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Messages - Carl

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Monsterhearts / Re: Let's Fight About Source Material
« on: May 21, 2011, 04:07:24 AM »
that movie that takes place in a school and ends with a cheerleader being the alien queen

The Faculty? http://www.imdb.com/title/tt0133751/

Ginger Snaps had two sequels. I wouldn't say they're as good as the original, but I would say they're worth seeking out.

And its monsters are all human, but Winter's Bone would be good source material for its sense of place and desperation. "Talkin' just causes witnesses."

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Apocalypse World / Re: New Campaign: Objects in Space
« on: April 22, 2011, 04:38:18 AM »
What a great idea for a campaign! And just in time for it, MIT Press just published Nicholas de Monchaux's Spacesuit: Fashioning Apollo on how Playtex seamstresses sewed the 21-layer Apollo spacesuits, and other fascinating tidbits.

Axes we already know well and love wisely.

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blood & guts / Re: Brainers theoreticals
« on: March 28, 2011, 03:18:39 AM »
All but one of the 15 one-shots I've run (not counting "Last Rock Band on Earth" which uses pregens) have had a Brainer, and only once has the Brainer not taken a violation glove. Once the Brainer took a violation glove when he didn't even have the moves that use it. That was great. I always have the Brainer player describe his/her/its glove. Not one of those descriptions sounded the least bit like anything you'd care to have touch you. They've been great.

So far no Brainer has taken TWO violation gloves,  but I live in hope.

One Brainer took violation glove, deep brain scan, in-brain puppet strings, and for his first improvement took Healing Touch from the Angel's playbook. With Wierd highlighted we almost got to see The Ungiven Future in a single session, wheee.

One of my favorites so far was the one that used to watch people secretly through their windows, her assistant taking notes, then they'd go back to their brainer lair under the rock and act out what they'd seen. Practicing being human.

I think violation glove and then probably brain relay are the best gear, but if some brainer wants to take the roads less trampled, good on them!

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Apocalypse World / Re: Currency in Apocalypse Worlds
« on: October 22, 2010, 10:34:21 PM »
In my Ozarks Ghostwood setting (1919 flu was much worse, 50 years later labor is still scarce and the forest is full of ghosts and danger) barter is typically moonshine (I figure about 4 gallons is 1 barter, or 1 pint for a day's food and shelter), salt, tobacco (smoke keeps ghosts away), black powder, or bullets.

In a Road Warrior-esque setting we (somewhat tongue in cheek) used as currency those shiny silver discs the ancients seemed so fond of, whose purpose was lost in the mists of the golden age. We joked about someone stumbling across a Netflix warehouse and riches unimaginable, and all the trouble that would come from that.

In the movie The Book of Eli water was very scarce, so he traded those little foil-wrapped cleaning packs from KFC for a recharge of his iPod.  Not that they would still be good after 30 years, but Apocrypha is the cousin of Apocalyptica, so whatever suits.

5
Thanks for the writeup. The point about Brainers needing to care about someone is a good one.

The book you're thinking of may be Alan Weisman's
The World Without Us, and there was a TV Special "Life After Man" that was good, and then made into a TV series that became repetitive, although its visuals of various places that have been abandoned for decades have an eerie fascination. Available via Netflix.

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Apocalypse World / Re: Neutralizing the Artillery
« on: October 05, 2010, 06:24:49 AM »
run that with a bluegrass soundtrack.

Oh man, a bluegrass soundtrack. That would be sweet! There was a giant bluegrass festival going on across the bay from where I was running, but not loud enough to reach us.

I ran this setting for the first time on Sunday, and liked it a lot. The PCs' land train was ambushed by baptist slavers. The 16-year old Angel with the healing hands took NOT TO BE FUCKED WITH so she counts as a small gang in a fight. The Battlebabe went into a fight with a torch and came out with a cannon (speaking of "Neutralizing the Artillery") and unexpected relationship drama.

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Apocalypse World / Re: Neutralizing the Artillery
« on: October 03, 2010, 06:20:25 AM »
On the drive home from Endgame's 9th anniversary party (very fun!) I had an idea for Apocalypse 1969.  The Great War and the Great Flu Pandemic following it in 1919 were much worse than our world, and civilization collapsed. It's 50 years later. Transport is horses or mules or foot or maybe an old 1919 Ford Truck somehow still running, although good luck with the roads.

And there are still chestnut trees in the Ozarks, but sometimes ghosts get tangled in their branches from there being too many dead to all get into heaven, and if you're not careful and burn the wrong firewood you can wind up possessed. And there's no psychic anything, but if you listen too carefully you can hear ghosts whispering to you, and if you talk too carelessly maybe they hear you back.  And if you use the right water from a cave full of ghosts, and charcoal from a haunted tree, you can dissolve spirits in moonshine and make ghost juice, and drink the memories of someone else's life, and forget for a while the way things are waking under the earth, now that there's so few people to keep them sleeping down there.

