1) Basic Design Document
1) Basic Design Document
The Basics
Introduction
- what is the game
- what you’ll need
- basic terms
Systems
Task Tests Basics
- assess task
- all of these are a discussion, brackets are who has final say.
----- what is success? (what is trying to be achieved) (the players)
----- what are the potential costs/twists? (the gm)
----- what are the potential boons? (the gm)
----- what are the impacts? (the gm)
----- always at least one boon + cost associated with the task being attempted. Also always has a
challenge impact rating (even when challenge 0)
(----- assessing ‘on the fly’ (mainly extra boons, shouldn’t be needed often if at all)
(----- gm advice: have a couple of extra boons ready)
(----- unknown costs: they’re fine, but be careful with them)
- task tests/checks
----- roll pool of d10’s (attribute edge + skill + mods) + challenge impact
----- each dice generates hit by rolling equal or under tn (attribute score + mods)
----- spend hits for effects: success, gain boons, resist twists (player chooses)
----- apply choices of effect as outcome
- maximums (box?)
----- 10 attribute score
----- 10 dice
----- extras (after impacts) are lost
Costs
- gain negative momentum
- narrative complication
----- takes more time than expected
----- give away something about yourself
----- the activity is only partially successful
- lose spirit or health points
- lose hold(s) (data point, favour or wealth): usually just one hold lost
Boons
- associated boons of move to choose from
- gain positive momentum
- move to advantageous position (or to neutral)
- gain spirit or health points
- +d3 damage
- You don’t take damage
Impacts
- Challenge
- Circumstance
- Statics
- Threat
----- challenge (difficulty, 0-5, above 3 is rare)
----- threat (additional cost (threat) or 2 (critical threat))
----- circumstance (+/- dice??? assets and drawbacks)
----- statics (+Xd, +X. Mainly +/-X, + add to attribute score, - add to challenge)
Impacts represent the various ways in which the circumstances of the fiction may be affecting the
PC’s. If you’re familiar with rpg’s or other similar types of game, they are the equivalent of
modifiers or difficulty in Monster Hunters. They help to represent situations that are more complex
or potentially more costly, or when the circumstance is easier or in the characters favour.
Impacts are applied to the move check when a character makes moves, potentially affecting which
sort of outcome is generated by the check. The MC will let you know which Impacts are being
applied to any given move check. Other sources can be, bestiary entries for monsters or various
rules and character talents that tell you when to apply Impacts.
There are four different kinds of Impacts that cover different eventualities, they are Challenge,
Threat, Advantage/Disadvantage and Static Effects. They are described in more detail below. These
impacts can be used independently or together when making move checks. For instance, an action
could be Challenging but not Threatening, Threatening but not Challenging or both Challenging and
Threatening. What Impacts to apply, and when to apply them, should always be led by what makes
sense or seem reasonable in The Fiction of your game.
Challenge
- challenge
--- difficulty and complexity
--- critical challenge
Challenge Ratings
+0. +3.
+1. +4.
+2. +5.
Challenge is a measure of the complexity or difficulty that an action posses. In Monster Hunters,
moves and move checks are only made when something meaningful or interesting is at stake.
+0: Standard
+1:
+2:
+3:
Threat
- cost and danger
--- critical threat
Threat Conditions
Threatening Dangerous, Costly etc. +1 cost on the action
Critical Threat Unavoidable, Deadly etc. +2 costs on the action
There are two tiers of Threat that can be applied to tests, Threat and Critical Threat. If Threat
applies to a test, every outcome of the test, apart from Strong Success, incurs an addition cost.
If Critical Threat applies to a test, every outcome of the test, including Strong Success, incurs
an addition cost.
This cost incurred from Threats are chosen in line with the normal rules for choosing costs for that
move, i.e. The MC chooses combat move costs, most costs can only be applied once per test and
cost should be chosen in line with the situation and intended effect of the test.
Other Systems
Focus
- mark out the PC’s as protagonists
-- second wind: gain 1d6 health points
- focus: gain positive momentum
- apply yourself: act as if skilled 3, don’t gain skill ability.
- shrug it off: ignore one cost
- gain boon
- some abilities/moves
Scenes
- help structure the game and the use of some talents
- Action
- Exploration
- Downtime
----- scenes are sub-sections of phases
----- scenes can be inexact and will flow naturally. Be guided by the fiction.
----- a phase will contain at least one scene, but can be made up of many.
----- differences between one-off games and extended games/campaigns.
- fronts
- clocks
Fronts and Clocks
- can be used along side arc’s but can also be used separately.
- Can be visible or invisible to players.
– Name: Give the Front a name.
– Issue: What the Front is about.
– Trigger: What makes the front’s clock tick.
– Frequency: How often the clock ticks over.
– Dial: How many ‘hours’ there are on the clock.
– Effect/Outcome: What happens when the clock strikes midnight.