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Fraser Simons

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A member registered Sep 22, 2016 · View creator page →

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The emotion wheel is just there as an aid to help people determine what emotion their character may be feeling, should people need it or find it useful. 

Spikes only codify a spike in the emotion, so they can be RP'd however a player sees fit, as everyone deals with emotions differently. There is no procedure or "right way" to portray it accurately. It's left open to player interpretation. All that is mechanized is that that emotional state is spiked. What that means in the fiction is up to you/the group. 

When an emotion spike is added, 1 spike is added and 1 spike is removed from the opposite emotional state. Everything else is referee fiat and is not codified in the rules. Meaning things would constantly be added and removed 1 at a time, sometimes things spiking out and causing roles to be made at disadvantage. And roleplaying the emotion spiking out to 5 like that would similarly be up to the player to decide how their character is to be roleplayed. 

With the minimal design, the idea is that whenever something is not codified in the text, it's up to the group to decide how to handle it in their particular game, and the question implied by not having it in the text is more interesting than having a mechanic to determine it. It takes a bit of getting used to, for sure. 

Thanks very much for the feedback!

I would like to contribute the following game

https://fraserimons.itch.io/never-knows-best-ashcan-edition

Looks like it's available at Indie Press Revolution now. 

Hi there! A large quantity of Hack the Planet arrived at the Indie Press Revolution warehouse a week ago so it will be listed soon, after it fulfills the books to the backers from the Kickstarter. We'll have copies available at the samjokopublishing.com webstore once they've let us known that they've sent all the copies out to US backers as well.  IPR has a presence at most cons. Probably they'll have stock of Hack the Planet on hand for those events as well.