Not sure what that’s about, but it sounds spooky!

Watched (live-action TV): Leverage Redemption 1.3: The one where they ruin the casino emperor’s plans. We’ve had the lawyer guy for three episodes and the new hacker for two, and they both seem good. It’s probably even good from a story standpoint to get Hardison off-screen, since he’s just too powerful. Also, we’re not even pretending Parker was ever neurotypical now, which is an admirable facing of reality.

Read (manga): How Do I Turn My Best Friend Into My Girlfriend? vol 3 (Syu Yasaka): I thought for sure I had read vol 2, but I cannot find anywhere I wrote it down, or find the actual book on my shelves. Anyway, there’s a romantic rival, but she cannot stand up to the pure love between our main characters, and also we get to see what the other MC is thinking, which is not really any different than one would expect from the genre. Can they somehow work it out?

Written (game design): 299:

Meh, no need to get into the weeds of specific classes at this point.
What are the components of a DW character in general? Name, Look, Armor,
Hit Points, Damage, Alignment, Abilities, Bonds, Race, Starting Moves,
Coin, Gear/Inventory, Advanced Moves, Advanced Advanced Moves, XP. Also
Basic Moves and Special Basic Moves.

Name and Look being small picklists is sort of like the thing I
mentioned earlier about having some pregens so people can grab a cool
character and get stuck in, which is great, but I have already spent too
much time talking about it. Bonds and Alignment get you XP, also great.
A lot of DW descendants ditch Alignment in favor of Drive or some such,
which I like, because I don’t like Alignment. I don’t want to throw
shade on these important bits, but they’re not really what we’re looking
at now, since they’re already not D&D.

We already stole class-based damage dice for XZQJY and they aren’t D&D
anyway. Hit points have to go. In Apocalypse World, everyone can take an
equal amount of harm, which isn’t all that much (attacks do 1-4, maybe
5, and 4 harm is a fatal wound, IIRC). I’m good with everyone being able
to take the same amount of damage; clinging to life is a function of
heroism, not muscles. There’s a move for beating people up, so keeping
the damage die as actual damage is fine. Hit Protection that refreshes
after every fight, get wounded when you take damage past that, get taken
out if you’re double wounded or if you take X past your HP. Maybe a
basic move to keep going even when you’re technically dead?

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