Worlds in Peril Conditions Hack

Worlds in Peril Conditions Hack

Worlds in Peril Conditions Hack

Worlds in Peril Conditions were very awkward for me. I found it difficult to try to come up with unique tags for every bit of damage that fit into the Minor, Moderate, and Critical categories. I didn’t like that the severity of the condition applied to PCs was solely determined by my (as a GM/ EIC) interpretation of the fiction. Most of all PC’s had to spend choices from their roll with the Take Down move to increase the severity of the conditions, but, other than my narration, there was no difference in a Minor and Critical Condition effects on a villian. It seemed awkward and didn’t really add to the fiction of our game.

But I always liked the Cortex Plus Marvel games stress tracks so here is my first stab at adding them to Worlds in Peril as well my attempt at modding the moves to cover the change.

I’m pretty new to writing PbtA moves, so feedback is definitely welcome.

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Worlds in Peril Bonds / Plot Points

In general, I love the idea of relating “success guaranteeing” bennies to superhero relationships. Interpersonal drama is a big part of superhero stories and often are absent from ttrpgs. Since bennies are perfect for supers games, I think it’s a great idea for the PCs to earn them by creating drama.

In practice, however, some of my players didn’t like them. Use in our game usually went something like this:

Spider Man really wants to knock Doc Oc out by swinging into his face, feet first. So he burns a bond with Aunt May and gets to step up his result. (PbtA: -6 to a 7-9, or 7-9 to a 10+). He nails Doc Oc and super powered action ensues. The EIC (GM) makes a note to introduce some drama with Aunt May at a later time.

The player asks, “What the hell does kicking Doc Oc have to do with Peter Parker’s relationship with Aunt May?”

I (the EIC/GM) say, “Nothing really, fictionally speaking. But (insert something like the first paragraph above.)

So I thought about it and here is the first draft of what I came up with.

New PC’s start the game with a free Plot Point (the new name for bennies stolen from MHR). You can no longer just burn a bond, get a success, and then figure out the fiction later. However, you do have to trade some drama for triumph. Now you earn Plot Points when you trigger the “Burn a Bond” move.

Burn a Bond

Being a superhero is tough on relationships. It seems like the better you are at being a hero, the more drama you have in your life.

When a scene involves straining a bond relationship, roll +bond

10+ burn 1 bond and get 2 plot points “that went better than expected”

7-9 burn 1 bond and get 1 plot point

-6 burn 2 bond and get 1 plot point. EIC will tell you how it’s turned out worse than you expected.

My hopes for this change is that PC’s would proactively think about their relationships and narrate or frame scenes to earn Plot Points and add to the narrative. Also, the move could be triggered organically as the story progresses. If something happens fictionally to strain a bond as a result of a scene the move would also be triggered. In addition, if the EIC saw that a PC was low on plot points he could also use the GM move “Threaten a Bond” to trigger the “Burn a Bond” move to introduce some dramatic spotlight and plot point bennies to that PC.

If you made it this far, what do you think?

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I love that it’s PbtA and I love the way powers are abstracted and the push move works great in play. I like that they avoid playbooks. The way bonds work finally made comic book drama a part of the game. That always seems missing.

I just finished my second go at Mask, which I love. It’s great at teen supers team drama, and I can see myself playing a lot of it. But WiP’s is about different kinds of supers and the bonds system both allowed the adult supers success when they really need it and made those Spidey, Aunt May, Mary Jane type scenes happen in our games. Superhero stories have a lot of strained relationships with normal people in them. I like what the bonds do to encourage that to happen.

Also, Imho WiP handles comic action far better than Masks. The Take down Move alone can cover almost any narrative superhero stunt you can describe. And this is pretty important to me.

I would like to hack drives and advancement, because I just could not get any of my groups engage with it. I liked it a lot on paper, but… Nope. It could just be something with the way I explain it. I had the same problem with MHR and milestones.

So think I’m a going to make drives just a phrase (similar to dungeon worlds approach to Alignment) and if the group agrees that a PC acted in it during a session the PC will get an xp at the end of session move.

