Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chroma

Pages: [1] 2 3 ... 18
1
Some things to start discussion/generate interest:

Stats

Brains – intelligence, training, learning
Guts – physical and mental fortitude, willpower
Heart – empathy, emotional strength, humanity
Nerve – audacity, chutzpah, confidence
Cxn – your connection, good or bad, with the other players’ characters

Basic Moves

When you try to Act Professionally, or maintain your composure, in a difficult or dangerous situation roll+guts:
On a 10+: You keep it together.
On a 7–9: You slip, crack, or hesitate: the MC can offer you a worse outcome, a hard bargain, or an unforeseen side effect.
On a 6-: Miss: Things get complicated

When you interact directly with someone in need or difficulty, roll+heart:
If you Show Compassion, concern or true caring:
On a 10+: Hold 3
On a 7–9: Hold 2 and they Hold 1
On a 6-: Miss: Things go poorly.
While you’re interacting, either player may spend their hold to ask the other player these questions, 1 for 1:
•   What’s really troubling your character?
•   How can I help your character?
•   Where is your character vulnerable?
•   What would your character like me to do?

If you Show Contempt, disdain or indifference:
On a 10+: Miss: It goes badly.
On a 7–9: Hold 1 and they Hold 1
On a 6-: Hold 2
While you’re interacting, either player may spend their hold to ask the other player these questions, 1 for 1:
•   How could I get your character to ___?
•   Where is your character vulnerable?
•   Are you telling the truth?

When you Display Expertise[/i] about a problem at hand, through word or action, roll+brains:
On a 10+: All three
On a 7–9: Choose two
•   You’re actually right: the MC will tell you an interesting fact about the current problem, and you may ask a follow-up question or two.
•   Everyone realizes you’re right
•   You’re not exposed to what’s going on
On a 6-: Miss: You get it wrong.

When you Feign Competence in the face of a difficult or dangerous situation roll+nerve:
On a 10+: Choose two
On a 7–9: Choose one
•   Your peers accept you
•   Your patient/subordinate trusts you
•   Your superiors find you credible
•   You’re actually right
On a 6-: Miss: They see through your façade.

When you Stick Your Hand In to someone else’s situation roll+Cxn:
On a 10+: If an NPC, they succeed or fail, your choice. If a PC, they take +2 or -2 to their roll, your choice.  If the character succeeds, they owe you a favor or, if a PC, they can give you +1Cxn instead, their choice.
On a 7–9: If an NPC, they succeed or fail, your choice.  If a PC, they take +1 or -1, your choice.  Regardless, you’re exposed and/or vulnerable.
On a 6-: Miss: You definitely don’t help.


A note on rolls:
For the most part rolling in The Ward is just like Apocalypse World where “high” equals “good”; in some cases, however, a low roll is the “good” result, particularly Show Contempt.  This is intentional!  When you’re under pressure, feeling like crap, or just having a bad day, it’s much “easier” to show contempt than compassion, and the game works that way.  Just so you know, 7-9 is always a “weak success” and any time a move has a “bad” result, it’ll be listed as a “miss”, along with the roll result and, unless there’s actually mechanics listed, whatever is written in that “miss” section is simply secret code to the MC to make a move as hard and direct as they like…

2
Life, death, and walking the fine line between, while low on coffee.

Medical drama role-playing with the player characters on the front lines; juggling their patients' lives, their social lives, and their own sanity as the pressure mounts.


Hey all! I love Apocalypse World and all its mutated children so I've been taking a stab at putting together my own hack. It's called The Ward and it's a medical drama (or comedy!) story game; I've been working on it in private for several months, have run some great playtest sessions, but I wanted to get some more eyes on it.

I've created a Google+ group for people interested in playtesting and posting feedback, so if this piques your interest, drop me a note and I'll send you an invite!

3
AW:Dark Age / What binds the PCs together?
« on: October 09, 2014, 10:56:54 PM »
Hey all!  We had a blast playing this in September, sorry I didn't get to post this sooner.

Perhaps it's was our groups prior experience with AW-engine games, but the lack of a Hx/Bonds/Trust stat/mechanic, especially when first creating the characters.  There's nothing indicating the PCs are friends/allies, as in AW, in fact, in our game one of the players choose to be the leader of the main group opposing the stronghold; is such "PvP" opening play intended?

Things got resolved with diplomacy (in game) and player-to-player etiquette out of game, so it wasn't really an issue, but playing with people who aren't already friends, it could be a rough start.

