Barf Forth Apocalyptica

barf forth apocalyptica => Apocalypse World => Topic started by: Judd on September 04, 2010, 02:19:09 PM

Title: Outside the City: Crafting Fronts.
Post by: Judd on September 04, 2010, 02:19:09 PM
Padriac, J.J., K.K., Barry, Brandy, you probably should not read this.



I got home and got excited.  My buddy, Witt, was in town and we sat up and talked about gaming and life and shit.  I started asking questions about New York City, about where our game taking place just outside The City, could be set.  He mentioned Duchess County and we were off and running.

Maps, links, bookmarking shit, reading wikipedia and so on.  I'm thinking of printing out a Revolutionary War era map and marking it up with a sharpie.

The Hudson River has some fun toys.  West Point.  The Indian Point Nuclear Plant.  Spook Rock.  Crazy tides with brackish water.

I vaguely remembered how to make Fronts.  I jotted shit down.

Death Point: site of nuclear reactor and the descendants of the engineers who have tried to mitigate the radiation leakage who now fight a religious war against the fading plant's inner workings.

Landscape: Furnace
With doomsday clock that will note when the radiation entirely destroys the Hudson River.

Army Point: At first this was going to be a front, but after talking it over with Witt, we decided that the army of West Point is a myth.  Some guy in some hold was killed because he was a spy for the army.  A tank was seen in the woods by X.  That kinda shit.

Kip-town: A hold built around a bridge and lots but lots of cargo containers (the FDR mid-Hudson bridge in Poughkeepsie, NY).

Brutes -> Hunting Pack
The bastards sent from Kip-town to destroy all bridges and barges that can get across the river so that Kipsie has control of all river crossings.

Coop: Projects in Brooklyn ruled by Dog Head.  Fear of him played a prominent role in the first game.  I thought he should be among the fronts.

Warlord -> Slaver
Moving slaves up and down the river and maybe even down the coast.

So, those are the vague ideas put vaguely into Front-like shapes.  Now I'll re-read the Fronts and Threats chapter and sharpen it all up before next game.

To be continued.  Thoughts appreciated.
Title: Re: Outside the City: Crafting Fronts.
Post by: nemomeme on September 04, 2010, 02:33:47 PM
Awesome bloody fingerprints.

Inspired as I was after the first session, I got stuck for a bit on Fronts for a bit.

1) I found the Front sheets were not great for me for writing all I wanted to in the spaces provided.  I used them, but then ended up transferring them to notebook paper.

2) I think it's okay to have a home Front that has a bunch of threats (more than four) if you're not quite sure where they should go, and to have some fronts only have two Threats (the book says three or four).  Once I was okay with that, I got unstuck.

3) Looking forward to hearing about the custom moves you end up coming up with.  It'll be like seeing more Mu design...  Might be helpful to think about it in those terms even.  You're making your new Dictionary of Duchess Country...  :)
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 04, 2010, 03:25:50 PM
I see, I think I started to create 3 different fronts with 1 threat each or something.

How many fronts should we create?

Just 1?
Title: Re: Outside the City: Crafting Fronts.
Post by: Glendower on September 04, 2010, 04:43:51 PM
Army Point can be an Affliction - Delusion or possibly Custom.  The idea that it's a folk tale rather than something specifically real. There's a lot of neat condition moves you can make based on the Army point rumors and stories. 

I suggest two to three fronts, but use two actively and use the move "announce Future badness" on a lot of the third front. 

Fronts are themed by Fundamental Scarcities. They are a series of linked threats.   Here's a couple of examples of fronts, based on your ideas so far.

Take Death Point. You can take all the aspects of Death Point, and make it a single Front nased on Ignorance.  Call it "Ground Zero" or something similarly nuclear related.

Then you have the Landscape Furnace as one threat, but then also you might have one group, a Brute-Cult who worships the place, and then add in some Grotesques - Perversion of Birth who are actively trying to make the plant melt down, because they want to see it burn. (simple motivations!) That dispute could be the source of the holy war, maybe the cult treat the place like a prison, and the grotesques want to free their imprisoned God.

And then add an Affliction on top of all that, A disease Affliction of Radiation sickness.  So that's four different threats tied to the Front of Ignorance, dealing with the Nuclear Plant of Death Point.

Don't forget the Dark Future!  What happens if the players do nothing about this?  It's great because it's a direction for the fiction.

Then the finished Front looks like this: 

Ground Zero
Affliction: Ignorance
Dark Future: When the plant melts down, the entire Hudson River dies, and fallout kills the land around it. 

Threats:
Death Point - Landscape (Furnace)
(some details about the landscape, and the countdown)

The Cult of the Atom - Brute (Cult)
(Put down some names and motivations)

The Glowing Ones - Grotesque (Perversion of Birth)
(Again, names and motivations.  These are still People, remember)

The Burning Fever - Affliction (Disease)
(Another countdown indicating the advancement of this disease, and perhaps some notes on how to cure it, a custom move perhaps?)
Title: Re: Outside the City: Crafting Fronts.
Post by: Glendower on September 04, 2010, 05:08:52 PM
Boo!  My warring groups are crap.  Let's make them better.

