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SURVEY QUESTION: MOVES!
I can see about a million different opinions here going in a million different directions and here's the truth of it: there's no "best" or "worst" system.

There are people who want MORE detail or impactfulness ("If we don't revamp the system, I'd at least like to see some more detail on what Drawbacks can do other than "dey make yer Muuvs betar!". Right now, there doesn't seem to be much difference between a pistol with unlimited ammo and one with a 6 round capacity, other than that one has an unknown amount of "betterness".")

... And there are people who want LESS ("If a gun has 5 shots, 40 or an infinite number, they all cost the same, and it really doesn't effect effect the writing in a significant way, and that's the real issue: We're being told we have to include details that don't matter in most cases.")

I certainly don't want to make the system more complex than it currently is, and I already did some work so that we 'assume' certain things about the move. For example, a ranged attack keeps going until it hits something. We just ... assume that. I don't ask people for range and I asked staff to stop asking for range.

But for example, the number of bullets in a gun is pretty important description, I think. A six shooter is different from a pistol that holds 12 bullets.

Frankly I don't want to tear this system down. The way I see it, the problem is that move approvals are too frequent and time-consuming on staff. (That, by the way, is why I never organised staff into concrete categories - it turns a hobby into a literal job; people get burned out on the hard stuff like move approvals, and I like to let people self-adjust to their schedules).

The solution I'm going to likely be implementing is twofold:
1: Put a limit on the number of moves you can purchase per level, to stop "big purchasers" from creating a load of update work. Something reasonable like 1000 OM spent on moves per level of your character. Maybe 900 because that fits the system better.

2: Possibly, remove "carryover OM" from switching. So when you switch, you go back to 0. I've been thinking of this for a while, for a number of different reasons.


This is not a solution that will make everybody happy. Some people want a simpler system. Others want more impact and choice. Frankly I think this system does accommodate for simplicity. If you want, all your moves can be simple, more-or-less using the examples from the moves page. And as I said before, I don't want to overcomplicate things; we already have a fairly full complexity budget for this RPG.

I hope, however, that this will reduce the overwhelmingness of move work for staff.


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SURVEY QUESTION: MOVES! - by Jade Harley - 07-05-2018, 07:49 PM

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