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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: October 01, 2010, 06:30:12 AM »
Combine sex moves? Sure, no problem, but it's going to take months of work, you're going to need the battlebabe to help you with it, it's going to mean exposing yourself and others to serious danger, and you're going to have to add a rotating bed and a disco lights to your workplace first.

(I was torn between those and .. is going to take hundreds of tries and you're going to have to take your organ apart to do it.)

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Apocalypse World / Re: Neutralizing the Artillery
« on: October 01, 2010, 06:21:31 AM »
have the apocalypse happening during World War II,

I like that idea. So the Trinity A-bomb test did burn off most of the Earth's atmosphere, civilization collapsed, and now it's 50 years later, in 1995. Or an even worse plague than The Great Flu of 1918.

Personally I like low-gun Apocalypses, where a couple of shotgun shells is a serious edge... if they go off. Other's milage may vary.

10
Apocalypse World / Re: When the Hocus doesn't believe
« on: September 29, 2010, 06:38:41 AM »
I haven't run for a Hocus yet (the Hardholder switched to Savvyhead instead) but I was thinking I'd leave the question of what's "speaking truth" to the player, the same way I trust their judgement when reading a charged situation. "You're saying this situation is charged? I guess it is, then. Cool." I don't see it as my job as MC to pass judgement on the Hocus' player, just to be a fan of the Hocus and make the world feel real and so forth. But I'll come back and reread this after I have firsthand experience.

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Apocalypse World / Re: Seizing A Life By Force
« on: September 29, 2010, 06:28:52 AM »
the best move for making someone want to have sex with you

... is show them your violation glove.

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Apocalypse World / Re: One-Shot advice?
« on: September 29, 2010, 05:54:33 AM »
I don't use Gunluggers for one-shots, because they make violence too easy an option.  Although note that even with NTBFW (acting as a 3-harm small gang in battle) and 2-armor and choosing "take little harm" on a seize by force roll, a Gunlugger will still take 2 harm from a 3-harm 1-armor large gang. Not likely to be much fun for the now-dying other PCs, though.

Here's my thinking after running a dozen one-shots (8 Hatchet City and Blind Blue, 4 Operator and Crew): For one-shots I like to use an Operator with the other PCs being her crew, with an NPC or two as well. The players talk over what sort of moonlighting gigs the Operator should take (since that influences what characters are good, or rather, players choose characters they want to play, and Operator chooses gigs that suit those well), we work out back story and Hx and highlights and all that. For a 4-hour 4-player one-shot I don't offer all the characters. I put out Vincent's trifolds (MUCH better than the teensy playbooks) for Operator, Angel, Battlebabe, Brainer, Driver, Savvyhead, Skinner, skipping the ones with large casts of NPCs (Chopper, Hardholder, Hocus). After the characters are created, the Operator makes her starting Moonlighting roll, and things develop from there.

I used to skip Savvyhead, but after seeing one played very well at GPNW I offer them now. Possibly I'm being unfair to the Gunlugger, but I prefer running one-shots in low-firepower settings, where a gun is a serious edge, and I find conveying a sense of danger is much easier without the 'lugger.

Operator and Crew doesn't show all the deep intricacy of the long-running campaign game, but it is sharp and fun and shows the players how the rules and setting work and gives them an appetite for more.

I have a much longer and more detailed description of how I run AW one-shots that's available for the asking via email.  And by no means am I claiming this is the best method. It's just a method that's worked well for me (and others) in the time constraints I'm usually under, and I continue to refine it.  I'll be using it at Endgame's 10/16 minicon, and at Go Play SF Bay's "Taste of Apocalypse World" 10/21 at Endgame, and no doubt a bunch more times.


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Apocalypse World / Re: An Arresting Skinner
« on: August 11, 2010, 03:41:40 AM »
Arresting Skinner is a good "move from another playbook" for a Battlebabe with Impossible Reflexes to take, so if she gets into trouble with her clothes still on, she can buy time to strip and get her 2-armor.

But it is the move I like least, because of its unconditional nature. I'd rather see it roll+Hot as a Seduce with "Don't take your eyes off me and I'll show you something wonderful", which PCs could then either deal with by Acting Under Fire or Marking Experience.

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the preapocalypse / Re: Get a new Hardholder move
« on: August 07, 2010, 10:08:05 PM »
Thanks for pointing that out, just in time for me to fix it for Sunday's game at Endgame. (Using scissors and tape -- how old school.)

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Apocalypse World / Re: AP:Longneck
« on: July 29, 2010, 12:37:10 AM »
Also, don't forget the two special moves John Harper mentioned in some other thread (which I wouldn't mind seeing listed as Basic Moves in his excellent handouts, even.):

 When you have a concern, issue, or comment about the game, go ahead and say it to the group.

 When someone has something to say about the game, listen to them respectfully.


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