In July I ran four sessions of a PbtA hack I’d written for Changeling the Lost. I don’t know why I
love that setting and concept so much. It works where many other World of
Darkness games, old and new, don’t. It resonates more strongly than most settings,
even outside modern fantastic.
We had four wonderful online sessions—really fun and
interesting with a story that evolved naturally. IMHO PbtA fit perfectly: easy
moves for strangeness, emotions as stress, action checks generating drama. I’d
done serious work on the hack, but the players made it sing. You can see my original post on the adaptation here, along with our play materials. If you’re
interested, I’ve also posted the session videos.
All that being said, it isn’t a perfect hack—not even close.
At the end of session two & four we stopped off to discuss what worked and what
didn’t. They gave good, actionable feedback. Some issues came from my fairly
direct translation of Urban Shadows
into this framework. Some came from my goofy rewording of moves. Importantly some
feedback discussed mechanics the players had invested in. They noticed the
absence of key features from their own Changeling
the Lost campaigns. I’d written as hack not of Changeling the Lost, but of Changeling
the Lost as I’d run it before. I knew that going in, but our discussion
conformed it.
While it wasn’t a full and robust playtest, it generated
ideas for changes. Some of these came out of the play and others emerge from
gut feelings. The latter may or may not work. I suspect these changes will make
this version even more reflective of my play, rather than broadening t. I’m not
sure what to do on that score. Maybe when I get close to a finished version, I’ll
consider include options to make some elements more specific than abstract. Anyway
here are my thoughts:
EMOTIONAL IMPACTS
The biggest potential change occurred to me before we even
played. It hit something that was already on my mind, so there’s confirmation
bias here. One issue I’ve encountered when running PbtA has been remembering
stat/moves combos. That’s especially true for versions with many moves and/or
strange names for stats. During our play, I constantly rechecked moves to find
the stat we needed to roll. As well, though I tried to spread out basic moves
across the four stats, some saw much more use. OOH that might be a result of
the chosen characters.
I’ve run The Veil
about ten times now and I’m constantly surprised how smoothly it flows. There
players roll based on a character’s emotional state. Each stat is a feeling,
expressing your character’s relation to the moment. You can keep pinging a
particular mood, but eventually you’ll spike that out which creates problems.
The system has checks & balances. As important, when I say “make a roll”
players face an interesting character choice. That’s not to say there aren’t sticking
points—a couple playbooks have individual currencies or substitute stats.
There’s an ease of play gain and it fits with Changeling the Lost itself. CtL focuses
on emotional reactions and experience. By making a character’s reaction central
to their actions, it gives the player another tool of expression. In my
version, I’d associate each of the six stats with an aspect of the Freehold:
Joy (Spring), Anger (Summer), Fear (Autumn), Sorrow (Winter),
Calm (Humanity), and Power (Keeper). To make this work I’d also change
the conditions names. I’d make those adjectives (as opposed to the stat nouns):
Angry/Enraged, Afraid/Instinctual, Guilty/Heartless, Hopeless/Alone, Insecure/Lost,
Confused/Overwhelmed.
This offers several benefits: simplicity and focus on emotions
as I mentioned above. It also means I can cut less interesting moves that
simply changed which stat you rolled on. It could also cut eight stats down to
six. Connecting the emotions to Courts means I can drop distinct Court stats. I’d
probably also drop the Urban Shadows
artifact of gaining XP when you’ve interacted with each of the Courts. If I
wanted to keep that mechanic, I might make it a Seeming-specific XP trigger
(like for the Fairest). But then I’d need to come up with others.
CONTRACTUAL
OBLIGATION
Right now I have the Call
on Power and Invoke Contract
split into two moves. We can cut that down to one. For that combined move, if
the effect’s cosmetic, name the contract and it happens (building the fiction
or rolling into another move). Everything else is major and functions as Call on Power, with the required naming
and catch (minor or major). I would include an example list for each of these. Not
having that created problems. In the original CtL someone’s done that creative
work; it can be hard to do on the fly
For these example contract names and catches, I’d pull from
existing materials. There’s a nice wiki out there with all these details. I’d
add the ones I came up with for my Action
Cards CtL version and brainstorm other cool and evocative ones. Catches are
the trickier of the two. I’d rewrite and trim some, skipping others. I’d split catches
into two types: those with a cost and those representing prep.
