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Messages - Harpunea

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"So, Angel and Chopper I guess you're at it again?"
"Heh, gotta mine that XP."
"You notice an inquisitive eye peeping in through a crack in the wall. It is bloodshot and crazy looking."

I have nothing to add except I've just spent the last five minutes giggling uncontrollably at work after reading this...

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Apocalypse World / Re: Default +stat, info +stat: a forum game!
« on: December 16, 2012, 02:02:06 PM »
This thread is a cool idea :) I want to see more examples...

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Apocalypse World / Re: Hardholder Generosity
« on: December 01, 2012, 06:32:55 PM »
You could also make the repercussions of a lack of barter be social rather than simply economic.

Like, maybe if he lets some of his tenants off rent free, then next morning I'd have a fucking mob of the rest of his tenants all outside his door with pitchforks and torches, demanding to know why they haven't been cut some slack also... times are hard for everyone.  Then instead of just being like "oh well, I'm out some barter" he has a mob of angry citizens to deal with.

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Apocalypse World / Re: Post apocalyptic storytelling in Doncaster
« on: November 13, 2012, 05:26:16 PM »
I'm thinking the people in the animal masks have to be a Hocus' cult :)

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Apocalypse World / Re: Newbie Rules Questions
« on: November 13, 2012, 05:24:38 PM »
Not much to add to what the others said, but with reload (or other equipment tags) remember that one of the GM moves is "activate their stuff's downside" and I think reload can be construed as a downside.

You can call for them to need to reload whenever appropriate.  Like when they miss a combat-related move or whatever.  Having their gun be out of bullets as well as whatever else trouble they're in after they miss a seize by force could be fun.


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Apocalypse World / Re: [AP] Children of the Cactus God
« on: May 23, 2012, 08:06:12 AM »
Hi Paul!

Just thought I'd post to say what an awesome game it has been.

I love the characters, love the setting and love the story. I'm sad that we're having a break (yeah yeah, I know you want to be a player for a while!) but also looking forward to part two!

For everyone else: I'm Jackal the Hocus, and Audrey the driver. There's some other stuff out there also: character descriptions and inspiration images etc. If we're collating stuff here, I may post some links also.

Cheers

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Apocalypse World / Re: Mobile Hardhold and Fronts - Problems?
« on: March 30, 2012, 04:18:05 PM »
Hi

We are currently playing an AW game which is based around the idea of the PCs being a convoy of vehicles travelling across the desert, fleeing from the hellish city of a despotic hardholder gang boss they used to live under.

The game is going great, and there is no reason why one can't run a travelling AW game, however we gradually realised that it does present a specific challenge for certain types of characters.

The issue is that you need to make sure there are a good solid number of NPCs travelling with the PCs at any time.  We found that the characters which are oriented towards social skills or NPC manipulation (eg. Hocus and Brainer specifically in our game) may struggle to find ways to use their skills if there are few long terms NPCs around.

Whilst there are a small number of NPCs travelling with the convoy, a lot of NPCs are only around for a session or so, as we would meet them when passing through an area, then move on.  So the pool of NPCs that one could interact with, or manipulate or recruit into a cult etc is small (and due to the nature of AW, an always diminishing pool...)  And the fact that large numbers of NPCs are only around for one session limits the long term social machinations that one can get involved in.

Its not been too much of an issue, but we did notice the challenge for certain types of characters.

My advise is basically just make sure you have plenty of NPCs actually travelling with the PCs and it won't be an issue.

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Apocalypse World / Re: 1 player game?
« on: March 17, 2012, 05:15:10 PM »

Hey, I did this. I wanted to see how AW worked as a fiction writing tool.

I randomly created six characters, using dice to choose playbooks, look, name, moves, stats, and Hx. I thought about the people I'd created, and the questions their Hx assignments led up to.

Then I chose one of the implied scenes, Sundown the Brainer helping Frog the Faceless do something terrible.

I started writing. Then, when it seemed that someone was making a move in the fiction, I rolled the dice to see what happened.

It went from there.

This sounds awesome. Seriously love this idea and may give it a try myself.

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Apocalypse World / Re: To drive or not to drive.
« on: December 15, 2011, 05:55:28 AM »
Everyone can lug a gun around, but there's only one Gunlugger.

Everyone can drive a car around, but there's only one Driver.

I think its fine if everyone has a vehicle - the only benefit is really narrative - they can extend the places they can go in the fiction. What makes the Driver special, as others have pointed out, is the moves, not the shit.  This mechanically differentiates the class.

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Emailed you :)

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I'm reasonably proficient at layout.  Can probably help unless there's someone better :)

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Apocalypse World / Re: Why I hate Apocalypse World
« on: November 13, 2011, 12:15:50 AM »
I hate Apocalypse World because we only play once every two weeks, and during the time between sessions IT'S ALL I THINK ABOUT

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Apocalypse World / Re: Hocus Followers/Surplus questions
« on: October 10, 2011, 11:05:24 AM »
@trevis: I guess there could be situations when it would be weird.  That hasn't yet been an issue for us, but we haven't been playing long.  I guess the answer is probably to just work it out each session.  If it feels wrong to everyone, then I would probably skip it, but I would expect that to be an exception to the norm personally, otherwise you risk getting into a situation where you might roll fortunes only infrequently.

Interestingly, we will be playing tonight, and will (probably) pick up immediately where we left off last session (more immediately than ever before!) so now I'm curious as to how we will fit the fortunes roll into the fiction :)

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Apocalypse World / Re: Hocus Followers/Surplus questions
« on: October 09, 2011, 09:58:12 AM »
Hi.  We haven't been playing long, but I play a Hocus and for what its worth, here are my answers. :)

1) "Personal share" of barter

I have not discussed this with my MC, but I treat my Hocus's barter as persistent.  I wouldn't see why it would not be, and there isn't any indication in the rule that it is not.

2) Fortune roll: beginning of each session, or only when it fits?

Regarding the fortune roll for followers, I'm curious as to why it feels unnatural to you to roll at the beginning of each session?

I'm playing a Hocus currently and (so far) we roll every session. Our sessions have been about a day or so in length, and have followed directly on from one another, so that sounds very similar to what you are describing. And it seems to work from my point of view. When we roll we just spend a little time working out how it fits the fiction and thats it.

Personally I'd be a little annoyed if the fortune roll was changed from "every session" to "whenever it seems to fit" as the fortune thing is a large part of the Hocus character, and one of the reasons I chose that playbook.  Changing that to something which might only happen occasionally (subject to the whim of the MC likely) would be a big change to the way my character worked, and not in a way I would like.

There are other moves which are written as being triggered when the fiction fits.  But this (and others such as the Hardholders wealth move) are triggered by meta-game timings such as session start/end.  I don't really see a reason to switch the Hocus move from one type to the other.

But, these answers are just our game, and I would think that there are plenty of other ways this is dealt with out there :)

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Apocalypse World / Re: Playbooks as initial situation generators
« on: October 02, 2011, 04:59:37 AM »
I would add the Hocus as a playbook with strong tendencies for "initial kick-off" in my experience.

As soon as you make your followers roll at the beginning of the session you are setting up some kind of situation that you will have to deal with.  Most directly when your followers are in want, there will certainly be repercussions.

Even when they are not directly in want, you will still have to "deal with your fucking cult" as the book puts it.

And this affects the other characters too, not just affect the Hocus character (at least in the game I'm playing)  For example, my Hocus' followers got in want last session... my Hocus returned to base to find one of her followers had set fire to the Brainer's van.  Oops.

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