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Messages - Chris Goodwin

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1
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 06:41:12 PM »
When you invoke the Law of Fives...

2
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 06:39:13 PM »
There is no Psychic Maelstrom, but there is a move that works similarly to "Open Your Brain".  It's called "Get High".

Or maybe there is.  All Things Are True, Even False Things. 

3
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 06:09:28 PM »
When you see the fnords, roll +...

When you take drugs, roll +...

There are most definitely sex moves. 

4
brainstorming & development / Illuminatus! (or Illuminati)?
« on: July 15, 2014, 07:11:13 PM »
Is there a hack suitable for playing the paranoid, surreal, drug-soaked, conspiratorial world of the Illuminatus! trilogy? 

5
brainstorming & development / Re: Big List of Apocalypse World Hacks
« on: August 22, 2013, 06:51:56 PM »
The Big List has been undergoing constant updates since originally posted, and it is now better organized than it was about two hours ago as I post this.  It's at the same place still.  Check it out!

6
brainstorming & development / Autoduel/Car Wars?
« on: April 04, 2013, 03:00:25 PM »
Has anyone done any hacking for Car Wars? 

7
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 24, 2012, 04:49:41 PM »
When you try to take it roll +armor ... On a 10+ choose 3, on 7-9 choose "you are unmoved" plus 1, on 2-6 choose 1.  

you take no harm, you are unmoved, what's behind you takes no harm

If you don’t choose "take no harm", your armor still protects you from the damage.  

You can have 0 armor and still get lucky!  

8
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 19, 2012, 06:22:56 PM »
Adapting superpowers into AW is an interesting exercise as AW is set up to be fairly flat power levels. Moves in AW definitely get weird and players are definitely more kick-ass than NPCs but for the most part everyone is about human-level — it's more Batman than the Hulk level powers. The only tiered system in place is with only "gang size" as a measure of one side being outclassed.

You're correct about this, and I'm not 100% sure yet how to handle it.  I'm thinking of some kind of scaling mechanism, where super attacks against "normals" automatically do +1 harm, and normal attacks against supers automatically do -1.  And something like stat+3 for a normal is +0 for a super.  (Edit:  Which seems to be at least somewhat vaguely like the way StrangeFate does things, now that I look at that link.) 

I'm trying to force myself to not do any more design work until I've gotten dice on a table with it.  

9
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 17, 2012, 05:00:03 PM »
I'm still working on the stats.  One of the "basic" stats was going to be profession, but I want it to reflect more than just the thing you do for a living.  So, it's secret identity... but what if you have a public identity?  So, what's the generic term?  Civilian identity?  Background?  Personal life?  It would reflect your skill in your profession, but also your standing there, your family relationships, your resources in either of those, etc. 

This could also be two stats. 

N.B. I'm having an easier time coming up with potential moves for personal life than for professional.

10
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 17, 2012, 02:53:52 PM »
I've changed my stats, and added one: drive, which is that invisible quality that forces you to put on a costume and go out to get beaten on.  It's also roughly your hit points and your willpower stat.  You gain +1 drive when you've rolled all of your basic stats (other than drive) during the session, and you can substitute your drive for any of the basic stats when rolling a move (not counting as a roll against a basic stat). 

11
blood & guts / Re: Freeform traits rather than stats
« on: September 17, 2012, 07:40:26 AM »
Jason, you've got it.

12
brainstorming & development / Re: Big List of Apocalypse World Hacks
« on: September 13, 2012, 02:02:46 PM »
I have no idea.  I didn't add it.

13
brainstorming & development / Big List of Apocalypse World Hacks
« on: September 12, 2012, 07:43:29 PM »
I've started on a big list, which is here.  You should be able to edit it, so if there's a hack that should be on here and isn't, feel free to add it.

It's not in any particular order, and the rough criteria for including one on the list is "it's available and playable".  It's got 11 entries as of right now, including Apocalypse World itself. 

14
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 12, 2012, 12:05:38 PM »
Jeremy, I'm still thinking about your nonspecific moves idea and am going to try it on for size.

15
brainstorming & development / Re: Supers - some basic rules including powers
« on: September 03, 2012, 08:00:15 PM »
James, thank you. 

Jeremy, I may steal draw inspiration from you too.  :)



In other news, I'm thinking that archetype as playbook may be one of the cows I need to slaughter. 


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