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Messages - djmalloc

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1
Apocalypse World / Re: Road War rules question
« on: October 29, 2016, 10:47:29 PM »
And just to be clear, he is not trying to take posession of the vehicle with the seize by force move. He is trying to take it off the battlefield by rendering its driver incapable of driving.

2
Apocalypse World / Road War rules question
« on: October 29, 2016, 10:39:41 PM »
So we've got the Murder Bus loaded with the hardholder's gang (the Scorched) being chased down a ravine by the War Pigs. The War Pigs crew are riding an unarmored dune buggy and a heavily armored sedan.

He wants to use his gang as a weapon to seize by force the vehicles. Do you allow this move without having them board a vehicle first? And if so, do you stack vehicle armor with the armor of the occupants?

I am thinking of allowing it without boarding first but having vehicle armor and occupant armor stack. And saying that if you do manage to board the vehicle first, you can ignore the vehicle's armor.

Only reason I can see to not allow the move in a road war is because someone with low cool is never really going to use the road war moves; they are always going to try to use their guns or gangs in a road war.

How do you all play it?

4
Apocalypse World / Fronts on the home front?
« on: March 29, 2012, 07:34:33 AM »
Hey all, I am interested to know how other people find their games progressing.

All of my fronts are external from the Hardholder's hold. A biker gang, a warlord in another town, a foreboding landscape, etc.

But the player's tend to spend a lot of time in the hold interacting with NPC's there. So a lot of drama is unfolding there. More so, in fact, than with the entities that constitute my fronts.

I am fine with this and am allowing new fronts to appear that exist solely within the Hardholder's hold.

So this is more of a style question. Do you have the same happen and how do respond? Do you forcefully interject your external fronts into the hold? Or just let the internal-to-the-hold fronts grow and take center stage?

5
brainstorming & development / Re: Spy game hack
« on: March 15, 2012, 09:30:38 PM »
Shamelessly bumping for attention :)

One thing I would love feedback on is the archetypes (more detail in the link in the post above):
The Fixer:
Description
Well connected and good in a pinch, the Fixer can get you what you need, or get you out of a bad situation.
Stats
Cool+2  Hard+1  Hot-1  Sharp-1 Network+2 
Cool+1  Hard+1  Hot-2  Sharp+1 Network+2 
Cool+0  Hard-0  Hot+2  Sharp+0 Network+2 
Cool-1  Hard-1  Hot+1  Sharp+2 Network+2

The Face:
Description
Charming and sociable, the Face is a master at using people to get what he wants.
Stats
Choose one set:
Cool+2  Hard-2  Hot+2  Sharp-1 Network+2 
Cool+1  Hard-1  Hot+2  Sharp+1 Network+1 
Cool+0  Hard-1  Hot+2  Sharp+2 Network+1 
Cool-1  Hard+1  Hot+2  Sharp-1 Network+2

The Heavy:
Description
A master of combat and no stranger to violence, the Heavy is the gal you want with you when bullets start flying.
Stats
Choose one set:
Cool+1  Hard+2  Hot-1  Sharp+1 Network+0 
Cool-1  Hard+2  Hot-2  Sharp+1 Network+2
Cool+1  Hard+2  Hot-2  Sharp+2 Network-1
Cool+2  Hard+2  Hot-2  Sharp+0 Network+0

The Thief:
Description
A master of stealth and agility and always calm under pressure, the Thief is good in tight spots and dark corners.
Stats
Choose one set:
Cool+2  Hard+1  Hot-2  Sharp+2 Network-1 
Cool+2  Hard-2  Hot+2  Sharp+0 Network+1
Cool+2  Hard-1  Hot-1  Sharp+1 Network+2
Cool+2  Hard+0  Hot+0  Sharp+1 Network+0

The Expert:
Description
Brilliant and knowledgeable, The Expert always has the right gadget or piece of knowledge to get out of a pinch.
Stats
Choose one set:
Cool+1  Hard-2  Hot-1  Sharp+2 Network+2 
Cool+1  Hard+1  Hot-1  Sharp+2 Network-1 
Cool-2  Hard-1  Hot+1  Sharp+2 Network+2 
Cool+1  Hard+1  Hot-1  Sharp+2 Network+0

Basic Moves
Tap your network (replaces Open your brain)
When you tap your network, roll+network. On a hit, the MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the MC will give you good detail. On a 7–9, the MC will give you an impression. If you already know all there is to know, the MC will tell you that.

