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Messages - Gavinwulf

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1
brainstorming & development / Re: Road of Kings - Sword & Sorcery Hack
« on: November 10, 2017, 01:18:12 AM »
Very Awesome! I like it! I'm the guy who did the Conan reskin of AW back in the day, "Hyborian Saga". I love the simplified traits basic moves. Also the way Weapons and Harm work is exactly what I was looking for. Cool that this is a compact setting in an pre-gen scenario. But I, of course, would like to see these rules for the broader playbook archetypes I made for my hack. IE: Sellsword, Barbarian, Ruler, Horseman, etc.
Oh and dude, I LOVE the Princess Consort playbook. Very cool.

I like what what you have done. I am one of the ones who felt that AW 2ed took too many steps away from the simplified streamlined mechanics of AW 1ed. And I like that you have condensed the basic moves in such a simple fashion ("See the Truth", lol, my move was called, "Divine the Truth"). And the nods to the Conan movie are great with the options under the "Do Battle" move.

2
brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: October 28, 2016, 01:24:43 PM »
Rubberduck,

Yes. That's a big criticism leveled at Fate Accelerated Edition with the approaches. And of course players are going to play to their strengths.
But with a mature group, I don't think spamming your best Approach would be a problem. And using a particular Approach means your not focused on the others.
The example I've seen used is picking a lock. Dong it cleverly may open it fast, but leave the lock broken. Picking a lock Carefully may open it and leave it functioning, but it takes time (Sound like 7-9 results).

And yes, I agree w you on Stunts/Player moves. I only wanted to emphasize that stunts could handle gear/weapons as well.

I'm playing w these ideas because I'm trying to find my sweet spot between narrative and simulation games. Obviously if I love AW, I lean into the narrative side of things. But I like the straight simple math of the stats to clearly delineate what a given character is good at.
However, I'm not totally comfortable with the harm system in AW. And so many different moves can feel like it clutters things up.
With Fate Core, I've always felt they ruined a good narrative game w this whole OOC economy of exchanging points, and 'shifting' up and down with their funky dice system.

3
brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: October 28, 2016, 01:50:23 AM »
Ah, I'm just brainstorming here, grabbing at passing fancies...

So Approaches in Fate Accelerated are 'how' you do something. They are the mains 'stats' that modify the central 4fd (fate dice that average 0) roll in FAE.
In FAE, you would roll "Careful" if you were trying to snipe an enemy with a long-distance precision shot. Or to 'carefully' disarm a trap. A moving shootout with rifles might use the Clever or Quick Approaches.
I swapped "Patient" for "Careful" because I just read Vincent's Freebooting Venus game which uses Patient as a stat.  And I just thought it would delineate it's use better compared to the other stats.

Anyway, thanks for the info about the R&K dice method. I thought the odds were about a plus a +1 but the 2% fail rate for a +3 stat is a little OP.
Perhaps Aspects should just open the +12 crit on a roll. And Stunts/Moves remain relatively unchanged from how the trad playbook moves work. I suppose I was thinking with the goal of having a non-playbook, more free-formed character creation.

As using Approaches and Aspects makes the game more narrative, Stunts would also represent a character's specialty w certain gear, as in FAE. But not all Stunts.
Ex: When the Barbarian fights unarmed or w a Two-handed weapon, he does *???*.
(Haven't gotten to thinking how all this would affect the Harm system yet. In FAE there is no detailed equipment lists with mods, etc. It's all part of the character's Aspects & Stunts.
In vanilla FAE, facing an armed foe while unarmed would let the GM 'compel' a temporary "unarmed" aspect against you. Giving the adversary a bonus to their roll).

FAE's central dice mechanic gives a similar spread to AW: success, success w consequences, fail.
FAE has four 'basic moves':
Overcome, Create an Advantage, Attack, & Defend.

I'm wondering if AW used Aspects and Stunts, the Basic Moves could be similarly reduced. And any Approach might be used with any of those Basic Moves. My goal would be to combine Attack & Defend into one roll like AW's exchanging harm move, to keep the system player-facing and streamlined.

4
brainstorming & development / Combining *World w/ Fate Accelerated
« on: October 27, 2016, 04:50:24 PM »
So I recently picked up Fate Accelerated and noticed some similar themes in design. It looks like FAE was going for a "fiction first" design element in mind like Apocalypse World. There a few things I like about FAE.

—Approaches
—Aspects
—The simplified health/consequence system.

