[AW hack] Medieval World

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fenikso
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[AW hack] Medieval World

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Medieval World - rules | playbooks

Jedná se o "historical fantasy" hack hry Apocalypse World, protože Dungeon World je na mě moc D&D. A netvrdím, že je příliš inovativní $D, spíše se drží původního AW (i když vykrádá kde co), protože AW je prostě geniální.
Jo, a je to psané anglicky. Nebo alespoň něčím, co angličtinu připomíná.
Naposledy upravil(a) fenikso dne 25. 6. 2014, 15:18, celkem upraveno 8 x.
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fenikso
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Už delší dobu si pohrávám s myšlenkou vytvořit fantasy AW hack, který by nebyl D&D like. Mám představu historicky laděného fantasy z Evropy 13. století. Nemám zrovna čas to celé udělat najednou, ani nevím, jak dlouho mi to bude trvat, jestli mě to bude bavit a jestli to dotáhnu do konce. Ale v hlavě se mi množí nápady, a tak jsem tohle vlákno založil, abych to měl kam průběžně házet a případně občas možnost něco prodiskutovat.

Setting:
• Historické low fantasy
• Špinavě středověká atmosféra
• Lidský život nemá velkou cenu
• Anachronismy, kde to vylepší hru
• Mytologie založená na křesťanství, pohanství, Faerii (vybrakovat Ars Magicu)
• Magie jen velmi slabá, rituální, založená na alchymii nebo zapůjčená bytostmi (vybrakovat husity od Sapkowského)

Mechaniky:
• Základ vykrást z AW
• Upravit basic moves, zachovat AW úroveň detailů
• Upravit fungování Exp???
• Alternativní systém zranění???
• Alternativa k Hx???
• Upravit věci, které nám příliš nefungují
• Cherry picks z ostatních hacků
• Playbooks spíše obecnější s větší mírou customizace

Playbooks (nástřel):
• Holy man
• Knight
• Mercenary
• Minstrel
• Noble
• Pathfinder
• Scholar
• Seducer
• Sutler
• Trickster
• Vagabond
• Witch
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fenikso
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Pár rychlých nápadů:

Basic move
When you try to look or feel through fae glamor, magic or supernatural workings, roll+weird. On a hit, you get a glimpse through. On 10+, you know exactly what is wrong and maybe you can see the truth flicker for a hearth beat. On 7-9, you feel if there is something wrong around, may or may not be the thing you were looking for.
Advanced move: On 13+, you can see right through as it was never there.

Knight:
• When you pray to your god before a battle, roll+hard instead of roll+weird.

Holy man:
• When you pray to your god, instead of praying for guidance you may pray for a miracle, help, protection or a sanctuary.

Witch:
• Instead of using ritual magic, you may curse your victim just by looking in their eyes, shouting your curse loud and spilling a bit of your blood.

When you ask your demon for a favor, roll+weird. On hit, it does what you want.
On a 10+, choose 2. On a 7–9, choose 1:
• it does exactly what you wanted, no tricks
• it does not want something in return
• it does not reveal itself to other mortals


Sutler:
• When you seduced someone and shared their bed, roll+hot. On hit, they feel guilty or ashamed. On 10+, they have to offer you a favor or 1-barter worth valuable, your choice. On 7-9, it is their choice.

Character move:
When you use ritual magic, you need a focus. It must be something connected to your target, be it something which belonged to them, hair, nails or a fresh blood, relative or maybe just their true name. MC may assign anything between +1 to -2 forward to your roll based on how good your focus is. You also need a place for your ritual and some supplies worth 1-barter.
Choose one for your ritual:
• Reach to someones dreams, giving you a potential way to their nightmares or secrets
• Lure them to you, if they do not know you, they have to at least meet your eyes after the ritual
• Curse someone, giving them a debility until the curse is broken or lifted
• Find here is your target hidden

Roll+weird. On hit, it works. On 7-9, choose 1:
• You have to sacrifice, either 1-harm and something worth 1-barter, or 2-harm.
• You attract unwanted attention, be it saint, devil, demon, fae or mundane justice.
• You burned your energy reserves, you cannot use magic for a week


When you read signs, roll+weird. On hit, it is like praying for guidance, but affects anyone present. On 10+, they believe you. On 7-9, there is something, which can be interpreted in another way, potentially against you.