Tapping your network requires time and access to people who might know something. If you do not have the time to find people and talk to them (even if only over the phone) then you cannot tap your network.

6
Apocalypse World / Re: Special move on NPCs?
« on: March 15, 2012, 02:21:18 PM »
Oops, should have noticed that in the rules. Thanks!

7
Apocalypse World / Re: Special move on NPCs?
« on: March 15, 2012, 03:31:01 AM »
So there are some moves which only modify Hx. Does everyone else run it such that the moves apply to PCs and NPCs?

8
Apocalypse World / Special move on NPCs?
« on: March 12, 2012, 10:10:00 AM »
Hey all, does a player get their special move benefits if they have sex with an NPC or only other PCs? The book says "if you and another character" which seems to imply both. But some of the moves modify Hx which is for PCs only. So now I am thinking its PCs only? Is that right?

9
brainstorming & development / Spy game hack
« on: March 11, 2012, 06:25:01 AM »
Hey all, I am interested in doing a "spy game" hack of AW. A game like Top Secret, or Spycraft to name a couple.

I have taken a stab at a very rough draft of the hack and its available here:
http://dl.dropbox.com/u/5006181/Spy%20World%20-%20AW%20Hack.pdf

Its by no means done, I only have the very basics laid out. But if anyone is interested in giving me some feedback I would love to hear it!

10
Apocalypse World / Re: Mobile Hardhold and Fronts - Problems?
« on: March 10, 2012, 04:46:08 AM »
Sounds like a lot of fun! There is a great book by China Mieville that would provide a lot of inspiration: http://en.wikipedia.org/wiki/Iron_Council

11
Apocalypse World / Re: Daredevil
« on: March 05, 2012, 04:24:35 AM »
Thanks nomadzophiel, that was what I was leaning towards as well.

12
Apocalypse World / Re: Road wars
« on: March 05, 2012, 02:29:34 AM »
In this case the Driver is attacking a small road gang who are driving bikes and cars. The gang is chasing after a couple in a car, and the Driver came up behind them.

He is using Sieze By Force to kill the Gang. My players are a blood thirsty lot :)

Sounds like you are leaning towards the same solution as me: Have him do 3-harm but then some deal some harm to his car due to the collision.

Really appreciate all the different views on this!

13
Apocalypse World / Re: Daredevil
« on: March 05, 2012, 02:23:51 AM »
Yeah, that was what I was thinking but the player found this in the Character Moves section pertaining to Daredevil:
>>
This special armor adds to any real armor that the driver’s wearing, the driver’s car provides, and the gang or convoy has.
<<

Its the AND in this sentence that we are now wondering about. Seems like it applies to damage done the car AND to the driver. But I am not sure.

14
Apocalypse World / Re: Road wars
« on: March 04, 2012, 10:33:28 PM »
That's a good point, Chroma. The machine guns probably have the close/far range so that is a key mechanical difference. Thanks for pointing it out.

How would you handle the question I posed, though?

15
Apocalypse World / Daredevil
« on: March 04, 2012, 09:38:16 PM »
Hi there, question on Daredevil.

Does the +1 armor get applied to both the car armor AND the driver?

So for example, lets say the car has 1 armor and the driver has 0 armor. Somebody hits with 3-harm.

Is it:
Car takes 1 harm:
+3 harm
-1 for armor
-1 for daredevil
Driver takes 1 harm:
+1 harm blow through

Or is it:
Car takes 1 harm:
+3 harm
-1 for armor
-1 for daredevil
Driver takes 0 harm:
+1 harm blow through
-1 for daredevil

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