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 - jdfristrom

Pages: [1]
1
Apocalypse World / Re: How to make the Maestro D' life interesting?
« on: October 21, 2011, 02:08:08 PM »
Trevis made my life interesting in a couple ways - most of them stemming from 'there's never enough' -
Where do you get your X?  What happens when supplies are interrupted? 

And maybe this won't work for your Maestro, but early on we decided that citizens of the hardhold would shelter in the establishment during environmental hazards ... and there was never enough room for all of them ... and the next people in line were a mother and her children ...

2
Monsterhearts / Re: Feedback from Fractured Realities
« on: June 12, 2011, 02:19:05 PM »
The game was really good btw - possibly my best session @ FR. It's a reminder of how fucked up high school can be, and has become the game I most want to run a short campaign of - except I'm afraid I might not have the GM skills.

If Carl's seating chart thing isn't in the rules, it might be worth adding or turning into a bit of GM advice - even for a bigger school, it can be 'homeroom' or something. The seating chart led to me wanting revenge on Max which led to him being a good target for the vampire which led to dead kid which led to all kinds of potential badness.

It totally makes sense that these kids can't Read People. Might make a good vampire move - the vampire could have been around for a while and learned a thing or two about people.

The moves in general feel a lot less powerful than AW, which is great for high school. The munchkin in me was looking through the moves trying to find ones which seemed broken and not coming up with any, really - Need is My Favorite Word might  be, it's basically Wish, ... it also probably requires the GM push back sometimes, like, "Come on, do you really *really* want that?"  But damn it was cool in play so I wouldn't want to see it go.







3
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 02:57:15 PM »
Should I stop reading this thread? Your talk about what your fronts are going to be ... I covered my eyes and said, "Better not spoil it for myself ... I might become aware of the names of the moves ..."

4
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 22, 2011, 01:16:13 PM »
It's really great. The faceless talking to his spacesuit computer but really tapping into the maelstrom (and his crazy) is great. I'm assuming he's male but there's always the possibility of a Samus reveal.

For me, it's like watching a really good science fiction show - the audience rapidly becomes aware that there's a whole ton of crazy going on. The juxtaposition of hard sublight-speed science and the psychic maelstrom makes it both real and transcendent at the same time.

There are so many science fiction movies and shows that start out great and then turn crappy (Sunshine, Dante-13, Event Horizon, Battlestar Galactica) ... but I have confidence we'll hold it together. I know the psychic maelstrom isn't going to turn out to be a metaphor for hell or anything religious - it's just the psychic maelstrom, yo.

5
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 07:01:48 PM »
"You and your passengers may have suffered some slight bone loss..."

I was thinking broodmother ... then fallen ... now I'm thinking savvyhead because he'll be so god-damned useful, who else is going to keep our control rods controlled. CAN'T DECIDE! BRAIN ANEURYSM!






6
Apocalypse World / Re: Playbook: A Boy and His Dog (new)
« on: April 14, 2011, 08:19:15 PM »
I took a stab at making a character like this too, before I saw the forums. My take was like you had at the end there, like options for a hold, but I also was thinking 'why limit it to a dog?'  "A Kid And Companion"  Lyra & Pantalaimon, Huck & Jim, the kid from sixth sense & bruce willis...

It's probably under-powered. Once your companion dies you lose all their powers. But I'd still play it.

https://docs.google.com/document/d/1jryb1Y6Q-uGM_Oq_E1F9TzBAiKZI8lzaLkBSxoRpo68/edit?hl=en#

7
Apocalypse World / Re: Playbook: A Boy and His Dog
« on: April 13, 2011, 03:43:54 PM »
Crazy. I "got this idea" for a Boy & His Dog playbook a couple days ago but it clearly wasn't mine, I must have heard it at some level on the podcast.

Shamefully have to admit I haven't read the actual Harlan Ellison story (which is weird, because I've read a crapload of Ellison), though I did read the comic and see the movie.

I went more general - could be Boy & His Dog, could be Lyra & Pantalaimon, could be Huck & Jim, could be Newt & Casey (her little plastic doll head) ... or could just be a creepy sixth sense/The Ring kid.

