So a post on Reddit got me thinking about how games can die in PbP for various reasons, and I thought the hot-potato style of combat I've only ever seen was just about perfect for it...
... except DW and other Apocalypse World Engine games tend to die with Bonds. So the idea I randomly had is to reconstruct how Bonds work.
Firstly, there's a bit of inconsistency with
DW Core :
Fill in the name of one of your companions in at least one
and Class Warfare, which specifies each Archetype as having a set number of bonds.
Personally I don't really like either rule, because I don't get the logic, and there's that problem about PbP games I mentioned. So I propose the following:
- Players get bonds equal to Level+CHA (this becomes part of the Level Up move) which they can come up with in play.
- Players are not initially restricted to bonds specified for their Playbook/Class Warfare build, so long as they write their own build in a way that fits the concept. OF course in order to preserve what I assume DW intended as balance, fitting the concept is subject to the group's collective opinion.
- Players may spend bonds on the world representing events that have happened in game. (that's right, I like the idea of players being more and more connected to the world in a statistical way.)
- If it exceeds +CHA or +1 per 100 coins spent, they can use it in relevant situations.
Mainly that last one is for situations that come up a lot in my game where the players saved a town from a massive horde, and they get amnesty/favors returned/wenches.
This message was last edited by a moderator, as it was the wrong forum, at 23:06, Fri 05 Jan 2018.