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Messages - devonapple

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1
Apocalypse World / Re: NPC sheet
« on: January 21, 2013, 04:11:57 PM »
I use a mind map, and I am trying to track the following items:

NPC Name
Front
Threat
Group
Age
Condition
Combat
Maelstrom
Attitude
Instinct
Look
Hates
Hated by
Fears
Feared By
Likes
Liked by
Notes
Countdown

I like the idea of using a spreadsheet instead, as the mind map can get unwieldy. But this is a lot of data to track.

2
Apocalypse World / Re: Love letters, or sweet dreams?
« on: January 18, 2013, 12:17:13 PM »
Damn. This is a clever way to get the players invested in game, as well as into the Psychic Maelstrom component of the game. Good show!

Love letters threw me off initially: I found they are best used as lead-ins for a pre-gen, one-shot game (like at a convention), or to hand-wave time passing in the game while still giving the players impact on the world/plot/etc. Which is not to say you can't do it whenever you opt to.

3
I believe the text indicates (I'm not sure where, if at all) that such fulfilled countdowns get spun into new Threats and/or Fronts based on the fallout (heh heh) they cause, as the MC determines. Sucks to be the players. Now they have new problems. And sometimes that's going to happen: players either don't catch, or don't prioritize a problem. Sometimes that's alright: it makes the landscape more interesting.

An unaddressed countdown is one way the Hardholder can lose a Hold, for instance. At that point, the Hardholder shifts from keeping the Hold, to retaking or reestablishing the Hold. Or doing something else entirely. But now that enemy-held Hold has its own impact on the surroundings, with numerous conflict possibilities.

4
Apocalypse World / Re: 1st Session Advice
« on: January 10, 2013, 05:34:58 PM »
When I first started out, I had this conception that the base setting of Apocalypse World was a "Mad Max"-style wasteland, and I rolled with that. In truth, the setting  can be however you want to spin it. I ended up editing it to be a more temperate wasteland set in Paso Robles, using local landmarks as inspiration (I needed a plausible military base in proximity).

The AW book says to stay true to your research, but if the players improvise a setting detail on their own - a detail which may contradict something that you have technically already written down somewhere in your brainstorming, but have not yet shown "on screen" - then you are free to edit/replace/whatever and go with what the players suggest. The players' suggestion will ensure more investment in the setting, and you can possibly re-introduce your cool idea elsewhere.

That said: if you've already established an element of the fiction, then don't retroactively change it, unless circumstances make it feasible. Your NPCs are always in your crosshairs, someone can always start polluting the "clean" river nearby, and a faceless post-apocalyptic technology-hoarding enclave can always start releasing mutated spidercats into your players' neighborhood.

So, as to "I am Legend": I found many apocalyptic images online, and the ones which fascinated me most were the ones in large urban centers, with lots of tall buildings, much like the setting of "I am Legend". I am also a veteran of the "Fallout 3" and "Fallout: New Vegas" games, so I am experienced with the look and feel of traveling through sprawling urban wastelands. So many options for ecologies, environmental hazards, resources, territorial conflict, surprise attacks, and more.

So if I had to do it again, I would opt for a more urban setting for my Apocalypse World game, something with a lot of gutted office buildings or skyscrapers, something which would allow me to include a diverse array of locations: parks, buildings, subways, car-choked roadways, hospitals, factories, and more. I think your idea has a lot of possibilities.

5
Apocalypse World / Re: Going too far?
« on: January 08, 2013, 11:46:35 AM »
...and not so interested in their npc relationships (at least in a way that's clear to me) without "going too far?"

I'll have to address this myself in my own game eventually, but one method I have heard here is to threaten the way they get the stuff they need to be badass. Ammunition, laborers, medics, scavengers: if the badasses in authority consistently throw their subordinates and residents under the bus, "little people" have a way of disrupting the workings that the big guys rely upon.

And even if you don't want to court insurrection, certainly this rival holding can bribe people, infiltrate, or win over some of the allies/resources/vendors that the rock stars rely on to be rock stars.

This isn't quite the same as taking away their toys. It threatens their toys, their abilities, etc., and makes it challenging for them to act to keep their toys.

6
Apocalypse World / Re: Marking experience for beginning-of-session moves?
« on: January 04, 2013, 02:14:13 AM »
The way Monsterhearts (for example) handles it is that you only benefit from one highlighted stat in a given scene - perhaps the pre-game rolls count as a single scene (or not really a scene at all?). Technically, each roll comes with a risk, right, so putting your hand in a meat grinder twice may be worth the experience? YMMV.

