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Messages - Fallout_Monkey

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other lumpley games / Re: [Poison'd] Rules questions
« on: February 21, 2013, 02:19:43 PM »
What I decided to go with in the game I'm running is have the players keep the dice they are adding to the pool and reroll dice showing less than 4 when the leader escalates. The non-leaders can spend Xs to add to their pool as normal.

If a non-leader is removed from combat his pool goes with him(is discarded). If ordered to leave combat the leader the leader reclaims one die from the removed pool. A non-leader can decline to roll for an escalation before the leader rolls his dice and gain 2 Xs, his pirate has left the fight or simply is disobeying orders. A pirate who does this can reenter the fight on the same side he left by spending 2Xs.

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other lumpley games / Re: [Poison'd] Rules questions
« on: February 20, 2013, 02:22:55 PM »
Also when fighting on a side can all the participating players spend Xs as per the normal rules or is it only the captain. If a player is not allowed to spend Xs does he still lose them at the end of a fight he is not leading?

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other lumpley games / [Poison'd] Rules questions
« on: February 20, 2013, 11:06:45 AM »
I didn't see this anywhere and since the Poison'd errata and Q&A thread is closed, I figured I start up one here.

So I have some questions about fighting on a side. First off do the other players roll their two dice again if the fight escalates? The wording in the text seems to imply that. If so does that mean they have multiple chances to pull out and get some Xs?

Secondly in the errata thread Vincent says that The captain chooses who to give a die to. If you figure someone's going to betray you, don't give them a die - but that means they can't fight for you. I don't know if I agree with that unless you do something in the fiction to support it like ordering the person not to fight or to go get more men, etc.  Is that how it's supposed to work?

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Apocalypse World / Re: Threats that don't fit and Custom impulses
« on: February 14, 2013, 11:10:07 AM »
Okay. Now it makes sense. The advice should be make everyone and everything a threat or a part of a threat. It's the same problem I was having with Fronts thinking of them in too limited terms. If i make the threats and fronts as broad as possible I'll have less issues. Thanks for the help on that one.


What about the second question? Tips for coming up with custom impulses.

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Apocalypse World / Threats that don't fit and Custom impulses
« on: February 13, 2013, 02:04:00 PM »
High everyone,

I've seen a piece on here that I liked but am having an issue with. The advice was to make everyone and everything a threat my problem is that some of my NPC's don't fit into the threat types for example in my current game I have Dustwich, she runs a bar called the FC. Based on play I made the FC a Furnace landscape threat. But Dustwich's has been nothing but helpful to the players and hasn't lost her humanity and doesn't have any sort of gang so she doesn't fit into any of the NPC type threats.

Should I make a benign threat type with a list of custom moves similar to those of the other threat type or should basic MC moves be enough for these sorts of NPCs?

Also I noticed the example fronts have impulses that are different than the ones listed beside the threat types so I assume that I should be coming up with my own any advice on that?

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