What I don't like about FAE:

—Having a fate point economy
—It's not 'player-facing facing' like AW.
IE, the GM has to stat npcs and make rolls.

So, I had some ideas of mixing the elements I like from FAE into AW.

Approaches, already similar to AW stats:

Bold (Flashy)
Fierce (Forceful)
Patient (Careful)
Quick
Subtle (Sneaky)

I like having only 5 and I think FAE's 'clever' approach is mostly useless as clever things can be covered by careful, flashy, or quick approaches.

These stats are like AW, they would range from -1 to +3 Max.

Next, Aspects. I like the way they concisely capture a character's concept elements. Perhaps in a mostly AW system, pcs may not have as many as five. But my thought was pcs having a few Aspects and a few stunts instead of the traditional playbook moves.
When rolling with an Aspect in play, roll 3d6, keeping the best two if the Aspect helps the pc. Instead of an ubiquitous fate point economy, players can always use their aspects when the situation is applicable. The MC may 'compel' a player by offering an xp point. That's the extent of an ooc 'economy' that I'd want.

Next, Stunts...these would be the most closely associated with playbook Moves.

I would suggest making three Stunts similar to how they're done in FAE. Except in using AW's player-facing dice system, I think these are what should give the 12+ 'Critical hit' advantage where they would modify dice rolls. Otherwise they'd just modify the fiction like trad AW playbook moves.

Well okay, just some ideas I'm playing with. I can't decide if this is FAE w AW's dice mechanic. Or *World w Fate Aspects.

Thoughts?

5
Yeah, I read Augury as a spooky shaman move within this context.

Also w the Showdown stuff, I would make a clear distinction between "Going for your gun" first and "Drawing your gun" first. Which is what I think you're going for based on the source material. "Pulling" & "Shooting" aren't as clear to me in the context of a showdown.

6
Nice Western reskin!

I especially like how you re-worked Weird into Wild and made the Trailblazing move.
Using the Savvyhead to make the Native is an interesting and cool choice with the use of 'the Land'.
The way you organized the combat moves seems much cleaner and simplified than AW2ed.

The Showdown moves are interesting. I like the Staredown phase before exchanging fire. However I'm not sure if the results of the moves are quite right. I don't like how Hard determines who fires first in the second phase. I think Cool should determine who gets to shoot first. Cool seems more having to do with reflexes and looking cool. Hard has more to do with intimidation and the will to deal hurt. On the other hand, I can see the reasoning behind using Cool for the Staredown because well, the Staredowns in Westerns are just cool!

So I might think about the Staredown phase actually using Hard and the options being: Force your opponent to go for their gun first and/or, deal +1harm in the exchange of fire during the second phase (if there's an exchange of fire).
Then in the Shootout phase, roll +Cool. On a hit, you draw first. On a 10+ your draw is quicker and everyone knows it, whether you shoot your opponent or not is up to you. On a 7-9 you shoot.
–I feel this covers the showdowns where the hero is so fast and cool that the opponent knows he's at the hero's mercy and there's not even necessarily an exchange of fire. He went for his gun then suddenly loses heart when he sees he's in the hero's sights and he barely cleared his holster.

7
brainstorming & development / Re: Evolution Pulse
« on: July 04, 2016, 01:51:02 AM »
Sorry, linked to preview. The game is already out. Uses the FATE system...seems like it could easily be converted for AW.

8
brainstorming & development / Evolution Pulse
« on: July 03, 2016, 10:29:37 PM »
Someone has to make this powered by the Apocalypse!
http://www.drivethrurpg.com/m/product/144528

9
Apocalypse World / Re: Apocalypse World 2nd Edition
« on: August 05, 2015, 01:46:50 AM »
I for one am not really interested in the new edition from what I've seen of the previews. The basic moves and stats were awesome because they simplified and streamlined so much. Making them more complicated is a step backwards IMO.

Exactly my thoughts.

Well, at least we will have a lot of new peripheral moves at our disposal to use in 1st edition. :)

True that, I do like the new ideas with the Debilities and a few other things.


To the poster wondering about which combat moves to use, it goes like this:

Are you both clearly swinging or shooting at eachother? Seize. Are you trying to surprise them w an attack from an advantageous position? Go Aggro.

If you charge right into battle with clear intent use Seize. You will almost always take some Harm.
If you want to be careful and nimble, move in with Act Under Fire, then Go Aggro. The second tactic requires more rolls so there is the chance of failing hard. But also the chance of 'winning' completely unscathed.