As for solutions: if the other players feel it is unfair, they can always choose to highlight one of the Hardholder's (or the Quarantine's, in your case) other stats, and then it is the GM's option to then highlight something: if the GM opts to highlight the Quarantine's Weird or the Hardholder's Hard, the GM is making the choice to level faster, not mix things up.

7
Apocalypse World / Re: New Work in Progress Playbook - The Handler
« on: January 02, 2013, 12:46:24 PM »
Perhaps the Handler would have a choice between two moves, one which gave them a "gang" of pets, and one which gave them a single bond, between Master Blaster and Kaiju.

And then there can be additional Moves which can upgrade the strength/size of the pack/lone monster chosen.

Maybe they could eventually have both a pack and a lone monster?

8
Apocalypse World / Re: Play Aids Index
« on: December 19, 2012, 06:11:28 PM »
I use a mind map in XMind to track NPCs, vehicles, notes, damage, and such in my AW game. I created a set of icons to go with Apocalypse World:
1) the countdown clock at each iteration
2) miscellaneous post-apocalyptic iconography (fortress, male, female, raider, group, vehicle)

This .xmp file can be imported into XMind so you can use those icons:
https://docs.google.com/open?id=0B5aCjfAHYXoQbGE5OGo2OVRPQW8

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Apocalypse World / Re: Default +stat, info +stat: a forum game!
« on: December 17, 2012, 06:42:07 PM »
Info stat: Hard. Your understanding of the world comes from a real sense of your position in the food chain. You get all of your information from other people by being someone they fear and/or respect, or by seeing the impact of your boot as you stride through their lives. You have to be tough and ruthless to know what the true meaning behind the world is. If you're not, you can still act end get things done, but you might never know what your true potential is in the food chain.

Default stat: Sharp. To keep alive and well, you have to be ever alert to opportunities, danger, and potential foes.

10
Apocalypse World / Re: "Do your time like everyone else"
« on: December 11, 2012, 01:06:44 PM »
How many folks are using real-world recovery times in their AW games?

11
Apocalypse World / Re: "Do your time like everyone else"
« on: December 10, 2012, 02:53:44 PM »
However, now that I reread the rules, the placement of the text suggests that maybe this rule only comes into play for someone who been stabilized. Well, that still doesn't entirely solve the problem.

That's right... you got what I was saying. :)

12
Apocalypse World / Re: "Do your time like everyone else"
« on: December 10, 2012, 12:41:53 PM »
Because if that's the case, over time people are not going to go see the Angel anymore for minor injuries, since a) they heal on their own over time (a suggested guideline of up two one segment per session), and b) when they do see the Angel, it becomes a case of "lie down for a week, or I'm going to make up some new complications related to your injuries which haven't come up just yet".

Thankfully, this is a moot point.

Quote
To use it to stabilize and heal someone at 9:00 or past: roll+stock
spent. On a hit, they will stabilize and heal to 6:00...

An Angel Kit can *only* heal you back to 6 o'clock (2-harm) so you only seek out an Angel if you are at 9 o'clock or worse. If you are only at 3 o'clock or 6 o'clock (1- or 2-harm), an Angel Kit *cannot* help you, so that situation wouldn't come up.

That said, an Angel with Healing Touch *can* take away additional harm and leave the patient at 3 o'clock or even 0 o'clock, but there aren't recuperation penalties associated with that. Just potential mindfuckery from the Maelstrom.

I'd still like more info on how they must "do their time", but the question of going to the Angel when you are only suffering 1- or 2-harm is not an issue in this case.

13
Apocalypse World / Re: Knifesies - My first shot at Fronts
« on: December 07, 2012, 02:19:07 PM »
Our two-hour sessions have just been packed and efficiently run. It's crazy.

14
Apocalypse World / Re: "Do your time like everyone else"
« on: December 04, 2012, 06:20:35 PM »
We may want to take a page from FATE and treat some of these conditions (well-armed, blissed out on chillstabs, fighting through the pain) as Aspects that we can more or less tag for free, depending on the narrative.

15
Apocalypse World / Re: Hardholder Generosity
« on: December 04, 2012, 04:30:08 PM »
Can't the Hardholder give things away for free by having sex with people?

That I would be tempted to let go, consequence-free... because clearly it won't be!

Well, yes, but that isn't an option in the example cases I mentioned above. Not even a close option.

Mind you, if I start making scarcity threat moves and the Hardholder has to start making people happy, I can easily see him sexing up a producer who isn't getting paid, and buying complicity with some rough trade and giving up an "Oh, I've wanted one of those for-EV-er!" item.

But as a way of filling a barter deficit, "Pimp the Hardholder" wasn't coming up on the list of solutions. ;)

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