I also think I’m going to hack advancement with -6 gets an xp and every so many points unlocks an one of the WiP achievements (a la Masks)

Also, the conditions systems was a bit too free form for me. I felt I got a lot of raised eyebrows when I when I tried to explain how the extremity of conditions are determined and that for villians the difference in moderate and critical was only narrative. I understand why it’s that way, but it was a barrier for most of the players I ran it for.

This will likely be difficult, but I think I want to replace conditions with stress tracks similar to cortex plus heroic. (Physical, Mental, Emotional, and maybe a Complications track)

I’m not sure what I’ll do with socal moves but I want a bit more to represent more ways to increase or replace bond as well as moves that hellp inspire and adjudicate social drama. I’ll be running through several PbtA games for inspiration.

I fully get that I may be the only person that thinks any of this is important. I’m not trying to make a product. I’m just trying my hand at getting a game that does exactly what I want it to. I’m prepared to have my heart broken. LoL

Feel free to tell me I’m crazy!

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results.

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results.

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results. For a bit of background I have been gaming since the 80’s and for the last handful of years, I have been leaning toward narrative style RPGs. I love supers RPGs and have run Villians and Vigilantes, Faserip Marvel, Mutants and Masterminds, Champions, Marvel Super Heroic Roleplaying, and have played in Masks: A New Generation and Worlds in Peril before running this arc. I had 3 players that are very experienced in traditional style RPGs and 1 very new to tabletop RPGs.

Our game was set in our version of the Marvel Universe (I have dubbed it the U812 Universe for my own amusement). The arc was about Hank Pym wanting to create a respected team of heroes in the wake of the events of our version of the Civil War/ Superhuman Registration Act.

For our universe, this game was the first appearance of Hyperion. His plan was to establish himself as a hero and then create a false flag Skrull invasion and then create on opportunity to become earth’s Big Daddy.

Character Generation

The PCs were the Hulk, Ant-Man, and two original characters. Character gen is great in that it is pretty easy to create a concept and I often hate the creative limitations that trad supers games have to “balance” power. I like the free form nature of WiP. However, I found myself wishing that the character sheet was a bit more helpful for players while creating their characters. I think we found some of the terminology a bit confusing because it differed slightly from the sheets to the rulebook. Also, limitations seemed a bit unclear to me. I understand and like the relationship between bonds, and the dehumanization of power level, but it seems these are categorized with power-limitations and weaknesses. To my best understanding, the only reason to take a weakness or limitation of a power in narrative but there isn’t really a carrot for it like there is for the social limitations. This seemed a bit murky to me. Part of me wants to divide essential items in half and include one-half with an origin book preprinted on one sheet and the other half on a sheet with a drive book. Though drives are a bit less permanent, Hmm

Bottom Line

I love that WiP isn’t concerned with power level and that powers are abstracted in a cool way. I’d like to attempt to redesign the character sheet to get players up and running more quickly, but though generation is slow compared to many PbtA games, it is still much faster than supers game I have played in the past. A small price to pay to be able to create the hero you want. Power based playbooks seem like a bad choice.

Moves

I think that the push move and the power profile mechanical relationship was very fun and created some tense moment in the action. Some of the tension disappears when the PCs realize that they should probably burn a bond whenever they Push, but that’s resource management, right?

Some players commented that they ended up using take down a lot. Personally, I don’t see that as a negative. I think it speaks to a well-designed move and use of conditions. You can do a lot with that one move.

I might contradict myself with my thoughts on the Fit In move. I like the move itself, but I found myself wanting more options to repair bonds and inspire more superhero drama. I found that we seemed to go into down time, talk about who burnt bonds and then mashing the rp for the burnt bonds and the Fit In move together and it felt a bit clunky to me. That could just be that I didn’t run it well. I fit in is fine, but I would like to see some moves that are more specific to disagreements, trust, etc. Having a beer with someone is good, but having a “come to Jesus” meeting with them is something a bit different I think.

Bottom line

I think the moves handle superheroic action very well and the fit in move helped us create some scenes that frankly I always tried to make happen in supers RPGs but rarely could get off the ground. However, I found myself wanting more social moves.