Our group's game revolved around an abandoned Empire of Eagles' tribute ship loaded with cursed gold that drifted into the stronghold's harbour...

4
the nerve core / Re: Can't Preview Posts & Private Messages Eaten
« on: September 28, 2013, 04:15:59 PM »
Any word on this?  I'm trying to PM people and it still fails; tried both Chroma and IE to no avail.

5
Dungeon World / Re: Any way to get Number Appearing
« on: February 23, 2013, 10:52:03 AM »
As a backer, I say, "The more the merrier!" 

Enjoy... and I only ask you post a play report some time.

6
Apocalypse World / Re: New Playbook: The Radio
« on: February 21, 2013, 09:01:13 PM »
Looks cool!  Always exciting to see a new tri-fold! 

Thanks for your efforts and I'll see if I can take it for a spin.

7
other lumpley games / [Murderous Ghosts] What is the latest version?
« on: February 20, 2013, 05:28:05 PM »
Asked this in the hack thread, but it's so far down in the dark, I thought I'd ask here as well.

Hi Vincent!

Just curious as to whether there have been any updates to Murderous Ghosts; I've got the "Happy Halloween '11" version from the Epimas 2011  bundle and wanted to make sure before finally colour print the thing and keep it handy in my backpack for one-on-one play occasions.

Thanks!

8
Apocalypse World / Re: Custom Move - Old Hand
« on: February 17, 2013, 08:59:27 PM »
What I had in mind was a person who is aged, yet more than what they seem and whose abilities suggest a mysterious past (best example I can think of is "Old Ben" Kenobi, or Bruce Wayne from Batman Beyond).

Have you seen "The Coot" playbook?

Not sure if the link at the end still works or not, if not, drop me a pm with your email and I'll send you a copy.

9
Murderous Ghosts / What is the most recent version?
« on: February 16, 2013, 03:29:21 PM »
Hi Vincent!

Just curious as to whether there have been any updates to Murderous Ghosts; I've got the "Happy Halloween '11" version from the Epimas 2011  bundle and wanted to make sure before finally colour print the thing and keep it handy in my backpack for one-on-one play occasions.

Thanks!

10
Apocalypse World / Re: Custom Move - Old Hand
« on: February 16, 2013, 03:23:24 PM »
But that might be a little... bland, it really doesn't have the Achilles's heel I imagine this character would have.

Well, to do it, do it!  Why not just have the player describe what they're doing, and if their old age or infirmity comes into play, have them act under fire to succeed; perhaps with a bit of tell them the consequences and ask as well as some offer an opportunity, with or without cost sprinkled in by the MC for good measure.

I don't really see the need for a more detailed mechanic; the characters don't know about "moves" and, in my mind, it's much more cool if they describe what they're doing rather than picking from a list of possible moves...

Why do you feel it requires a custom move to accomplish what you're looking for?

11
Apocalypse World / Re: Threats that don't fit and Custom impulses
« on: February 13, 2013, 07:21:18 PM »
Based on play I made the FC a Furnace landscape threat. But Dustwich's has been nothing but helpful to the players and hasn't lost her humanity and doesn't have any sort of gang so she doesn't fit into any of the NPC type threats.

Simply put, she's part of the FC's landscape threat... she doesn't have to be part of another one.

That said, she certainly could be part of another threat, brutes in particular!  What threat are the people that live around the FC or work there?

12
Dungeon World / Dungeon World has arrived!
« on: February 13, 2013, 07:19:12 PM »
Yay!  I had a nice fancy box waiting for me here in Ottawa, Ontario, Canada and inside was DUNGEON WORLD... in hardcover!

Everything inside looks great, thanks so much for all your efforts, they've really paid off!

Thanks to all the shippers as well, this seemed like a really speedy delivery.


13
I'd recommend doing the exact opposite!

Tell then the horrible obvious thing they *DO* notice... "Those marks on the ground can only mean one thing... razorwolves!  These goblins are going to be more trouble than you thought!"  (Reveal an unwelcome truth.)



14
Apocalypse World / [Epimas] Father Epiclaus delivers...
« on: December 20, 2012, 01:40:32 PM »
...a new AW playbook!

So... hopeful!

All the details are here... Hope you find solace.

Happy holidays everyone!

15
Apocalypse World / Re: Weird armor suit
« on: December 14, 2012, 11:03:02 AM »
Have you looked at the Juggernaut playbook at all?

PM me with email and I'll send you a copy.

Pages: [1] 2 3 ... 18