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Messages - Alan J

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Apocalypse World / Re: A question of scale
« on: January 10, 2011, 02:53:18 PM »
I tinkered more with gang sizes in last nights session, and it didn't really work. Doesn't do social or read-the-sitch stuff at all.  Fine for combat (more fine grained than whole tiers) though.  How to manipulate a group of people was a problem I had and couldn't resolve well.

I really like the tiering idea - I'd come to similar numbers while contemplating it. The 3 jump from +4 to +1 nicely matches the 3 width of a partial success. Though I would be tempted to move the exceptional success to 13+ to avoid some odd probability steps.

The +/-1 seems a bit small scale, prone to very arbitrary judgements. Big scale steps are usually more clear from the fiction.

I like the custom strategic moves, but I fear having to produce them for every threat, and keeping them consistent across threats.

I'm in the process of prepping a hack for a fantasy/clock punk version of 18th century Edinburgh (Scotland) to convert a current campaign that is completely unsuited to it's current system.

Given it has everything from normal people to highlander style immortals and faerie kings it needs bit of scale...

I hadn't spotted all those different approaches,
many thanks for highlighting them.
Alan.


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Apocalypse World / A question of scale
« on: January 09, 2011, 08:40:48 AM »
Whilst I am deeply enjoying running AW as written, my usual taste in games runs a bit more into the epic (demons, mecha, multiple apocalypses etc).
I love the moves structure and threats/fronts and all the rest, but I want more scale.

It seems there are three ways to extend the scale of things well beyond the human, and that each has it's pros and cons. I'd be interested in anyones experiences or theorising about what each would achieve and the different feel & fictional consequences each would have.

1. Use the gang rules. Treat a demon as a large gang or something. I think this works ok for physical threats, and is well established and tested, but it seems narrow..

2. Custom moves everywhere. When seducing/manipulating the demon, do this instead. The ultimate in flexibility, but a lot of work and hard to keep consistent.

3. Some sort of tiered scaling. Like hero quest (or possibly storming the wizards tower).  Where threats have a scale, and so do pc moves/attributes. When they match roll as normal, when they don't, big bonuses/penalties.

I guess the difference between gangs & scale is that one changes the consequences of success/failure whereas the other tweaks the chances. (and gangs are purely physical).

So, which is going to produce a more epic movie/buffy/angelverse kind of feel?

What are they going to do/not do to group cooperation?
Do they result in sudden death situations?
How could in-fiction prep (eg research) interact?

Alan
Yes, I am planning a hack, just not that far along yet.

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