So yeah, as the title says, Urban Shadows is an urban fantasy RPG using the apocalypse world rules set to propel protagonists into a dark reflection of our own mundane world where Vampires, Werewolves, Wizards, Fae, so on and so forth exist. This game tells stories where the characters face a difficult path each day to fight back against the darkness around them while resisting the darkness within themselves. Protagonists in Urban Shadows all have a dark side, whether it is the Wizard's temptation for power, the Vamp's eternal hunger for blood or the Changeling's struggle between this world and the fairy realm, they all share on thing in common, taking the easy path will grant them immense power but is sure to doom them. My main inspirations are The Dresden Files and Angel.
I hope by using the narrative and story driving mechanics of the Apocalypse World engine, that this game can create dynamic and surprising tales in the setting. The principal of "play to find out what happens" will be a cornerstone of the game. Never knowing when or where the protagonists will fail or succeed and not knowing who will come out of this whole.
The game has a corruption mechanic where whenever a protagonist kills a person, crosses a line linked to their playbook (ie. the Vamp drinks the blood of an unwilling victim), or a move instructs them to do so, they mark a special experience track called 'Corruption'. This track functions much like the standard xp track in AW does. When you mark it off 5 times, you clear the track and take an advance from the Corruption Advances, which simply includes 4 playbook specific moves and a fifth advancement where your character is lost to you and will return in the story as a Danger/Threat/Menace. All of the Corruption moves are meant to grant the player significant advantages at the cost of part of their humanity. The intended purpose of this mechanic is to both tempt players with power the way their characters will be tempted and to illustrate how the easy path can provide you with a great deal of power but will eventually lead you into a darkness from which you can never escape.
Right now in place of Hx I have a Rapport mechanic wherein you will be assigned a number value for 4 different factions: Mortality (The Aware), Power (The Wizard and The Hallowed), Night (The Vamp and The Wolf, and Wild (The Changeling). Each time you want to help or interfere with someone belonging to that faction, you roll the appropriate value (or reduce the value in the case of Interfere) under that faction's Rapport on your character sheet. I like this set-up but I feel there is room for some addition. I have had some great input suggesting adding in a Debt mechanic akin to Monsterheart's Strings. Where you can spend the Debts to either bolster the roll to help or interfere or have some other mechanical advantage. Also came up with the idea members of the same faction can trade/give away Debts they posses to one another, maybe making this a basic move somehow.
Here is our google+ community page for the gamehttps://plus.google.com/u/0/communities/101690788864141664454
And here are the basic moves, playbooks, and MC playbook.https://www.dropbox.com/sh/v1dzfzn0bvdxgr4/IlfhqzalfY
This is still very much in it's early stages and so any and all input, criticism, and insights would be greatly appreciated.
So far my favourite moves are The Wolf's Bloodhound move and The Aware's Special.