Cult of the Atom (Brute - Cult)
They want to provide the power of their God to everyone. Their God will power the machines, and bring light to the darkness, and a second golden age to the world.

The Glowing Ones (Grotesque - Mutant)
These people are afflicted by the Burning Sickness, and believe that they must keep the God in it's cage, allowing it to slumber, and not ever using the power for fear of destruction.


That's much better.  No Goatee Twirling villains in this scenario.  
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 05, 2010, 01:09:39 AM
Glendower,

I wasn't looking for folks to do my barfing for me, more just looking for nudges in the right direction.

Thank you for the enthusiasm, though.
Title: Re: Outside the City: Crafting Fronts.
Post by: DannyK on September 05, 2010, 03:37:32 AM
I've been trying to have a couple different kinds of Fronts so that we can play with different kinds of threats, one conventional military one, one weird one, an affliction... I'm still trying to figure out when to make the transition from a few thematically linked threats to an actual Front, though.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 06, 2010, 01:32:41 AM
I am writing up the various forces that are grinding the Hudson River Valley area of Duchess County up as one front with 4 threats.  It is coming along pretty well, using the examples in the book as guidance.  I will post up the Fronts as soon as I have them.

About 3 of four are done.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 07, 2010, 10:18:19 PM
Front is called: Hudson River Valley on the knife's edge.

Expresses: War

Dark Future/Agenda: The valley folk scramble for control and security before winter settles in.

Stakes: Will Dog head take over Pole, thus controlling land routes in and out of the city.

Will the nuclear plant irradiate the Hudson?

Will Kispie control the river?

Threat 1 - Warlord

Kind: Slaver
Impulse: own and sell people

Description and Cast: Dog head wants to take over Pole, thus controlling land routes and trade for all city scavenging.  Ultimately, he wants to run slaves up and down the Hudson and eventually, up and down the eastern seaboard.

Custom Move:

In NYC
roll + sharp
12+ Avoid patrols and choose 2 from list
10+ Avoid patrols and choose 1 from list
7-9 spot patrol...prep or flee?
Miss ambushed by patrol

List

Countdown
00-03: Scouts and spies sent back and forth, some minor violence
03-06: Dog head begins marshaling forces.
06-09: Dog head makes a big slave sale to fund the coming feud.
09-10: First attack against Pole, a test of its defenses.
10-11: Ultimatum given to Millions.
12: Pole under siege, total war.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 07, 2010, 10:36:11 PM
Threat 2 - West Point Myth

Kind: Affliction/Delusion

Impulse: to dominate people's choices and actions

Descriptions and Cast: It is always a friend of a friend in some other distant hold or village who saw a tank or troops with legit uniforms or knows a warlord who killed someone for being an army spy...

Custom Move:

On a 10+ you find evidence that there is no army left at the Point and that it is all a myth.

7-9, you know it is a myth but someone now thinks that you are an army spy.

On a miss, the MC chooses someone who you are sure is a spy.  +1 forward in accusing and convincing others of their guilt.

Countdown:

00-03: Drunk gang thugs grumble rumors around the fire
03-06: Stories about troop movements begin to get told as fact.
06-09: A play or song or pamphlet begins to be circulated.
09-10: Newcomers are driven out of a hold for being army spies
10-11: Mission to the Point does not return.
12 Witch hunts begin in earnest, people are killed.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 07, 2010, 10:52:24 PM
Threat 3  - Landscape

Called: ENNE, the Radioactive Religion (Energy Nuclear Northeast)

Kind: Furnace
Impulse: to consume things

Description and Cast: Enne Point Cultists follow a complicated engineering religion, looking for a mathematician messiah who will light up the Hudson River Valley, led by a sentient radiation from within the Indian Point Nuclear Facility.

Custom Moves:

roll + weird the first time you go near Enne or have intimate contact with a cultist

10+ you fight off the radiation and realize there is something sentient and hungry at Death Point

7-9 You are reistant, start countdown at 00

Miss, start countdown at 09, lose all of your hair and your eyes glow green.

Every session you are sick:
roll + weird
10+ the radiation sickness/possession is gone, you have fought it off

7-9 the sickness stays the same, at a standstill

Miss, the radiation possession advances

Countdown:
The Radiation/Religion Sickness
00-03: Dreams of Enne, mild nausea
03-06: Loss of appetite, hear Enne's teachings whenever you are sober.
06-09: Hair loss, eyes glow green when you are angry, vomiting up most food
09-10: Teeth begin falling out, eyes begin to glow green, intimate contact is now contagious, lucid dreams of Enne are frequent
10-11: Bald, vomiting blood, eyes glow brilliant green, can contact Enne by opening your mind to the psychic maelstrom
12: Begin your final pilgrimage to Enne's plant/temple to become one with the radiation

The Plant's Meltdown
00-03: Plant goes into meltdown, no cultists are sure how to contain their god.
03-06: Radiation is 5 miles around the plant.
06-09: Radiation is 10 miles around the plant.
09-10: Radiation is 30 miles around the plant.
10-11: Begins to seep into the Hudson during certain tidal periods
12: Radiation floods the Hudson
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 07, 2010, 10:54:49 PM
One more threat to get down, the feud concerning the Hudson river bridges.

