Moves v3
Time again for the “it’s been too long since the last update” Update!
I had mentioned last week how the core Moves and career Moves went through a major overhaul, and how well the subsequent playtesting went. So I cleaned it all up, and I’d like to share it here. Please check it out, take it for a spin, whatever. I’d love to hear feedback or questions about it. The responses so far have been instrumental in shaping the design, and I thank you all for your input! <3
Almost all the Core and Career Moves have been majorly overhauled. I’d be curious to know which Career move(s) pique your interest the most, or which ones you feel work well together.
Edit: I almost completely forgot to mention one of the biggest Career changes. I’ve done away with the Survivor career. It felt a bit too reactive, a bit too much like an Origin. Unlike the other careers, it didn’t have a proactive way of dealing with problems, but was rather content to “weather the storm”.
In it’s stead, I’ve introduced the Psionic career. Psionics are now one of the default 10 careers, rather than an optional add-on as they were in UW1. I know this will meet with some mixed responses, but I’ll write a full post about my reasoning later.
Design principles I’ve tried to uphold in this latest iteration:
- Players should pick their own poison. When possible, give players the choice of consequences.
- Core moves solve a problem with a cost or consequence. They’re blunt instruments.
- Career moves solve problems in a narrow way, prone to creating a specific result.
- Career moves 7-9 result solve the problem but reveal/introduce new challenges.
- All 6- results provide (light) direction for the GM as to the expected fallout for a Mishap.
These principles have really helped focus my design, and in my opinion have created some of my best Moves. I’m tentatively locking down the Move design for now, barring any alterations from feedback, and I’m moving on to Origins. I’ve already got a significant amount of work done there, but as it progresses, it’s getting more and more linked to the other major rules section: Downtime. So I may be bouncing back and forth between the two.
And there’s still the whole Credits/currency/economy elephant in the room. I’m trying not to look directly at it yet. >_>