Re: The ALPHA PDF - questions, comments, errata
Posted: Sun 01 Jan 2017, 17:47
My preparatory mindmap, character sheets and useful resources for testing Tales of the Loop and Summer break and killer birds.
Pop over to my "Sweden in the 80's" thread.Please I would love to have more details for both Sweden and 80s for us non-Swedes. Especially cultural domestic uniquenesses of Sweden in the 80s (in the Loop); i.e. I would never have known about Snus unless I hadn't been chatting to some Swedish smokers once, But also things such as would the average home in the Loop be wooden? brick? prefabricated? How much is there a class divide? would it be noticeable in the house interior (i.e. wallpaper vs wood, type thing).
My thought is this:BONUS EFFECTS: (from the alpha rules)
* The thing is more durable than expected. Add +1 to the bonus (up to +3).
* The thing can do more than expected. Add +1 to the bonus (up to +3).
* The thing is more discreet than expected. Add +1 to the bonus (up to +3).
* The thing is high quality in some other fashion. Add +1 to the bonus (up to +3).
discreet (pocket knife), sturdy (crowbar), silent (snow joggers), precise (electronics tools), expensive/fashionable (golden bracelet), adaptive (multi-tool), cute (my little pony doll), compassionate (teddy bear), protective (young dog, mini robot), freightening (halloween mask) etc.
What do you other alpha-pdf readers or playtesters think?* Items are +1
* Items have "attribute" words which apply additional bonuses when applicable to the situation.
* Complications or failures can remove an attribute
* Failure or complication with an item that no longer has attributes, breaks or redefine the item into a prop (no bonus)
* Iconic items are +2, but may be used as a +3 when facing trouble related to the kid's pride, relationships or problem – or maybe when previously "imbued" with status by the kid.
* Iconic items may be used multiple times, but Not at full capacity.
* Iconic items don't have attribute words. They are already great in so many ways.
I'll be running Summer Break and Killer Birds for my regular RPG group in the next week or so - I was just wondering whether you could expand a little on the everyday scenes you worked into your session, or other ideas you had for them? This is currently the biggest thing that I'm struggling with, coming up with interesting Everyday Life scenes.It is good that the Anchor drives the Kids on their own volition to the dull and unforgiving everyday life. As a GM, I prioritized the Mystery, so we only had the introductory scenes, the ending scenes, and two other everyday life scenes, of which one was an Anchor scene. Had we not been a bit short on time I would have prioritized differently. But there is a strong feeling anyway that everyday life will become a serious obstacle over a campaign unless the Kids balance it well with the Mysteries – especially parents will demand attention, timekeeping, school results, etc.
i took inspiration from either the Kid's problem or NPC relations when setting the introductory scenes. I only set the scenes, I did not know where they were going. In some, I had a goal to include something specific. I did not include the pigeons in any if the introductory scenes, I wanted the Kids to meet first. This was not successful, but worked out well anyway.I'll be running Summer Break and Killer Birds for my regular RPG group in the next week or so - I was just wondering whether you could expand a little on the everyday scenes you worked into your session, or other ideas you had for them? This is currently the biggest thing that I'm struggling with, coming up with interesting Everyday Life scenes.