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Messages - Ry

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1
Dungeon World / Wrack & Wruin
« on: July 02, 2011, 12:41:30 AM »
Hey guys, I Posted something over at Story Games that you guys might find interesting as an approach.  Not really game design on my part, but a reformatting of 1974 D&D in something closer to AW's style.

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Dungeon World / Re: Catching up - What decisions were made?
« on: April 16, 2011, 02:32:58 PM »
Oh! I think I figured out how to phrase what I'm fishing for.

Over the first six levels of Moldvay, fighters and thieves have this arc, where they transform from basically ambitious peasants to seasoned fighting men (or corpses).   Then things level off for a while. 

Wizards start ramping up at that point (which I find annoying) - they have this arc of sucking a lot but pulling off the occasional awesome trick, and then exploding with power.

What's the Dungeon World arc, and is it different for the different classes? 

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Dungeon World / Re: Catching up - What decisions were made?
« on: April 13, 2011, 05:17:18 PM »
I'm also interested in anything along the lines of

How to convert an old-school D&D adventure into Dungeon World.

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Dungeon World / Re: Catching up - What decisions were made?
« on: April 12, 2011, 02:54:02 PM »
I'm super-duper interested in the decisions around scaling-upward-power vs. standard AW.

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Dungeon World / Catching up - What decisions were made?
« on: April 12, 2011, 01:46:20 PM »
What design decisions were made on the way from Apocalypse World to Dungeon World? 

(I'm really interested but a bit mystified because there's so much to talk about now.)

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Apocalypse World / Re: Lights of Hoover 3: Now Entering Hoover
« on: February 09, 2011, 12:58:46 PM »
Awesome.  I'm happily watching/learning/cultivating an apocalyptic imagination.

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Apocalypse World / How do you keep track of long-running Apocalypse Worlds?
« on: February 08, 2011, 04:22:40 PM »
Just wondering - are there tricks?

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Apocalypse World / Re: Drop-ins, Drop-outs
« on: January 24, 2011, 03:21:56 PM »
That's the crux of my question, I guess. 

So you'd say the PCs are still PCs when a player doesn't show up - I can deal with that.

The thing is sometimes a PC is right in the middle of some action and it'll be on the MC to find a way to Make Apocalypse World seem real when removing them from play will seem contrived.  Kind of like when an actor leaves a major role in an ongoing series (I'm looking at you, Dax).

(Paul, your move crosses into the table details instead of fictional ones, but I do think along those lines too)

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Apocalypse World / Re: levelling up
« on: January 20, 2011, 11:54:09 AM »
You're not doing anything wrong.  Characters are cool, powerful, and throw their weight around.  We're watching them as they go through very interesting times.

Kind of like Deadwood or Battlestar Galactica. 

Starbuck grows in those moments where her life is on the line and she's doing interesting stuff.  Sometimes that means she grows fast (like when she goes up against Scar).

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Apocalypse World / Re: change your character to a new type
« on: January 19, 2011, 04:42:17 PM »
But that doesn't answer what changing books means for the Driver. 

Like, if I get an Operator gig selling hot dogs off of a stand connected to my bus, can I keep the bus because the bus is part of my gig? 

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Apocalypse World / Drop-ins, Drop-outs
« on: January 18, 2011, 11:24:31 PM »
I know what to do when a player joins the game.  Re-do the Hx rules. 

What expectation should I set when a player can't make a session but their character is materially involved in the evolving situation?

What's the balance between:
"Make Apocalypse World seem real."
"look at NPCs through the crosshairs" and
"be a fan of the players' characters"

(I'm not blasé about spotty attendance; I try to avoid having spotty players take anything more than guest roles in my games, but once in a while something's going to give)

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Apocalypse World / Re: A lush, green apocalypse
« on: January 18, 2011, 05:15:16 PM »
How many sessions, Nuke Bob?  How is it panning out?  Are relationships between humans sufficiently stressed?

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Apocalypse World / A lush, green apocalypse
« on: January 18, 2011, 01:31:09 PM »
Whatever's happened in Apocalypse World, it precludes large-scale manufacturing and the agriculture base is pretty degraded.

But It's not necessarily irradiated, gray or visually bleak, right?    

Years on, Chernobyl is basically a huge nature preserve.  When humanity abandons a place, for whatever reason, it goes back to nature in ways that are pretty intense.

Does anyone have ideas on what a lush, green apocalypse would look like?  

Do I need rules changes to capture this kind of apocalypse?

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Last sentence blew my mind.  I think I get it.

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blood & guts / Re: Investigative moves
« on: January 17, 2011, 04:06:32 PM »
Yeah, it's really hard - giving the players their character's stroke of genius wedges in a separation between character and player that AW doesn't otherwise allow.

It crosses John Harper's The Line, right?

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