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Impulse Drive PWYW

A roleplaying game about misfits and spaceships, Powered By The Apocalypse. · By Adrian Thoen

Too Many Hooks

A topic by Erfeo created Jun 06, 2019 Views: 351 Replies: 2
Viewing posts 1 to 3

You start with three hooks.  And then there are multiple moves that suggest you take new hooks. Are these meant to be additional hooks, or replacements of existing hooks? The Cliffhanger move suggest you always have three hooks, which seems reasonable from a balance point of view. But the wording on the modifications suggest that you must take a hook related to it, which seems a bit harsh.

So, can you have more than thee hooks or does that spoil the B.R.o.t.H.?

Developer(+1)

The game is designed for the player to have 3 Hooks at any given time to inspire them into looking for trouble. A Hook taken from a Modification would replace another Hook if you took them Modification. This represents that the Modification seriously affects the character while they're getting used to their new body. But it's not permanent! As early as the end of the Episode, a player may change or refresh their Hooks to focus on what's interesting to them.

Just like in a TV show where a character's challenges and flaws will swap in and out of focus between episodes, a player may have a roster of Hooks they change per episode depending on which locations, groups, & themes are the focus.

Since 3 Hooks per player is a lot for the SM to keep track of, the game is designed to encourage a player to seek out opportunities to apply their Hooks, or a Hook of another player they're curious about.

This is just the default position of the game, a starting point! If this standard style of play doesn't suit your group, the Drifting chapter discusses how groups may modify aspects of the game to suit their specific needs!

(+1)

I see, that makes sense. Though, I don't think I'll take a hook from Chameleon I got at character creation. I figured my Infiltrator had this mod for some time before the start of out adventure, and because it is early in the campaign I'd rather focus on my relationship with the rest of the crew.