luckythirteen
07-27-2015, 07:38 PM
I am a huge fan of the "Powered By The Apocalypse" style roll playing games (like Dungeon World or Saga of the Icelanders). I have slowly been incorporating some of this style into my own house rules for KAP. Ultimately, I am trying to create a system of house rules that stay true to the core mechanics in KAP and allow me to still use published materials and stats, but mesh together in a style similar to the PBTA games to create a "Hex Crawl" style of game when my player knights are exploring forests. I'm trying to figure out if I can make Forests the KAP version of a Dungeon Crawl. I have no idea if it will work, I can't wait to find out. 8)
I am looking for feedback on my house rules. How can I make things more clear and accurate? Do things seemed balanced and fair. Are they fun and interesting, etc.?
Before we get started on the house rules, I have to write a couple of important concepts for those who are not familiar with the PTBA engine games.
A roleplaying game is about creating "shared fiction." If you want to hear a story, you read a book or watch a show. If you want to follow a set of specific rules to fight monsters, you play a computer, board, or miniatures game. What RPGs offer that no other medium can is the ability for the players and the GM to create a shared story together (PBTA games call this "fiction"). The rules are guidelines to provide a framework to create this shared story, but the focus should always be the fiction. Everything should start and end with the fiction. You don't say "I want to make a Hunting roll", you say "I want to go on a hunt" and then you roll to see what happens.
You always "fail forward." When a PK fails a die roll, you should avoid a "nothing happens" result. Instead, you should roll to see what happens and the die result helps create your shared fiction. Thus, you should only ask for a die roll when you want to see what happens, otherwise it "just happens."
"Moves" are a concept in PTBA games which basically mean "take an action". As a rule of thumb, if the player is successful on their roll, they get to "make a move" and if they fail, the GM gets to "make a move."
"Soft" moves vs. "Hard" moves. Most stories start by putting the heroes in a difficult spot and giving them a chance to get out of that difficult situation before they succeed for fail. For example, Indiana Jones heard a "click" when he stepped on that pressure plate and had a chance to react before the arrows shot. That's a lot more exciting than an immediate "you just got hit by an arrow" result. When the GM gets to make a "move" (usually because a PK fails a roll), he should normally put the hero into a difficult spot first, and then if they fail again, THEN something really bad happens. This makes failure an exciting part of the story because it gives the heroes a chance to be heroic and get out of that spot! This isn't always the case, for example, a fumble will almost always result in an immediate "hard" move, but I've tried to write my house rules in a way that follows this concept. Someone described the "soft" move as the swing and the "hard" move as the "follow through" and that made a lot of sense to me.
There are more concepts, but I think this is sufficient to understand the house rules as I have written them below. Let me know if you have any questions or need clarification. Now, on to the house rules!
IMHO, the hunting rules in KAP 5.1 are a bit on the messy side. You have to look at three separate areas of the book to figure out how to run a hunt, and there are a lot of steps and die rolls that make hunting feel a little more complicated than the other systems. What I've tried to do is consolidate these into two "Moves". There is some cost with this. You don't get as detailed a "chase" mechanic as you do with the rules as written. I also suspect it could make some of the enemies more dangerous as there is no "rush" step and the "surprise attack" only happens if you get a critical success. However, to me the gain in ease of play outweighs the negatives. However, I'm looking for feedback so let me know if you disagree! Moves in the next post!
I am looking for feedback on my house rules. How can I make things more clear and accurate? Do things seemed balanced and fair. Are they fun and interesting, etc.?
Before we get started on the house rules, I have to write a couple of important concepts for those who are not familiar with the PTBA engine games.
A roleplaying game is about creating "shared fiction." If you want to hear a story, you read a book or watch a show. If you want to follow a set of specific rules to fight monsters, you play a computer, board, or miniatures game. What RPGs offer that no other medium can is the ability for the players and the GM to create a shared story together (PBTA games call this "fiction"). The rules are guidelines to provide a framework to create this shared story, but the focus should always be the fiction. Everything should start and end with the fiction. You don't say "I want to make a Hunting roll", you say "I want to go on a hunt" and then you roll to see what happens.
You always "fail forward." When a PK fails a die roll, you should avoid a "nothing happens" result. Instead, you should roll to see what happens and the die result helps create your shared fiction. Thus, you should only ask for a die roll when you want to see what happens, otherwise it "just happens."
"Moves" are a concept in PTBA games which basically mean "take an action". As a rule of thumb, if the player is successful on their roll, they get to "make a move" and if they fail, the GM gets to "make a move."
"Soft" moves vs. "Hard" moves. Most stories start by putting the heroes in a difficult spot and giving them a chance to get out of that difficult situation before they succeed for fail. For example, Indiana Jones heard a "click" when he stepped on that pressure plate and had a chance to react before the arrows shot. That's a lot more exciting than an immediate "you just got hit by an arrow" result. When the GM gets to make a "move" (usually because a PK fails a roll), he should normally put the hero into a difficult spot first, and then if they fail again, THEN something really bad happens. This makes failure an exciting part of the story because it gives the heroes a chance to be heroic and get out of that spot! This isn't always the case, for example, a fumble will almost always result in an immediate "hard" move, but I've tried to write my house rules in a way that follows this concept. Someone described the "soft" move as the swing and the "hard" move as the "follow through" and that made a lot of sense to me.
There are more concepts, but I think this is sufficient to understand the house rules as I have written them below. Let me know if you have any questions or need clarification. Now, on to the house rules!
IMHO, the hunting rules in KAP 5.1 are a bit on the messy side. You have to look at three separate areas of the book to figure out how to run a hunt, and there are a lot of steps and die rolls that make hunting feel a little more complicated than the other systems. What I've tried to do is consolidate these into two "Moves". There is some cost with this. You don't get as detailed a "chase" mechanic as you do with the rules as written. I also suspect it could make some of the enemies more dangerous as there is no "rush" step and the "surprise attack" only happens if you get a critical success. However, to me the gain in ease of play outweighs the negatives. However, I'm looking for feedback so let me know if you disagree! Moves in the next post!