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19.9.11

AW/ZW : More Development

So it's officially Monday! Time for some Apocalypse World / Zombie World Hack ideas!


I think I've settled on the idea that I'll slide Weird into a new stat called Sanity. I think the important thing for this move is that it gives the MC a new move to use similar to Act Under Fire but for mental trauma instead of physical danger.
After days of travel and searching, you've finally found your wife and child. They shamble down the street, already rotting in the mid-day sun. You aim your gun at the people who were once your entire world, now...
Keep It Together.

Before you can do what needs to be done... After you've seen what can't be unseen... You need to Keep It Together. Roll+Sanity. On a 10+, you grit your teeth and bear it without more than a bad memory. On a 7-9, your mind reels at the thought; choose one from the list below. On a miss, the MC holds 2. At any time, the MC can spend a hold to trigger one from the list below.
        • You freeze, unable to act, your mind fixed on this image.
        • You feel your insides begin to churn as you begin to vomit, Act Under Fire. 
        • No one can understand. Someone sees this and they blame you.
        • Your brain begins playing tricks on you. The next person you see doesn't look like themselves. They look like the dead.

I like the feel of this power, although I know it needs some work. I'm not sure I need something to replace Open Your Brain but something similar like ...

Because of everything you've been through, thoughts you shouldn't be thinking are popping into your brain. This time they're more detailed and precise than ever before but they're Better Left Unsaid....

Explain the thought you're dwelling on and roll+Sanity. On a 10+, the MC helps you come to the only possible conclusion, no matter how impossible. On a 7-9, the MC gives you three hints, where only one is actually a good idea. On a miss, the MC tells you something and your character now believes it to be fact, even if it's complete crap.
 Just some thoughts while I was fiddling... I think next time I'm gonna work on rules for Salvage/Barter and Take Aim.

1 comment:

Vincent Baker said...

"On a 10+, nothing bad; on a 7-9, something bad; on a miss, terrible" makes sense as a harm move, but it's not great for a basic move.

If it were me, I'd look for something good to happen on a 10+ and something pretty good to happen on a 7-9. Make it something that the players WANT to roll, so they're actively looking for opportunities to see what they can't unsee.

On a 10+ it hardens your resolve, somehow, maybe? Then on a 7-9 it could harden your resolve AND traumatize you, and on a miss it can just traumatize you. Or something.