this post was submitted on 19 Jul 2023
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Hello there

Looking for a bit of feedback on a move. I have been revising a recover move for a hack I made for the game Glitter Hearts. The reason for the revision, is that I feel that the current version kinda makes the flow of the game "stumble". So I tried to make a simplere version, but fear that it might be to "mechanical".

The general idea of the move is that the characters gain Stress (basically damage), and can clear it by spending time with Bonds (people, places and groups), that is important to them. But doing so risks the Bond somehow.

===== OLD VERSION =====

Reconnect & Recover

Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:

  • Clear all Stress
  • Clear a Debility
  • Raise the Bond by 1 (max +3).

*On a 7-9, as above but something problematic, dangerous, or inconvenient will make the Bond unavailable for some time unless dealt with. Start framing a scene and play out things that happen. The GM will jump in and add the element when they so choose.

*On a 6-, things go very wrong, potentially damaging or destroying the Bond. Describe the scene and what goes wrong. Then Check your Bond.

===== NEW VERSION =====

Reconnect & Recover

Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:

  • Clear all Stress
  • Clear a Debility
  • Raise the Bond by 1 (max +3).

*On a 7-9, you clear half your Stress (round up), and choose one below:

  • The Bond becomes unavailable for some time
  • An obstacle/problem appears for the Bond
  • Its opinion of you or connection to you, changes

.. then describe how that looks in the fiction.

*On a 6-, things go very wrong and the GM may make a hard move involving the subject of the Bond.

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[–] Nerosus@ttrpg.network 1 points 1 year ago

Considering the genre, Glitter Hearts should have something like Bonds. But for some odd reason, it doesn't. It is something I added to my hack of the game. But as I mentioned, I wanted to revise the move.

But what you describe is basically how I envision it looking in the fiction. Except for the miss. The thing the move is suppose to imitate from the genre, is when the characters hangout, trouble/problems will some times show up (mystical happenings, strange dangers, meddling parents, etc.). Which I have realized after writing this reply to you, sounds an awful lot like a hard move XD

You also made me think, that maybe the stumbling sensation stems from: to activate the move, the character has to do it. AKA, go to the park, spend time with the Bond, etc. Trigger it through the conversation. So they are essentially already setting up the scene and having to do so again might just be repetitive.

I considered allowing spending of Bond (burning them). But my hack already had mechanics/resources that plays with rolls. So adding another one seems like it would be way to much.