![]() ![]() The idea of Trust is, if I have Trust+3 with you, you really Trust me, so I'll be better at affecting whatever you're trying to do (i.e. Adding something like, "On a 10+, the character you helped/interfered with gives you +1 or -1Trust with them." so that the helped/betrayed can repay the favor with mechanical consequences. I also like the thought of maybe baking Trust advancement into the help/interfere move. Vague, I know, still tinkering with that concept. However, you can also gain Trust with someone by taking harm meant for them (an option for the "throw yourself into the fray" move) or putting their Ideology ahead of yours. I think you're right, just "Trust" is a bit neater, not sure why I stuck by the clunkier "Tx." As for gaining and losing Trust, it's in there (I should probably format the doc a little better, haha) and is indeed gained and lost like Hx: for each point of harm dealt or healed, you lose or gain Trust respectively. What about baking changes into the help/interfere move? So that when you help someone, roll +their Trust in you and they have the option to increase or decrease their Trust in you by 1? Or they can just flat-out change their Trust in you, ala The Mountain Witch? That brings betrayal (and the threat of it) much more into focus, which I'm not sure you want the game to be about. How much I trust you seems like something that's a decision I make about you. But that doesn't make as much sense with "Trust." That makes sense based on what Hx represents (how well you know/work with someone, how in tune you are to them). In AW, you can increase or decrease another PCs' Hx with you by 1 at the end of each session. ![]() There don't seem to be any rules about increasing/decreasing trust, other than what happens when you roll over. It seems more intuitive to me that your Trust with someone is how much you trust them, and when you help/interfere you roll +their Trust in you. Have at it folks, all feedback is welcome. The Investigator, The Operative, The Surgeon, The Anarchist, The Ogre, The Safecracker, The Phonomancer. The Duelist Honorable master of single combat by gun or sword. The Archaeologist Professor by day, adventurer by night. The Automaton, machine built for good? Evil? Earn your sentience and find out. ![]() The Ringmaster, ultimate hype man and owner of the city's hottest entertainment establishment. The Rocketeer, Found a jetpack and think you're a hero? Prove it. Just as likely to heal you as slip a homemade potion in your drink. The Urchin, charming street rat and keeper of secrets in the city's underground. The Pugilist, vigorous man's (or woman's) man (or woman), strongest when wielding only fists, or in front of a crowd. The Dandy, classiest son of a gun around, and a clique following his every word. The Clockworker, with a tinkering shop and the ability to build robotic helpers. The Magician, charming and with a bag or tricks or a lovely assistant. The full description of the setting and rules is here: Lastly, each character has a certain amount of Moxie, which can be used to affect moves and even the narrative. Separately, they can act honorably or dishonorably in battle, each with its own triggers and bonuses. Players can then decide if their characters will be pro or anti-establishment, which affects how they gain experience. The first session starts with everyone contributing to the world creation, deciding on the structure of the society they'll all be playing in. Men and women can succeed by their Charm, Class, Vigor, Logic, and Dream (replacing the standard stats). In it, the characters are a bunch of dashing, debonair, well-dressed, and moxie-filled professionals in a utopian (or dystopian) society of the group's design, where technology, culture, fashion and imagination are all intertwined. I caught the hacking bug and dreamt up a bright and shiny world, full of zeppelins and brass, adventure and waistcoats, clockwork automatons and dashing grins: Adventshire. ![]()
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