10
Apocalypse World / Re: Apocalypse World 2nd Edition
« on: August 04, 2015, 04:01:35 AM »
I for one am not really interested in the new edition from what I've seen of the previews. The basic moves and stats were awesome because they simplified and streamlined so much. Making them more complicated is a step backwards IMO.
Just my preference, I know Vincent is not looking for feedback or votes.

11
Apocalypse World / Re: Apocalypse World 2nd Edition
« on: June 09, 2015, 02:00:16 AM »
I backed the Paetron, but do not know how to access the content. Its asking for a handle and password. Where do I get a handle and password?
Thanks
Andy

Same with me, but I didn't want to complain. Throwing a buck Vincent's way is always good right?

12
blood & guts / Re: Combat moves for Sword & Sorcery
« on: June 02, 2015, 01:27:53 AM »
I agree now that I've played with it a little bit. After checking out Worlds in Peril, I do like the same kind of MC 'softish' move you were talking about from the AW RAW harm roll. That would simulate a little bit of the cinematic melee that I'm looking for. -Being knocked down, weapon knocked out of your hand, shaken, etc.

But I'm rethinking the whole offensive/defensive fighting altogether.

What I would like is to rewrite the RAW moves so that they more explicitly describe things like 'moving inside a weapon's range defensively until you have the perfect moment to strike' would be something like Acting under Fire and then Go Aggro, or just Inflicting your weapon's Harm -no second roll.

13
blood & guts / Combat moves for Sword & Sorcery
« on: May 26, 2015, 11:54:59 AM »
For a game with archaic fighting I wanted closer, more cinematic moves for the fighting. AW RAW are great for 'seizing' things and exchanges of gunfire between groups of people where you're rattling off magazines of ammo in one dice roll. I streamlined these moves for simulating the back and forth of melee combat between mostly single opponents. Kept the AW names of the stats here to be clear. Please tell me what you think.

When you wade into battle roll +Hard. On a hit you inflict harm. On a 10+ you have the advantage and may press your attack. On a 7-9 you are now defying danger.

When you defy danger roll +Cool. On a hit you've avoided the danger. On a 7-9 it costs you (you take incidental harm, were noticed, lost something, etc).

One of my goals here is to simplify the moves so they can apply to different situations. You will notice in the first one "the advantage" could be a thing or position like AW's 'seize'. But here it is kind of folding 'Go Aggro' into the 'Seize' move. The 'advantage' may simply be the initiative and drive to keep pressing your attack through a series of swings and thrusts. If you 'lose the advantage', that represents your opponent rebounding and beating you back, putting you on the defensive.

One of the things I liked about AW was the 'Act Under Fire' move. I liked how it represented dodging, stealth, balance, positioning, etc. All at the same time with one move and one stat. This was my inspiration for a more simplified combat move. Here the 'Defy Danger' move acts the same but now explicitly applies to dodging, parrying, and being on the defensive during a fight as well.

A potential flaw here is that these moves place a lot of emphasis on weapon ranges as to who gets to inflict harm first. There is no harm exchanged in one roll. You're either delivering harm. Or avoiding harm. I also plan to keep harm numbers small (A 4-part Harm Wheel?) and use Armor as 'Roll +Armor when you take Harm' move. I want characters to be a little more resilient than in standard AW, without resorting to hit points like some *W games.

14
blood & guts / Re: Skills? No Classes?
« on: May 21, 2015, 04:10:21 AM »
http://buriedwithoutceremony.com/simple-world/

Simple World is a generic hack without classes.

http://story-games.com/forums/discussion/17652/apocalypse-world-for-kids-the-bureau-an-aw-hack-with-different-die-types

The Bureau is a hack that uses die types and one or two descriptive words for items or 'skills' your 'agent' is proficient with.

Don't know if these will help with what you are looking for though. Moves are kind of what Apocalypse World games are built around.

15
You know, the more I try to tweak AW (even for a Sword & Sorcery games with swords and armor and shit), the more I find that AW works really well as is.

I was just re-reading through the book and saw that there is 3-armor but it's very rare. It's also in the Quarantine playbook.
I'm thinking Hyborian Age adventurer's would rarely wear 3-armor. I'm thinking it's usually 2 (light armor+ a shield) in most cases. I think I will make heavy armor available to the Sell-sword but it's got some penalties to it, like 'noisy' and 'cumbersome' tags.

I think my hacking of AW for medieval combat will boil down to new tags.

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