I'm sitting here and have other stuff to write, so clearly that means I feel like I should write more about Veronica Monsterhearts.
For the little bit of work I've done on doing anything AW-ish, the most important part for me to start are the stats and basic moves. Because everyone has access to these two things, they inform the basic feel for the whole game. If you want a game about investigating, you shouldn't have three basic moves that deal harm. With that in mind, here are the basic moves that are working their way around in my head for this game.
Stats
EYES: How good you are at being aware of what's going on.
RASH: How good you are at getting things done when they need to, damn the consequences.
HARD: How good you are are doing what needs to get done, regardless of the personal cost.
SOFT: How good you are at being emotional and vulnerable, because damn it you just need a moment.
I chose these four moves because I feel that part of the action in Veronica Mars.
Eyes are for your ability to notice things, and be aware of your surroundings. This is part of being a detective, and some people are better at the smaller details than others.
Rash because there are many moments in the show when the characters do things without thinking about it. It's kind of the teenagerness of the show, but it's also because of how driven they are. Veronica does stuff for clues that is just as Rash as Logan does when he's upset.
Hard because Hard Boiled. There's a scene in the show that I love where Lamb is talking about how Logan was arrested to Keith Mars and Lamb comments on how Hard Boiled Veronica is. That's why I think that Hard is a good stat.
Soft well ... that Veronica ... she's a Marshmallow. I do think having an ability to be vulnerable is something that helps the game from becoming too much of a HARD DETECTIVE GRITTY game. It's still about their relationships and not just about figuring out the mystery.
Why not an intelligence stat of some kind?
Well, the thing is that I had CLEVER up there as a stat for a while and then I changed it for EYES because part of me didn't want anyone to put a -1 in CLEVER because one of the things that made Veronica Mars so much fun to watch was that all the characters were clever, they wasn't that comic relief foolish character that comes into play. So, they can be less perceptive, but still clever this way ... however, I'm still debating that.
Basic Moves
Sweep the Scene
Whenever you're looking for information about a situation, or a scene, ROLL+CLEVER. On a 10+
you pick up 3 Clues. You can spend a clue to ask a question. On a 7-9, you get 1 Clue, but you get interrupted, discovered, or attacked. You can spend a clue to ask a question.
-Who should I look out for?
-What am I missing here?
-When did this take place?
-Where is the best way out?
-Why is this happening?
And Action
Whenever you do something that requires a lot of physical exertion, ROLL+RASH. On a 10+ you do that physical thing you wanted to do. On a 7-9, you slip, hesitate, pause or land in a different kind of danger.
Hold On
When you need to resist something physical, or emotional, ROLL+HARD. On a 10+ you resist and gain a string on that person. On a 7-9 choose one: you get hurt but don't show it and take a string on them, you don't get hurt but your resistance doesn't impress anyone.
Open Up
When you reveal something personal to someone else, ROLL+SOFT. On a 10+ you can remove a condition and 1 harm, or 2 conditions or 2 harm. On a 7-9, you can remove 1 condition, or 1 harm but the person you revealed to gets a string on you.
Adaptable Moves
I was thinking about having some sort of adaptability when it comes to using AW. Basically, you get to assign one of the four stats to the following Moves. This will flavour heavily how you use that move. For instance, if you Chat Someone Up with SOFT then you're more likely going to get information from them by sweet talking and being honest with them. If you Chat Someone Up with RASH you're going to threaten and beat people up to get them to talk.
Shut Someone Down
When you need to put someone in their place, ROLL+. On a 10+ choose one: give them a Condition; they lose a String against you; if they held no Strings on you, gain a String on them. On a 7-9, choose one: you each give a Condition to one another; you each lose a String on one another.
Manipulate an NPC
When you want to get an NPC to do what you want them to, ROLL+. On a 10+ they'll do what you want depending on how you manipulate them. On a 7-9, the MC will tell you what it'll take to get the NPC to do what you want. Do it and they will.
Fight! Fight! Fight! Fight!
When you want to hurt someone physically, or emotionally, ROLL+. On a 10+ choose one: the harm is great (add 1); you gain 1 String on them; they need to Hold On before they can Fight back this scene. On a 7-9 you harm them but choose 1: They gain 1 String on you; They get a Clue from the exchange; They deal 1 Harm to you.
Get the Money Shot
Whenever you investigate a situation, looking for clues, ROLL+. On a 10+ you get 3 clues and they help you further your case. You can decide to split them among the current mystery, or your mystery. On a 7-9, you get 2 clues, but others can spend strings to give you extra clues that target another player. On a 6, you get 1 Clue, but the MC is going to take this opportunity to make a hard move. Good luck.
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What do you folks think? Any suggestions about different stats, different moves? There's a bunch of Monstershearts still here, because that somewhat what this is based off of. I also know I cheated and added Clues that you can spend I have some thoughts about how to use them in the story to create your mystery but it's very vague. I just think we needed something other than Strings to keep track of that.