Specials:
Witch: When your demon is killed or banished from this realm...
Knight: When you act in a dishonorable way...
Holy man: When you commit a sin against your religion...
Noble: When you break your word...
Minstrel: When you embarrass someone powerful...
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fenikso
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Knight:
For your squire choose one:
• He is strong, but not very thoughtful
• He is sharp and intelligent, but a wimp
• He is very loyal, but wants to prove himself
• He is very brave, but does not talk much
• He is very social, but also cruel
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Belden
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I like it, keep going!
Z věku uniformity, z věku osamocení, z věku Velkého bratra, z věku doublethinku – zdravím vás!
George Orwell – 1984
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Quentin
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Fenikso: Myslíš, že pravidla podobná rangerově petu, by se na panoše nehodila? Nic proti, tohle zní super. Jen tam chybí staty.
http://2k6goblinu.blogspot.cz/
“Questions are gameplay”-Chris McDowall, The ICI Doctrine, 2018
Player Agency (n.): “the feeling of empowerment that comes from being able to take actions in the [virtual] world whose effects relate to the player’s intention” -Mateas, 2001
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fenikso
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Belden píše:I like it, keep going!
Díky. Zatím je to jen takový head dump, cestou z nebo do práce mě něco napadne, tak to tu nahodím. Snad se v dohledné době dostanu i k tomu něco z toho uplácat :).
Quentin píše:Fenikso: Myslíš, že pravidla podobná rangerově petu, by se na panoše nehodila? Nic proti, tohle zní super. Jen tam chybí staty.
Přesně tohle je diskuze, ve kterou doufám. Protože znám hlavně AW a o dalších variantách nemám moc přehled, nevím, kde by se co hodilo vypůjčit si. Takže určitě na tohle mrknu. Prozatím mám ale představu spíše toho, že pro panoše nebudu staty potřebovat, protože na něm většinou nebude spotlight. Spíše by měl být součástí rytířových moves ve stylu "If your squire was preparing you for the battle, take +1 forward."
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fenikso
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Moje analýza Hx a alternativ:

• Bonds (DW) - Z počátku podobné Hx. Nelíbí se mi, že nutí hráče udržovat detailní seznam bonds i po několika sessions. Přijde mi to zbytečné.
• Strings (Monsterhearths) - Zajímavá a dynamická mechanika vhodná pro hry, které dávají velký důraz na politikaření a sociální konflikty (typicky Monsterhearths, Hra o trůny, Tudorovci...). Aby se daly použít, musí se vyjít z Monsterhearths, protože jsou hodně zakořeněné v systému.
• Oaths (AW:DA) - Řekl bych, že zatím nedomyšlené. Vhodné jen pro hry, kde je pro všechny postavy důležitá čest (Rytíři kulatého stolu, Severské mýty, Fae, MechWarrior...).
• Hx (AW) - Z počátku podobné Bonds, později jednodušší a ustupuje do pozadí. Problematický "reset" z +3 na +1.

Nejfunkčnější mi přijdou Strings a Hx. Protože se pro MW Strings nehodí, bude to Hx.
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fenikso
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Witch:

Fae's blood: If someone breaks a promise given to you, roll+weird. On 10+, hold 3. On 7-9, hold 1. Spend your holds for a following:
• Use the broken promise as a ritual focus.
• Automatically succeed interfering with them.
• Automatically succeed seducing or manipulating them.
• Deal +1 harm added to whatever harm you are dealing.
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Deal +1 harm added to whatever harm you are dealing TO THEM (?)

Nebo to má jen znamenat, že nasratá víla je nebezpečná?
http://2k6goblinu.blogspot.cz/
“Questions are gameplay”-Chris McDowall, The ICI Doctrine, 2018
Player Agency (n.): “the feeling of empowerment that comes from being able to take actions in the [virtual] world whose effects relate to the player’s intention” -Mateas, 2001
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fenikso
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Quentin píše:Deal +1 harm added to whatever harm you are dealing TO THEM (?)

Nebo to má jen znamenat, že nasratá víla je nebezpečná?
Jo správně. Nasrané uber-víly nepatří do rukou hráčům :>;o).
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fenikso
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When you do an alchemical work, you need an alembic, your notes, and some supplies at least worth 1-supply, MC will tell you how much you need. Choose one:
• choose the elixir or work’s effect now
• just state that you are doing the work and vaguely describe what it is (an elixir? a transmutation?)

If you chose 1st choice, roll+weird now. On a ✦10+, it stinks, it has a bitter taste, but it works. ✦On a 7–9, choose one:
• it burned some of your supplies, you need twice as much
• it is going to be a working but a weaker version
• it is going to have unpleasant side effects

✦On a miss, it fails spectacularly, backfires, explodes, or leaves semi-permanent marks on your body.
If you chose 2nd choice, in time of need, state that you did something exactly for this occasion before. State what it is and how it works. Drink it, eat it, use it without second thought. Roll+weird. On a ✦10+, it stinks, it has a bitter taste, but it works. ✦On 7–9, the experience is going to be nasty. MC will choose one:
• it is going to be a working but a weaker version
• it is going to have unpleasant side effects
• it is going to leave a temporary marks

