If I can't get my head around WiP better, I'm SERIOUSLY tempted to house rule this into Marvel in some way. It's kinda like what Marvel Super Heroes was doing with Karma earned not only for Super stuff, but real life as well, but taken to the next level. And it does it in a mechanical, elegant way that weaves it into actual game play, not just lip service. It puts me in the mind of Spider-Man/Aunt May, how he constantly draws on her for inspiration in tough circumstances, lets her down in his "real" life, then has to mend fences (again). So dealing with your normal life is vital – it’s the primary way you ‘heal’. In addition, Fit In is the only move that allows you to recover from conditions that are inflicted on you. The Fit In roll is triggered when you spend time cultivating your Bonds: creating new ones or increasing the strength of existing Bonds. Your relationships, called Bonds, can be used to boost dice rolls and represent how those NPCs will react to you. THIS blog's review describes them much better than I could have: There are a few moves where Worlds in Peril really shines. Regardless, here is the thing that REALLY drew me to it: the way it handles Social Mechanics (a la Monsterhearts "Strings") in a way that is VERY thematically appropriate: Bonds.
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