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Messages - Canoy

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Apocalypse World / Re: Playbook: The Coot
« on: June 03, 2014, 03:56:18 AM »
Instead of necroing my own thread, I grant the same permissions based on the same conditions as Philomorph, for the translation of The Shieldbearer.


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Apocalypse World / Re: Introducing the Wrangler (a new playbook)
« on: February 05, 2013, 01:48:47 PM »
After I made my own playbook, I scrubbed all of the text and created a generic playbook template that I could easily drop in new text or new graphics into. Because Tim Franzke has been really active in the google+ AW community I promised him I would make his "Master of Hounds" playbook after I finished my own. His notes have gone through quite a few changes since he first posted the "Master of Hounds" and now it's simply called the Wrangler. Enjoy!

https://docs.google.com/file/d/0B9cu0IVYfHtiMEZ4QUtNMjZodDQ/edit

Nice!, one in my group has considered doing a master of hounds-concept for a while now - it is a concept which has sorely been missed.

By the way, which program do you use when designing playbooks? I use Scribus, but I am always interested in alternatives.

3
Very interesting, espeically how the transfer of barter is highlighted. I think, however, that the maintanence cost of the Network a bit high, as after that inital supply of barter run out, the Abacus seem to have no way of earning new barter through moves, and must rely on the narrative to aquire it. Lowering the maintanence to 1-barter would allow the Abacus to spend newly aquired barter on other things, such as bribes or Options, rather than pay an upkeep cost. I think that otherwise, a lot of game time will be spent trying to to cajole others to give the Abacus barter, rather than shift barter around different parties.

EDIT: Did someone say middle management?

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: December 19, 2012, 04:45:01 AM »
Well, nerdwerds, that's a pretty nice blog post you got there. However, I recommend that you remove The Grotesque, just because of the way it is supposed to be aquired: the creator asks that you perform good deeds for the people around you. Spreading a little altruism in the world wound't be a bad thing, no?

EDIT: I'll email you some that you havn't posted yet.

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Apocalypse World / Re: The Brain Cage
« on: November 22, 2012, 07:13:23 AM »
I like it, though I'm not so certain about the theme of a failure. If the roll involves weird, why should a failure result in the victim breaking out? Suggestions: How about it causing brain damage to those involved, count as a failure on open your mind for all involved, or is returned to the sender (ie., both victim and user gets hold 1 on each other on the same terms). Or, the risk of physical violence from the victim could be described by the maelstrom temporarily invading them, causing them to break free and either run on fight, etc.

I like that you restrained yourself to 2 hold, as the chair is so powerful. But I think it needs to be more costly or be more risky. An option which costs the user something, in addition to the option of causing amnesia, would make even a 10+ a difficult choice. Such a cost could be related to the theme of the cage (such as losing something, the effects being obvious for outside observers, the victim also getting 1 hold, or open yourself to the Maelstrom), or to the difficulties involved in using it (need to Act under Fire, difficult to insert or remove something with precision, etc).

Love it. Will use it.

EDIT: For use on PCs, the PC affected could potentially get some XP out of it. I'm not sure that is part of the flavour of the brain cage.

For when the victims are PC:

When someone uses the brain cage on you, roll +cool.
On 10+, Hold 3. On 7-9, hold 1. You can spend hold, 1 for 1, prevent the
user from doing the following:
* Take something away from you that made you who you were.
* Put something inside you that becomes part of who you are.
* Make you commit a single act against your will
* Keep you from remembering what they did to you.
On a miss, they do all four.

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Apocalypse World / Re: Playbook Playtest: The Shieldbearer
« on: November 14, 2012, 06:56:12 AM »
Updated version can be found here: clicky.

Not many changes made since a few days ago. I might be a bit blind to my own text, so if no more critique is raised before the weekend, I'll consider it done.

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: November 14, 2012, 12:52:32 AM »
I found the swashbuckler in document format on the forums then completed it and trifolded it. All my playbooks I've listed as being playteated are trifolds and have yet to be traded. Give me some offers for them. :)

I do have a few LE and fan made Monster of the Week-charcters (non-trifold):
-The Action Scientist
-The Divine
-The Exile
-The Hard Case
-The Luchador
-The Snoop
-The Summoner
-The Mad Scientist
-The Constructed

as well as two coloured trifolds for the Star Wars-hack (The Jedi and The Smuggler)
And, of course, the Shieldbearer, once it is finished.

Any of those of interest to you?