✦On a miss, it fails. It can also have a nasty side effects, may be poisonous, or leave a permanent mark on your body.
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fenikso
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When you use magic accorded to you by another being, make sure that desired effect is something in the creature’s power and nature. Accorded magic is usually powerful, straight forward, quick, wild, and out of mortal’s reach. Use 1 hold you have on the being and roll+weird. ✦On a 10+, the magic works as intended, safely. ✦On a 7–9, it still works, but MC chooses one:
• it will cost you 1 hold more
• you have to promise something in return
• the magic is wild and has unexpected consequences
• it hurts like hell itself, take 1-harm
• you have attracted unwanted attention, petty mortal

✦On a miss, it still works. But you would prefer that it does not. You do not get the desired result and it somehow badly hurts you or whatever you needed accomplished.
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fenikso
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První pracovní verze tady. Zatím nic extra zvláštního, hodně vykradeného, občas něco upravené, poladěné nebo přepsané. Taky jsem dal jakžtakž dohromady to, co jsem sem doteď naházel.

Basic moves
ACT UNDER PRESSURE OR DEFY DANGER
AMBUSH OR THREATEN
SEIZE BY FORCE
SEDUCE OR MANIPULATE
READ A SITUATION
READ A PERSON
PRAY FOR GUIDANCE
LOOK THROUGH


Peripheral and Special moves
BARTER MOVES
ALCHEMY
RITUAL MAGIC
ACCORDED MAGIC
LEADERSHIP
PACK ALPHA
WEALTH
TRADES


Krátký popis playbooků, základní zbraně a zbroje, zlehka upravené MC rules, "When a mount suffers…" a tak.
Naposledy upravil(a) fenikso dne 18. 4. 2014, 14:17, celkem upraveno 1 x.
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fenikso
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KNIGHT
You have sworn to protect your lord, the king, and the weak and defenseless. Well, maybe it did not work out after all. But anyway, you are man of honor, trained in an art of war, who never refuses a challenge from an equal. In a shiny armor, with a lance and a horse, you are every lady’s dream.

MERCENARY
You are a sell-sword, a soldier who takes temporary assignments fighting for wages rather than as an official member of an army. Usually congregating with a band of your equal, fighting for the coin and the winning. Your sword and the hand which wields it can be easily bought by the highest bidder, as well as your honor.

ENTERTAINER
You are a bard, an acrobat, or a dancer. You either perform songs whose lyrics tell extraordinary stories, or you are performing dancing or other means to entertain the audience. Being very social, you feel at home everywhere, be it lowest pub or king’s court. Swaying others mood, believes, and emotions is your daily bread.

NOBLE
You are born of a noble blood. You are not a king nor a lord, but you are admitted to the court, have a relatively comfortable life, a lot of connections between powerful people, and high social status. However, to hold these privileges, you have to keep playing game of the court, securing support, be it by politics, dirty tricks or treason.

PATHFINDER
You are a hunter, a tracker or a scout. You know the way of wildlife, forest, mountains and road alike. You are not only proficient with finding game, people or other secrets, but also with survival skills and ability to move hidden and unseen. Always on the move under open sky, aware that the power of nature is still beyond humanity.

SAINT
You are a holy man, a priest or a monk. You follow the christian god or the pagan gods of the old times. You are an icon of your religion, following the ways of your god or gods, worshiping, doing their ceremonies and fulfilling their wishes. Mundane law is beyond you, as yours is the sacred path to the enlightenment.

SCHOLAR
You are a man of reason, philosophy and scholarship. You have spend a big part of your life studying various arts at university, including but not limited to arithmetic, geometry, astronomy, logic, rhetoric, medicine, and arcane lores. Honoured by a title Master of Arts, you are wise and savvy, often asked for a counsel.

SUTLER
Petty merchants, tenders, suppliers, and prostitutes, sutlers are often following an army, doing dirty work, a drudge, or a scullion for the soldiers in an army’s camp. Being very versatile in both works and social aspects, they always know how to leverage whatever services they provide. There is always a war, always an army.

TRICKSTER
You are a liar, a thief or other shadowy figure. You know how to deceive people and get what you want without remorse, always ready to use threats, blackmail or a murder. You are beyond mundane law, but you know connected people, sinful secrets, slippery ways, or dirty tricks how to avoid the jail.

VAGABOND
You and your accompanying crew are traveling along the roads, wander from place to place, and do various trades around the towns and villages. It is not unusual for vagabonds to beg, connect with criminals, and also to be opportunists, steal, smuggle and do lousy work, when not supervised.

WITCH
Most would say that you have sold your soul. You are a practitioner of a dark and dangerous arts, with close connection to old pagan gods, faeries or devil itself. You are respected and asked for help with the same degree as you are feared and despised. Anyway, you are powerful beyond mortal means, but darkness has its own price.
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