Showing posts with label Inverse World. Show all posts
Showing posts with label Inverse World. Show all posts

Monday, February 20, 2017

Inverse World Tags Outside of Hazards


Inverse world has a tag for Hazards called Social. (This hazard is human [-oid] in nature. Social hazards are often unable to be solved with violence, for one reason or another.) That book suggests that Social threats don't need the intelligent tag because they are assumed to already have it. I think it would be fair to swap "unable to be solved with violence" with "almost always solvable without violence." then add "Social creatures have sufficiently advanced societies that that some individuals pick up other skills. The GM can adapt the monster by adding tags to reflect specific training, like a mage or warrior." With these changes, the Intelligent tag can be removed entirely. 

By default, the Social tag otherwise doesn't give any incentive to be non-violent except players acceptance that you shouldn't kill certain people. combining it with Friendly (This hazard does not mean you any harm. This doesn’t mean it isn’t dangerous, of course, but it doesn’t intend to be.) probably helps with that incentive, but I think it fair to offer players a chance to mark XP for a Social threat of any kind to be dealt with peacefully.

Tuesday, September 20, 2016

Collateral Damage: Structures and Vehicles in World Engine games

So I was reflecting on how in Inverse World, vehicles have 3 stress unless otherwise noted, it takes 10 points to drop it by 1 stress, and removing all stress destroys the vehicle. Presumably they thought something was to be desired with vehicles that Dungeon World left out. I wasn't really satisfied with this static number because I felt that it fell a little flat on granularity between smaller and larger vehicles. I also saw potential to use it for buildings, but no building was gonna take 30 damage and call it a day. Thus, I decided on an expanded Stress Modifiers list
  • +1 per Occupant (Occ. Includes very basic but accommodations)
    • A bedroom is 2 Occ.
    • A booth table or pew is 4 Occ.
    • If a complex consists of multiple rooms, minimum occupancy is the number of rooms
  • +1 per point of Armor
  • +1 per notable feature, even if it’s decoration
  • +1 per Move an occupant can do (needs 1 Occ. per move unless otherwise stated. Any staff can tend to the number of people stated, multiplied by a relevant stat)
    • Armory
    • Kitchen and/or Dining Hall (waitstaff serves 4 people)
    • Infirmary (1 Nurse can tend to 1 room 2 Occ.)
    • Lore Library
    • Move like a vehicle (has additional stress of 1 per Control Stat) 
    • Mystical Library/Laboratory
Material                         Armor 

Particularly thin Wood 
or particularly thick Paper      1 

Wood                             2 
Iron or Stone (wood and
drywall counts as “or stone”)    3 
Iron and Stone (structural
steel and concrete
probably counts)                 4 
Magical Protection               Varies


After some experimentation with converting Dungeon World coin to other currencies (I put a coin equal to 500 yen to get prices that neared those in the Persona series for another project I'm working on) I came to about a coin for 500 yen or 5 dollars, I assumed a 1 room cottage was 2 stress, and at 2500 coins, Thus would make each point of stress is worth $12,500.

This runs into problems. For example, take a  3 bedroom 2 bathroom house with drywall interior. It can be assumed to have: 
  • space for 6 occupants
  • A kitchen
  • 3 armor
That would be 10 stress and $125k, which works for cars, but it's been over 20 years since that conversion rate made any sense for a house. For a GTA based game I created a while back, I thought 50k was a fair price per bed, bath, or other significant features. That would put this same house at 500k, but research suggests that a house with those features is between 3-400k.

I have further thoughts on this on: https://steelsmiter.blogspot.com/2016/09/collateral-damage-deeper-look-into.html where I basically peg "Basic Amenities" as an x20 multiplier.

For games that feature low "Harm" scores like Monster of the Week, 3 points of DW damage is 1 point of Harm. This isn't as much an attempt to convert to any particular system as much as it is a quick generalization. Feel free to make it 2-5 to better suit your game's survivability.