I'll write that up tomorrow.
Title: Re: Outside the City: Crafting Fronts.
Post by: Matt Wilson on September 08, 2010, 07:59:16 AM
led by a sentient radiation


Sweet

Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 08, 2010, 11:31:38 AM
I decided to consolidate what was going to be 4 fronts into 4 threats all in one front.

My main worry is that the first game took place in Pole, with the players leaving in a hurry.

So, other than Dog head, I am making a bunch of shit up, not based on the players' character sheets, just cold, outta the blue.  I'm thinking that is fine, that some threats will fade into th back for a while while others surge forward and I have the countdowns to figure out what is happening hither and yon.

I have one more threat to throw out there, the Brutes from Kip-town but any advice or thoughts (custom moves, etc.) is appreciated.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 08, 2010, 07:28:46 PM
Threat 4 - Kip-town Thugs

Kind: Brutes/Hunting Pack

Impulse: to victimize anyone vulnerable

Descriptions and Cast: Kip-town has a well fortified bridge across the Hudson and is seeking to control all methods of crossing the Hudson before winter sets in.

The Kipsie - the warlord, out to make Kip-town safe for his aging parents

Dancer - Kipsie's bodyguard

Custom Move:

Crossing the Hudson (not the Kip-town Bridge)

10+ you find a willing ferry-man who takes people across out of spite, hating the thugs of Kip-town.

7-9 you get across but choose one:
- Giant River Squid attack!
- Rabid Kip-town thugs.

Miss: River squid and rabid thugs and something falls into the river.
(for some reason, this is my least favorite custom move, thoughts?)
Title: Re: Outside the City: Crafting Fronts.
Post by: octoscott on September 09, 2010, 02:17:36 AM
(for some reason, this is my least favorite custom move, thoughts?)

Hey Judd thanks for sharing your work. Just my .02 so take with a grain of salt.

You're right, the move is a bit bland. Probably it really doesn't do anything a simple hard move won't let you do. Make the pc's act under fire to secure passage over the bridge (fire being it's a dangerous, heavily patrolled place) and a failure lets you make a hard move (e.g. some thugs attack, a squid shows, etc.) A lot of custom moves are like that actually, but making moves out of things like this lets the players have some narrative control and my players so far really like stuff like that.

Other problem I have it it's so specific. Is that ferry guy going to show up every time?  Are they going to end up fighting dozens of river squid in the campaign? I don't think squid #2 will be very fun to encounter.

However I like custom moves, they're fun! If you want a custom move for the river I think the problem with this one is that it doesn't give the players any choices as to HOW to cross the river. Maybe they have an idea? Oh, and you forgot the stat part of it.. figure that was just an oversight.

How's this look:

Custom Move:
When you attempt to cross the Hudson without using the the Kip-town bridge, roll+sharp.

10+ awesome you found a way across which will probably work. Is that ferryman Keeler they talk about around today or do you make it across on your own?

7-9 he's not working today so you have find another way across, choose one:
- you lose something important to you but avoid the thugs
- damn! This must be a common crossing, the thugs are right there as you reach the shore
- there really are river squid, holy shit! Deal with it quietly and you might still make the shore undetected
- you were forced to turn back and waste half a day. That bridge looks pretty nice right about now
- Keeler's going to be pissed what you did to his boat

Miss: You make the other shore all right but those thugs have got the drop on you and that squid's out there hoping they throw your bodies in the drink.
Title: Re: Outside the City: Crafting Fronts.
Post by: DannyK on September 09, 2010, 02:22:47 AM
I like the Enne countdowns very much, is there any linkage between them? Like, when Enne has 236 cultists doing the Neutron Dance at Death Point, the meltdown begins?

It also makes me think of Frank Sinatra by Cake.  

I feel like the geek-cultists are so awesome that they totally deserve their own Threat writeup, most logically as a Cult.  Maybe they march into villages and forcibly electrify them, or get welcomed in as simple wandering repairmen, in order to infiltrate and taint healthy communities.  

I like Octoscott's ideas for revision, I would also throw in:
a) floating garbage (tree limbs etc.) as a natural water hazard
b) snipers!  If I were the Kipsie, I'd put a sniper in a lookout at popular crossing places; sure you can make it across, but at the risk of being shot to shit along the way.  This also avoids forcing you to run extra gang fights, which might be undesirable.
Title: Re: Outside the City: Crafting Fronts.
Post by: Judd on September 09, 2010, 10:47:46 PM
Thanks for the feedback, folks.  It has all been very helpful.