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: November 13, 2012, 04:57:47 PM »
Haves
-The Faceless
-The Hoarder
-The Maestro D'
-The Marmot
-The Quarantine
-The Touchstone

-The Agent
-The Coot
-The Feral Kid
-The Horseman
-The Juggernaut
-The Kid
-The Orphan (non-trifold)
-The Rat-Pack (trifold w/art)
-The Ruin Runner
-The Traveller (non-trifold)
-The Tribal
-The Last Child
-The Witch

-The Broodmother
-The Catalyst
-The Fallen
-The Devoted
-The Living God
-The Loner
-The Valkyrie
-The Wurm


Have-nots
-The Spectacle
-The Grotesque
-The Boy and His Dog (trifold specifically)
-The Witch King (supplement)

Never-heard-ofs
-The Swashbuckler
-BIG_BEAR's other game tested stuff
-The Feeder
-The Damned
-The Haunted
-The Sorcerer

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Apocalypse World / Re: Playbook Playtest: The Shieldbearer
« on: November 12, 2012, 12:05:16 PM »
Quote from: evilseanbot
1) Keeper of the old ways bothers me in that forcing too much of a PC's action - particularly in that it seems unnecessary, in that the first two you could accomplish in some kind of of modification to Read a Person.

True; I was going for a situation in which sermons resulted in actions by the listener, rather than the ability of the Shieldbearer to read a person. There's a fundamental difference in forcing the truth and spotting the lie, though I'm not confortable with forcing other PCs to do what you want, outside of going aggro. I'm also a fan of that type of hold-mechanic, but perhaps I should turn the table so that the one affacted spends the hold, as well as trying to distinguish it more from what is possible with read a person.
Quote from: evilseanbot
2) The playbook fits pretty well in AW. Its definitely reads as a justice-oriented character FROM THE APOCALYPSE, as opposed to, "oh hey there's a cop in the group."

It loses points from not having anything to do with bondage masks or psychadelic horror or apocalypse bubble bath or burning man, though.

Thanks! It might be difficult to find a good balance of bondage-y stuff, as "masked crime fighter" is a stereotype that might come up if it isn't handled well. I can't say I understand the "apocalypse bubble bath or burning man"-reference, though.

Quote from: evilseanbot
If there's something that I would criticize on a conceptual level, its that I think the moves define too much of the internal beliefs of a character - Compared to say, the Hocus or the Touchstone, which also imply internal beliefs for the character, but define the character morever on what they are capable of doing - leaving how they want to use that power more in the hands of the player.

Are you thinking of any moves specifically? Shield of Conviction fits the bill - it internalises and incentivisesusing force in the name of justice. Perhaps a more neutral phrasing, such as "do battle to settle scores", or something similar?

Keeper... also fits the bill, but it needs redesigning. Is there any other move which fits the bill?


Quote from: evilseanbot
3) The playbooks stuff seems to hit the theme pretty well.

Great! If you have any suggestions regarding symbols of authority which could broaden the playbook's scope, or add some of that bondage/psychadelic horror, I'm all for it.

Quote from: evilseanbot
4) I like Getting Shit Done a lot, its probably my favorite Move for the book. I would actually suggest changing the special move to ("When someone has sex with you, they tell you of an injustice committed against them, and Getting Shit Done is triggered, whether you have the move or not.")


The Special move I've settled with is one I thought reflected human nature - the rose-tinted glasses, so to speak. It was designed before Getting Shit Done, so I hadn't considered combining them.

Shieldbearer changelog
  • Added some Look
  • Added a few lines to the Special move
  • Removed the possibility of improving sharp, but added weird, as without it players would be less inclined to open their brain.
  • Changed Keeper of the Old Ways. Thought long on what it was about it that I liked, so now it  reads as follows:

"When you proclaim the truths of old to another PC, roll+hard. On 10+, hold 2. On 7-9, hold 1, but they get 1 hold on you too on the same terms. You can spend hold, 1 for 1, to make that PC help or interfere with you, their choice. As they do, you mark Hx.
On a miss, you take -1ongoing till you take a bullet with their name on or till they are show their true colors."

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Apocalypse World / Playbook Playtest: The Shieldbearer
« on: November 11, 2012, 03:57:19 PM »
Salutations!, glorious people of the post-apocalyptic persuasion. I recently partook in a campaign under the blistering sun and around the drying well, where the hardholder used his control of the only water supply along the Well-Fare to oppress and exploit the people who needed water to sustain their farms and other livelyhoods. The scarcity of fairness made me ponder about the untapped niche that is the bulwark of justice - though not necessarily the moral compass. Therefore, I now present to you, the Shieldbearer, a playbook for those that hold traditions and justice in high regard. It is still in the playtest-phase, for several reasons. Firstly, I am unsure whether or not it contains moves which crosses rather than skirts the line of narrative control. Secondly, I would like this community's input on its place in the transgressing narrative of Apocalypse World - does a playbook which latches on to tradition have any place in the maelstrom-permeated post-apocalypse? Thirdly, I want feedback regarding the coherence of the playbook - does it adhere to its theme throughout? And finally, it would be grand to hear any other thoughts that spring to your mind.




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