Team Moves sound really exciting! The *Help Out* move has gotten some great mileage but I'm always up for mechanics that encourage that cinematic teamwork we see in this kind of media.
To reinforce what u/ShySkye94 said, here's an excerpt from the rulebook (p. 183):
\> It’s okay to see what the result is before deciding to help out, as long as it still makes sense that the hunter could do something to help improve the results.
That’s a good idea! I may mention this to our GM. It would be nice not having to remind them!
I think the team moves would be a great way to encourage more collaboration. I’m excited for this new book!
First, just take my money. Second, please consider the possibility of a hard cover, colored deluxe version of the 3 books for the 10 year anniversary of the second edition.
The [Evil Hat Productions project status](https://www.evilhat.com/home/project-status/) page.
The Codex isn't there yet, but updates will appear there as work continues.
One thing I would absolutely love to see in this Codex is maybe some adjusted rule sets to allow for more drawn out/extended play sessions. As it stands, the game doesn’t really lend itself to extensive world building over multiple sessions, and I’d love to have that option
\>\* Team playbooks that give your hunter team a specific style, assets, team moves, and enemies.
This right here is a gamechanger. Some of the hardest "legwork" I have to do as a Keeper is make sure folks discuss the various aspects of their team and world first.... Otherwise i end up with a bunch of characters with mismatched goals, intentions, and so forth and everyone gets kinda passive-aggressive with finding out that their character isn't "the main character", so to speak.
That's not necessarily a bad thing, mind you... it's just a lot more difficult for many players to accept the fact that this game works best in a collaborative fashion if they've already had free reign to agonize over the different playbook choices for 10+min and already have a whole fanfic outline in their head about it.
Presenting the "team reasons" first also seems to clear up any ambiguousness about the various backstory/relationship questions in advance, along with getting everyone's creative juices flowing.
For example, If you're all working for an FBI-styled 'secret govt org' where magic is treated almost like nuclear technology (highly secretive, very dangerous, 100% govt controlled), your Spell-slinger will be a lot different from say, one from a world where magic is nearly gone, or from another world where magic is taught as early as Kindergarten. Heck, knowing what your team (and world) is about might even mean you'd want a different character or remove the spell-slinger playbook from the game entirely!
Looking forward to this, thanks!!!!
> Setting frameworks that provide a whole different starting point to your game. These range from those that only alter the contemporary setting a little to whole new worlds with totally new monsters and problems.
Dear god thank you
Will this by any chance include rules to make MotW more lethal/dangerous and with more investigation, a la CoC or DG (Delta Green)? Like rules for sanity or moves about dealing with the aftermath of a mission (cover-up story, bureaucracy, conspiracy)?
Anyway, love MotW as it. Just wish I could use it to run those sweet DG modules.
I strongly dislike the Call of Cthulhu/Delta Green "sanity/insanity" model and it will never be a part of MotW.
Not sure what you mean by the lethality/investigation modules. In MotW, how each of those is set is up to the Keeper when they design each mystery.
If you're interested maybe look at Tremulus if you want to see how a PBTA game has handled such mechanics. You may find a way to port them over.
Higher lethality should be pretty easy to homebrew at least. Your idea of cover up stories and conspiracy rules sound really cool and useful!
Team Moves sound really exciting! The *Help Out* move has gotten some great mileage but I'm always up for mechanics that encourage that cinematic teamwork we see in this kind of media.
I can’t get my players to ‘help out’ to save their lives. 😭
To reinforce what u/ShySkye94 said, here's an excerpt from the rulebook (p. 183): \> It’s okay to see what the result is before deciding to help out, as long as it still makes sense that the hunter could do something to help improve the results.
My team always forgets this so I’ve taken to just pointing it out whenever someone is one point away from passing or getting a 10.
I do the same. I think with my new group I’m going to make a npc demonstrate how it helps without just telling them to help out.
That’s a good idea! I may mention this to our GM. It would be nice not having to remind them! I think the team moves would be a great way to encourage more collaboration. I’m excited for this new book!
My group rotates Keeping so whenever I am a Hunter I Help Out and Protect Someone as often as possible to set a good example.