This hits against that difference between the games I’ve run
and other GMs’ campaigns. A players mentioned the focus on catches in their
play. If someone had a commonly occurring catch to a contract, they leaned into
that in play. They’d activate contracts just because they were free in that
circumstance. I’m not sure I can emulate that without building a concrete list
and I don’t want to do that. One new option players should always have is marking
a condition (representing glamour spent) rather than going through the catch
process.
I also wondering if choosing the catch could be something
done by either the player or GM, depending on the roll.
CLEARING
For my hack I’d divorced Clarity from its continuum. At
least in the four sessions, that didn’t create a break in the game’s feel. I’d
simply renamed Urban Shadow’s
corruption system and tweaked that to fit. But Clarity has a drawback
particular to running short-term games. In games with only a few sessions,
marking Clarity isn’t a real cost. Since it builds up over time, you’ll never
hit that tipping point. That leaves two choices for one-shots and short
campaigns 1) excise the mechanic (which means removing some moves) or 2) adding
an additional drawback when someone marks clarity (like they mark a condition
as well).
But for longer games, if I wanted to make Clarity a spectrum
again, that would be easy. I’d set a line or circle of boxes (an odd number,
say 9, 11, or 13). Characters would start at the midpoint. One end of the
spectrum marks going too far to the mundane and the other marks going too far
to Wyrd. Each clarity mark trigger would specify a direction to shift your mark;
some might allow a choice. When you hit one end of the spectrum, you take a
Clarity move and reset to the center. But you also eliminate a box from the end
you hit, making it easier for you to fall onto that side.
MOVING PICTURES
I chose to have a relatively large number of moves for each
Seeming and Season. Between the two, characters have around 16 moves to choose
from; more in some cases. One playtest comment noted that they saw all these
cool moves, but only got to choose a few. That’s true because the game
archetypes encompass huge categories. As well, some options are less sexy for
certain kinds of characters; some have overlap.
We discussed about adding or cutting moves as solutions. The
World of Darkness Urban Shadows reskin gets around this
problem by giving more advances. That’s not a bad approach and I’m going to
leave that on the table. But the first thing I want to do is cut all the
‘uninteresting’ moves. As I mentioned above, changing the stats lets me cut “Use
X for Y” moves. I don’t like those in Fate,
so it doesn’t make sense to have them here. Then I want to go through the CtL
books to see what other moves could be adapted from Contracts with a Seeming
affinity and add them to those playbooks..
I still want a large list when all is said and done. But I
also want players to use those choices to help deepen the vision of their
character’s Kith. Maybe when you pick a new move, you also have to pick one you
cross out. It’s one that doesn’t fit for you and once you’ve marked it out you
can never take it. That tightens things and forces two choices with a move
advance.
HARMFUL CONDITIONS
Urban Shadows had
relatively high harm numbers—it’s easier to pull together attacks with a
substantial harm number from various moves. That makes sense in that game’s context—lethality
combined with the scars system. It wasn’t exactly what I wanted with CtL,
especially since each condition marked would have a roll penalty associated
with it (ala Masks). So rather than
tuning the harm numbers, I opted for a Fate-style
damage mitigation. Each condition marked negates two harm; marking your key
condition negates more. If you can’t or don’t want to mark, you’re taken out.
In practice I forgot that. It’s a mechanic that doesn’t have
a parallel anywhere else. It’s also a clunky rule you have to remember. I’m
going to eliminate that. Instead, I’ll go back and look at how much harm
characters can deal. Base effect should be 1 Harm, 2 Harm if you select the “inflict
terrible harm” option on the attack. Moves which increase harm will follow a
set progression: +1 Harm, +1 Harm AP, +2 Harm, etc. Harm taken will directly
correspond to conditions marked. I also need to look at how much armor factors into
the system.
PCvPC in Ctl/US
I opted to remove the “vs. PC” options from Manipulation
move. I’d told myself CtL didn’t have Urban
Shadows’ PvP elements. That’s a mistake—it needs a player choice incentive.
Not having it made a couple of moments awkward. I need to figure out how I want
the Call in a Debt to fit with that.
In particular, I think for non-Debt manipulation, characters need to have
leverage: a fictional justification, money, relative position. Overall I need
to consolidate and yank the Debt stuff forward. Right now it’s on the second
reference page and gets forgotten easily. That requires a system or layout
change.
I’m sure there’s more, but that’s it off the top of my head.
I want to especially thank everyone who played! Camilla the Sweet, Gleaming
Zach, Morosa Scorned, and Thicket Flickerjacket.
Very interesting blog. A lot of blogs I see these days don't really provide anything that I'm interested in, but I'm most definitely interested in this one. Just thought that I would post and let you know.
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