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Messages - Jim D.

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1
Dungeon World / Re: Bonds and Experience
« on: July 28, 2011, 01:47:33 PM »
My naive understanding is that the increase in Hx from AW was reflective of the fiction of the just-completed session, not a cause of fiction.

For example, say my guy Colt covered Fifi as she ran across the salt flats to escape a horde of cannibals.  When the end-of-session came around she'd say, "hey yo, I like your style, Colt, and I think higher of your battle prowess, even if you're just a Driver.  Take +1 Hx."

That said, the idea of adjusting the bonds in the box to reflect the increased Bond score makes sense.  I dig the idea you're putting forth, lachek.

2
Dungeon World / Re: Save or Die
« on: July 22, 2011, 03:56:28 PM »
Still brutal, but I like it.

3
Apocalypse World / Re: Choosing names from the list
« on: July 19, 2011, 01:09:25 PM »
You kidding?

Steve walks warily down the street
the brim pulled way down low
Ain't no sound but the sound of his feet
Machine gun ready to go

4
I agree with Hidersine.  It should more properly say "Attempting to refuse is acting under fire."  If they blow the roll they have to acquiesce.

5
Minions, Inc / Re: Gallery of Fan Artwork
« on: December 03, 2010, 11:00:32 AM »
Is that Jamie Hyneman with a scoped RPG?  Neat.

6
blood & guts / Re: outnumbering in combat
« on: November 05, 2010, 03:34:38 PM »
I'm not totally sure where there's a problem.  If you wanted to extrapolate, you could call "a guy or two" (or five) like a micro-small gang, then go to small (15), medium (30), large (60-100), and go one "size" up for each doubling or thereabouts; 150, 300, 600, 1200, 2500, 5000, 10k, 20k, 40k...  A fighting force of 5000 with assault rifles would do 1-harm to a force of 10k with 1-armor (3, minus 1 for armor, minus 1 for size), while the 10,000 guys would do 3 (3 minus 1 plus 1).

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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: October 01, 2010, 09:00:54 AM »
Okay, roll+cool for acting under fire, and the fire is that you'll lose it cracking up laughing at work.

*rolls*

11.  Whew.

8
Apocalypse World / Re: Neutralizing the Artillery
« on: September 30, 2010, 04:37:44 PM »
I can still pull off 3-harm with something like a shotgun, yeah?  So if it's me with my shotgun and 1-armor against an unarmed, medium mob who also have 1-armor, I'm suffering 2-harm from their punches (1 plus 2 for size difference minus 1 for armor), and they're taking 0-harm from my shotgun (3 minus 2 for size difference minus 1 for armor).  You're in trouble against a mob any way you slice it.

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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 04:35:04 PM »
D'oh!  Sorry!  My bad, on both counts.

Well, suffice it to say we have a solution anyway.  All things considered, switching her to the skinner playbook does exactly what she wants, and it works from a rule standpoint and a thematic standpoint.  Glad this all helped grease the creative wheels. 

10
Apocalypse World / Re: Neutralizing the Artillery
« on: September 30, 2010, 03:34:39 PM »
One interesting possibility builds on Chris's idea a bit -- have the apocalypse happening during World War II, so tech stalled in the 1940s, before assault rifles even existed.  Since AW starts 50+ years after, that means that you're now in an alternate reality present!

A couple of wicked ideas there might be that Hitler was doing some gnarly experiments (which I think he was), and pulled out something from hell or whatever, and the spirits and demons and crap are both the maelstrom and the cause of the apocalypse.

11
Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 02:53:12 PM »
Cool, I get you.  Thinking on rules:  I'm not sure if they're moves in the conventional sense or what.  Your guy is essentially trying to end up with a move that says, "When you have sex with someone, set your Hx with them to +1, and their Hx with you to +1.  Both of you mark experience."  That seems to me like a pretty obvious attempt to game the system, you know?  It kind of grinds my gears a little bit to think about it.

If that's true, and you allow it, the guy's basically going to be fucking PCs like bunnies.  When someone's Hx hits +4 and gets reset, it's because the character has transcended some level of "knowing someone".  So what are they learning?  That this guy is a nympho?  And on top of that, if he's spending so much time in the sack, what's going on around him that he's missing, or what is he spreading around?  (Hard move time?)  He might just end up with enough rope to hang himself.

12
Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 01:41:44 PM »
Hot.  I agree wholeheartedly.

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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 12:54:22 PM »
So let's roll with that.  We're starting to blur the line between this and the ungiven future, you know?  The only other choice I can think of that changes a character's outlook and drive so violently is switching playbooks.  You hang onto some (most?) of the vestiges of your old life but approach it from a new way, but it means leaving your old self behind.

That does raise another question in my mind; you hang onto your old stats and most of your old moves when you change playbooks, IIRC, but what happens to your sex move?  Do you get your new one?  Hang onto the old one?  Choose?

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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 11:35:21 AM »
@Bret:  I really hope I didn't come off cross.  If you don't buy it, you don't buy it, and that's cool.  Nothing says this all has to mean the same thing to all of us.  But if you'll indulge me, here's the basis for my argument:

The Angel's healing moves are what he does, you know?  He picks up his angel kit and goes out bravely into the world to patch up those with the misfortune to have their guts aspilled.

His sex move, however, I think is who he is.  He cares about people, and lives; he has to, or he wouldn't do what he does.  His Hx goes to +3 with whoever he sleeps with because he genuinely cares about his partner; he doesn't have to like him/her, but he cares enough to really understand this person.  Maybe it turns out he finds something he didn't like, and he knows to stay away; still, Hx+3 means he's in better shape to do so.

The driver drives cars, and is fast, and is awesome at it.  Why?  Because he doesn't want to be tied down.  His sex move is disadvantageous for him because despite his burning desire to not be tied down, he's been captured and made vulnerable by his partner.  It's great in the moment but there's something in it that grates against his tendencies.

Anybody can take a no shit driver or healing touch, but they flesh out what the character does, not who he/she is.  Changing sex moves, since they reflect the character's fundamental philosophy, essentially rewrites his entire outlook top to bottom.


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Apocalypse World / Re: Take a Sex Move from another Playbook
« on: September 30, 2010, 09:38:15 AM »
TMI, man.

But for reals:  sex moves speak to the very heart of the character.  If you want a different heart, play a different playbook.

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