & Order.

You're interviewing a suspect. He's a mechanic. You're at a garage where they fix old cars. It's after hours now so it's quiet but it still smells like grease and gasoline. You're there with your partner.

This guy—this mechanic, his name is Arnie Johnson—he matches the description of the suspect given by an eye-witness. Six foot four, heavy set, dark cropped hair and beard, tattoos. He's the brother-in-law of the victim.

Arnie says, "Is this about Sarah? I don't know anything about that." He's sweating and his eyes are all over the place. What do you say to him?




That should do it. Just play Arnie and react to their questions. If they wonder about the crime (what happened to the victim?) tell them the facts (she was murdered in her home. stabbed with a knife from her kitchen. no forced entry.) and get back to the interview.

Here's the thing: Arnie's wife—the victim's sister—did the actual murder. A crime of passion when she found out that Arnie and Sarah slept together. Arnie was there during the murder. He was seen leaving the house (but his wife wasn't).

Arnie feels guilty and desperate. He might crack or he might clam up or he might lie and say he did it to cover for his wife. Just play him in the moment and react to the cop's questions.

If he lies, tell them it looks like he's lying. Don't make it a big mystery to solve. This is about what the cop will do and say to get at the truth.



When it happens that the cop presses Arnie and he doesn't want to answer ("That's a lie and you know it! Who was there with you?") then say this:

We're at an impasse! You want Arnie to talk and he wants to lie and get away with it and be left alone. Who gets what they want? This is where the game part comes in. Our rule is: You can force Arnie to answer you three times. (Hold up 3 fingers). Just say how you force him to answer, and he'll have to tell you the truth. The catch is, each time you force him you have to do more to get him to answer.



Be pretty strict about your promise of 5 minutes. Once you hit the time limit, say, "So it's been five minutes... I think that basically shows the idea." If they're all desperate to find out the truth from Arnie still, then good! It's gone well. Go ahead and keep playing if it seems appropriate, or maybe take that opportunity to invite them to a game night.

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The Lords of Justice

Monday, February 01, 2010

"What gods do you pray to?"
"I pray to Kal-El, lord of the stars and sky... and you?"
"To the Bat... but I seldom pray to him, he doesn't listen."
"What good is he then?"
"He is wise! If I die, I have to go before him, and he will ask me, 'What is Justice?' If I don't know, he will cast me out and laugh at me. That's the Bat, wise and wrathful in his cave!"
"Ah, my god is greater."
"The Bat laughs at your flying man from the stars. He laughs from his cave."
"My god is stronger. He is the everlasting sky! Your god lives underneath him."




I think this one is probably just for Judd.

A Bit of Game Design History

Saturday, January 02, 2010

From: Tony Dowler
To: John Harper
Date: Tue, Aug 21, 2007 at 1:08 PM
Subject: In a Wicked Age Dice

I have some suggestions of my own for how to handle the stats and dice.

Currently Art, Grace, Guts, and the endeavors have little meaning.

So instead, you have six forms:
1. with violence
2. with love
3. covertly
4. directly
5. for others
6. for myself

Each of your dice is assigned to one of these forms.
Each action you take uses two of the forms, chosen by you.
Your action must reflect the forms narratively.
Each mastery names a form that you must use when you use that mastery.
Each mastery names a form you MAY NOT use with that mastery.





Most people don't know that Tony invented that. I was going through old emails today and thought it would be nice to post a reminder.

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