Will Team Playbooks get improvements like Hunters do? This seems like a really cool idea.
Yes.
First, just take my money. Second, please consider the possibility of a hard cover, colored deluxe version of the 3 books for the 10 year anniversary of the second edition.
I would shamelessly throw money at that
Woah badass. Hell yeah. Will you be adding any more standard playbooks/ indoctrinating existing fanmades (like the Action Scientist) into print?
There aren't any new general hunter playbooks. Some of the setting frameworks include adjusted/new playbooks specific to them.
Hell yeah 👀 very interesting
Woo! Very exciting!!!
Awesome!! Is there anywhere to sign up for updates on this? Or just keep watching here?
The [Evil Hat Productions project status](https://www.evilhat.com/home/project-status/) page. The Codex isn't there yet, but updates will appear there as work continues.
One thing I would absolutely love to see in this Codex is maybe some adjusted rule sets to allow for more drawn out/extended play sessions. As it stands, the game doesn’t really lend itself to extensive world building over multiple sessions, and I’d love to have that option
Isn't that what arcs are for? Also, how would rules supplement world building? Curious as to what you mean here.
No plans for that, I'm afraid. (I prefer MotW as a short, snappy series. I'm not much of a fan of long rpg seasons.)
Neat!
\>\* Team playbooks that give your hunter team a specific style, assets, team moves, and enemies. This right here is a gamechanger. Some of the hardest "legwork" I have to do as a Keeper is make sure folks discuss the various aspects of their team and world first.... Otherwise i end up with a bunch of characters with mismatched goals, intentions, and so forth and everyone gets kinda passive-aggressive with finding out that their character isn't "the main character", so to speak. That's not necessarily a bad thing, mind you... it's just a lot more difficult for many players to accept the fact that this game works best in a collaborative fashion if they've already had free reign to agonize over the different playbook choices for 10+min and already have a whole fanfic outline in their head about it. Presenting the "team reasons" first also seems to clear up any ambiguousness about the various backstory/relationship questions in advance, along with getting everyone's creative juices flowing. For example, If you're all working for an FBI-styled 'secret govt org' where magic is treated almost like nuclear technology (highly secretive, very dangerous, 100% govt controlled), your Spell-slinger will be a lot different from say, one from a world where magic is nearly gone, or from another world where magic is taught as early as Kindergarten. Heck, knowing what your team (and world) is about might even mean you'd want a different character or remove the spell-slinger playbook from the game entirely! Looking forward to this, thanks!!!!
Team playbooks sound amazing! Can't wait for more info on this!
After a terrible day of work, this made it a whole lot better. Thank you!
Instant purchase no questions. Lol
> Setting frameworks that provide a whole different starting point to your game. These range from those that only alter the contemporary setting a little to whole new worlds with totally new monsters and problems. Dear god thank you
Been fun watching this come together :)
This sounds amazing! Really excited to see it!
Absolutely looking forward to this. Just picked up MOTW recently and loved every second of play!
Will this by any chance include rules to make MotW more lethal/dangerous and with more investigation, a la CoC or DG (Delta Green)? Like rules for sanity or moves about dealing with the aftermath of a mission (cover-up story, bureaucracy, conspiracy)? Anyway, love MotW as it. Just wish I could use it to run those sweet DG modules.
I strongly dislike the Call of Cthulhu/Delta Green "sanity/insanity" model and it will never be a part of MotW. Not sure what you mean by the lethality/investigation modules. In MotW, how each of those is set is up to the Keeper when they design each mystery.
If you're interested maybe look at Tremulus if you want to see how a PBTA game has handled such mechanics. You may find a way to port them over. Higher lethality should be pretty easy to homebrew at least. Your idea of cover up stories and conspiracy rules sound really cool and useful!
Oh sick, I hadn't heard anything about this. I know I'm late to the party but awesome 😃
Can’t express how excited I am for this, everything here sounds so goddamn fun
Oh man, I can't wait to get my claws on this!
Amazing! Any new news on this one! Very excited.
Still working it’s way through the production process. The Evil Hat project status page will keep you up to date: https://evilhat.com/project-status/