I'm particularly proud of "If you and another character have sex, or if your companion is killed or destroyed, you grow up. Take the “Change your character to a new playbook” improvement.

Let's breed our playbooks together and create a new stronger playbook. [Shortly after I posted, noticed Feral Kid and Lost Boy ... must merge altogether into the ultimate child playbook!]

The Kid

Apocalypse World ain’t no place to have a kid. Maybe back in the day they would have been able to play on a playground, cuddle a doll, hug their momma. These days, they’ll do whatever to survive, just like anyone else. Course, for a kid to survive in Apocalypse World, they’re gonna need a friend.

Creating A Kid
Name
Huck, Jody, Sawyer, Billy, Lyre, Timmy, Fin, Ichi, Wolfboy, “Kid”, Newt, Conrad, Jase

Stats
Cool+2, Hard+1, Hot=-1, Sharp+1, Weird=0
Cool+2, Hard=0, Hot=-1, Sharp+1, Weird+1
Cool+1, Hard+1, Hot=-1, Sharp+2, Weird=0
Cool+1, Hard=0, Hot=-1, Sharp+2, Weird+1
Cool+1, Hard=0, Hot-1, Sharp+1, Weird+2

Look
Boy, girl, hard to tell
Tween, teen
Scrounged clothes, dirty clothes, overlarge clothes, fatigues with rolled sleeves
Expressive face, dirty face, freckled face
Shifty eyes, penetrating eyes, sad eyes, blaming eyes
Gaunt body, quick body, small body, fat body

Companion:
Choose a companion: (counts as ally as if you rolled 12+ on advanced manipulate ... unless in want)
O doll, stuffed animal, blanket, charm - or a piece of one. can take 1 harm. +2 companion. want: desertion
O pet animal. can take 2 harm. +1 companion. want: desertion, hungry
O hunted adult. can take 3 harm and carry weapons or armor. +0 companion. want: desertion, hungry, found
O invisible friend. can’t be physically harmed, but can only take 1 harm from direct-brain-whisper-projection, etc. +0 companion. want: desertion

And choose two options
O is a “ghost” or is possessed by “ghost”. +read dead person. want: +haunting
O is tough or armored. +2 armor
O is vicious or armed. +sic ‘em, want: +savagery
O knows what’s going on. +insight. want: +judgment
O loyal. +1 companion
O scrounges/lucky. +1 barter

Companion names: Spot, Yeller, Paws, Tiger, Beelzy, Monkey, Blankie, Casey, Jimmy, Dolly, Mister Bun, Baby, Arnie.

Moves
Companion:
At the beginning of each session, roll+Companion:
10+: everything’s hunky dory
7-9: choose one want
On a miss, choose two wants.
Companion wants only last one session even if you don’t resolve them in the fiction - if desertion, and you make your roll the next session, you find them / they come crawling back - if haunting, the -1 ongoing comes to an end.

Persistent Bugger: Use sharp instead of hot to manipulate.

Creepy Kid: +1 weird.

Scary Companion: take an additional option for your companion.

Slippery: you can get out of sticky situations and confinements. Works like eye-on-the-door, but can get you out of anything. What’s left behind will often be your companion, though ...

Little Monkey Wrench: you can aid at +2 instead of +1

Kid Special:
Kid cannot be your second playbook.

If you and another character have sex, or if your companion is killed or destroyed, you grow up. Take the “Change your character to a new playbook” improvement.

You can’t insight or sic’ em if your companion is in want, dead, or destroyed.

Insight: as per Hocus
Sic ‘em: go aggro +1 - 2 harm

Read Dead Person: You can read a dead person if you’re with their corpse / at their grave / at the place they haunt (up to the MC).
10+: ask 2 questions, they’ll answer truthfully (as they see it)
7-9: ask 1 question, they’ll answer truthfully (as they see it)
On a miss, they’re haunting you.

New wants:
Haunting:
Take -1 ongoing unless you’re doing what the haunt wants, until you’ve done what they want.

Found:
Your companion is found by people hunting him.

Pages: [1]