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Messages - k2i3n4g5

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Dungeon World / Dealing with threat
« on: August 30, 2016, 02:20:00 AM »
So I am having a bit of a confusion about the idea of threatening and challenging my players. For moves like Hack and Slash I know that I can deal damage to my players if they get a 7-9 or  -6 of course, but if my players after being attacked by several enemies and then roll a good Magic Missile +10 and kill one of the guys does that mean I can't deal any damage or threaten them because they rolled well or because there is multiple enemies they should be hit? I'm not sure how to ramp up the challenge or create harder enemies because if my players keep rolling really well then I can't touch them right? They could hypothetically kill an army of dudes? I ask this because my players ran into a situation where they were fighting 20 well trained warriors and I feel it should be tough but how do I do this?

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Apocalypse World / Question's about +1 Forward and +1 Ongoing
« on: August 27, 2016, 12:24:01 AM »
So my question is fairly simple, is there a limit set on how many +1 forward and +1 ongoing you can get? I don't remember reading it or not but I assume if you already have a +1 Forward and a +1 Ongoing then you can not stake anymore bonuses right?

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Apocalypse World / Re: Physical Combat Between Characters
« on: July 26, 2015, 10:40:57 PM »
Thank you grand masta Vincent for being ever present and helpful.

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Apocalypse World / Physical Combat Between Characters
« on: July 26, 2015, 11:25:19 AM »
So in one of my recent session two of my players had a duel. I wasn't sure exactly how to use Seize by Force to have them do this duel because Seize by Force imply you are both dealing and taking harm from an npc but Act Under Fire is something that allows you to dodge. The rules we came up with on the spot was using Seize by Force as an "attack" and us Act Under Fire as a "dodge" move so the question I have is has anyone come across this before and how did you deal with or does anyone know a good way of dealing with it?

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Apocalypse World / Re: Someone Getting a Hold
« on: July 02, 2015, 10:53:42 AM »
Okay yeah I really like the idea of that custom move a lot Vincent, I never considered making a move that can't fully succeed also I like what Ebok said of giving the OP a obligation gig for the hold because that does play into the class which I think is a good "intermittent reward" so that is the route I am gonna take. 

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Apocalypse World / Re: The Limits of the Maelstrom
« on: July 02, 2015, 10:47:06 AM »
Thank you for the input Vincent and others but yes I do think part of my struggle with the event was that the maelstrom has no been well established yet. For my game I have the idea as the MC that is Maelstrom is a sort of all seeing being but not an all knowing one because it is a new created entity but as for specific limitations and such I am still conjuring ideas. I think my plan will be to bring up this fact and allow it occur but not perhaps exactly as they want, basically the bloody finger prints Vincent has said.

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Apocalypse World / The Limits of the Maelstrom
« on: July 01, 2015, 01:33:27 PM »
So I had my players at one point ask if they could use the physic maelstrom to communicate without someone who was some distance from them (other side of a prison court yard), at the time I said no they couldn't use the maelstrom for that purpose but after having thought about I'm not sure that was the correct response. Basically do you guys think the maelstrom should be able to do something like that or do you thing it depends on what the maelstrom "is" in your game?

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Apocalypse World / Re: Someone Getting a Hold
« on: July 01, 2015, 10:41:25 AM »
Well I don't know if this would help reason things out a bit but he basically stole the hold from someone by holding her at gunpoint and revealing the bad things she was planning on doing while in control. There are of course gonna be people who doubt him or still trust the old leader and the way he took over might make people wary. So with all those things together I don't think I can just give him control super easily. 

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Apocalypse World / Re: Someone Getting a Hold
« on: June 27, 2015, 10:33:31 PM »
Alright yeah I can work with that idea. Gonna be a bit rough but I guess it is supposed to be that way lol

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Apocalypse World / Re: Someone Getting a Hold
« on: June 27, 2015, 07:48:03 PM »
So you're saying don't give him the wealth move and make him really have to fight to keep things in check?

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Apocalypse World / Someone Getting a Hold
« on: June 27, 2015, 02:59:44 PM »
So I had some crazyness go on in my game of AW and my friend who is playing The Operator has no basically stolen by  force a hold from an NPC so is there any sort of things you guys think I should do with this or simply give him the Wealth move and kind of works things out as the game goes on?

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Apocalypse World / Sex Moves
« on: June 02, 2015, 03:02:09 PM »
So the playbook doesn't say anything about this specifically so I was curious if anyone had come up with some home brewed ideas or hacks for dealing with if a PC has sex with an NPC. Some of them of course would be hard to work with like the Battlebabe's sex moves but something like the Gunlugger's +1 forward do you give them one to them? 

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Apocalypse World / Re: The Operators Gigs
« on: May 29, 2015, 10:51:18 AM »
So what I am gathering here is obligation gigs are based around story and narrative events and paying gigs are stuff that is always on going because the operator has spread the word that he does these things for people.
For the most part. But don't forget the narrative power of having a paying gig go badly. In our most recent campaign, the Battlebabe took Moonlighting and 2 paying gigs as an advance. The number of times she botched "infiltration" was epic. A number of sessions started in medias res with her trying to blast her way out of a bad situation (often with the "help" of the Faceless, who had a lopsided, mostly unrequited thing for her and whose player had hilariously opted to take the move scent of blood). The fallout from these encounters fueled much of the narrative as the campaign progressed.

Oh yeah I'm of that part of the Operator, I am waiting for that too happen so the fun for me can start lol. I have only had two session so far so haven't been able to get into that yet.

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Apocalypse World / Re: The Operators Gigs
« on: May 22, 2015, 10:00:26 AM »
So what I am gathering here is obligation gigs are based around story and narrative events and paying gigs are stuff that is always on going because the operator has spread the word that he does these things for people. As the MC I am trying to figure out how to deal with the concept of the Maintaining Honor gig. My operator was a cop before the apocalypse hit so course he would what to keep up appearance as cops would want, so if I say there is someone slandering him then that would mean he has to try and go out and fix this issue of being slander. Then if something else happens on the way he gains a new obligation and +1 juggling but takes care of it so it and the juggling is gone. Is this a correct assessment, just a need a yes or no.

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Apocalypse World / Re: The Operators Gigs
« on: May 21, 2015, 07:48:30 PM »
Okay so when the game says you get +1 juggling for getting a gig does that refer to getting a gig in the improvement section and/or when an important obligation gig comes up? Cause I assume that every time time you do a quick paying gig you don't get +1 juggling cause that would get ridiculous.

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