Bonds

I like the bonds resource. I think that choosing a relationship to damage in exchange for a heroic success is a good motivator to create to personal life scenes with heroes. One player was hoping for a more complex relationship mechanic similar to Masks, but honestly, I think it worked great. The PCs created scenes that wouldn’t have been there without the burnt bonds, IMHO.

Conditions

I love the flexibility of the conditions system. It being so open ended that it seemed you could mechanically represent anything. I have some sticking points when dealing them out to players. I get that the severity has to flow from the fiction and I see that as a plus of the system, but, perhaps because of my players trad game background (or my own) I felt myself feeling like a need additional justification to deal a critical condition. “Oh! It’s a critical condition just because you say it is?!” This is likely just my eye still twitching from years of running dnd. I also find that I needed to knock the villain’s condition threshold almost in half in order for fights to actually end. Was I doing something wrong? Whew, they can take a beating!

I need to get better at coming up with interesting conditions at each level as well. Practice.Practice.Practice.

Summary

When I think of what I want in a supers game I have a pretty concrete list. I want it to:

Allow different power levels to play together in a fun way.

Support freeform character creation

Focus on narrative vs crunch

Force players and gms to narrate their actions FIRST!

Facilitate the soap opera drama of team comics

I think Worlds in Peril does these things pretty well. Though I wanted a bit more social moves, I think this system did more to inspire downtime scenes with the bonds mechanic than other games I have played. And I also realize that the ruleset is about superheroes saving the world. More Avengers than Jessica Jones. I’ll definitely be running it again. I might finally try my hand at some custom moves.

One of my players thoughts on my first time running Worlds in Peril….

One of my players thoughts on my first time running Worlds in Peril….

One of my players thoughts on my first time running Worlds in Peril….

I got to play Worlds in Peril, the superhero game using the Apocalypse World engine, with +Lonnie Spangler last night. We’d played a couple supers campaigns using Marvel Heroic Roleplaying before, and had been looking to test drive this system. In a nice touch, the game was set in the same continuity as our Heroic campaigns (three of the players were vets of those games, and two of us were even playing the same characters from the last go-round), so it really felt like a continuation.

Overall, I was pleased with how it turned out. Getting the character (I was playing Hank Pym as Ant Man) statted up was easy and painless, and the way the system handles powers is freeform enough that it easily facilitated the way that superheroes do new and inventive things with their powers that you so often see in comics but which is hard to pull off in some RPGs where game mechanical effects are more rigidly defined. That had been one of the things that I’d always liked about MHR over something like Mutants & Masterminds.

One thing I appreciated was speed. MHR’s dice pool mechanics are cool, insofar as the dice you choose to include in an action are a kind of storytelling. By choosing which distinctions to invoke (and whether they work for or against you), your establishing what narrative elements are important to the scene. The downside is that you build a LOT of those pools, and sometimes that process can be slow, especially in a larger game. Worlds in peril seemed to have a similar level of freedom and player agency, but the resolution of actions would likely happen more quickly.

The other thing I liked is bonds. By tracking the bonds that a character has with various NPCs, and being able to burn a bond in order to snag a bonus, it invokes a lot of the interpersonal drama that you see in comic books really well. After all, comics have always been basically daytime soap operas with more punching, a fact that the CW network appears to have noticed and been quite successful cashing in on.

The one thing I didn’t like as much was a slight death spiral effect that we ran into last night. Now, it seems that part of this was that we bungled a rule, and made things mechanically harder on ourselves than they were supposed to be. Another part was some of the most statistically improbable set of unlucky rolls I have ever seen at a table. In a system were we would have expected to have at least partial success on an action more often than not, we kept botching. And once we’d taken some complications, the penalties on later rolls made it harder to dig ourselves out of the hole.

MHR was sort of self-balancing in this respect. Someone who gets hit with a lot of crummy rolls tends to earn a lot of plot points, which tends to facilitate the big “hero comeback” that you see in comics ALL the time. Getting that last night seemed harder, but I’m not sure if that impression will be true if we play again.

I’m definitely looking forward to giving that system another test run.