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Messages - JoeNobody

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1
Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: October 13, 2012, 01:07:29 AM »
So, thanks to the generosity of folks, I have:

Surplus:
Maestro D'
Faceless
Hoarder
Marmot
Quarantine
Touchstone

Broodmother
Fallen
Living God
Valkyrie
Agent
Coot
Feral Kid
Grotesque
Horseman(not the trifold)
Juggernaut
Rat Pack
Ruin Runner
Spectacle
Tribal
Turncoat
Witch

Want:
Boy and his Dog
Wurm
Traveller
Loner
Devoted
Witch King
Orphan
Feeder
Damned
Haunted
Sorcerer
And any others not on this list...

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: October 03, 2012, 06:33:56 PM »
Would the same person be interested in sending me the Juggernaut playbook ?

3
Can anyone please post examples of fortunes increasing from one of their games? Has anyone seen fortunes go to +3? What about increasing the amount of barter for a high roll? Or adding new things to surplus or want?

4
Apocalypse World / Re: Overlapping cult and gang?
« on: May 16, 2012, 08:58:48 AM »
Not only is GANG-CULT mechanically sound, it's also very interesting. Time to set up PC-NPC-PC triangles!

GANG-GANG is a bit harder to justify.  But, I guess if you're ok with that, why not?

5
I have

Quarantine
Maestro D'
Faceless
Touchstone
Hoarder
Valkyrie
Turncoat

I want
Anything else, please.

6
Apocalypse World / Re: New Playbook: The Turncoat
« on: April 05, 2012, 03:49:59 PM »
It seems to me the playbook is better without "In The Wind". It's just a reworded "Eye On The Door", and it's far more interesting for this playbook to get into something or somewhere and need help getting out.

Yeah, there's some definite overlap with these two.  If I were going to sub in a whole new move, In The Wind is what would probably get dropped.

The current frontrunners for replacement moves are:
a) something that covers sabotage for messing with a hold's equipment and infrastructure
b) something that lets the turncoat retroactively declare some kind of contingency plan or arrangement, similar to this bit from the (IIRC) Advanced Fuckery chapter:
Quote
When you declare retroactively that you’ve already set
something up, roll+sharp. On a 10+, it’s just as you say. On a
7–9, you set it up, yes, but here at the crucial moment the MC
can introduce some hitch or delay. On a miss, you set it up,
yes, but since then things you don’t know about have seriously
changed.

Personally I'm leaning towards sabotage, but I haven't come up with any details for what it would look like.


Man, that works so much better. Ever watch Burn Notice? That happens twice an episode. Suddenly, "In The Wind" becomes...

In The Works

When you wreck a working system, roll +sharp.
On a 10+, choose 3. On a 7-9 choose 2.

- You leave no trace of yourself.
- You leave trace of someone else.
- It costs nothing
- Someone (or no one) is hurt/killed

The MC will tell you what it costs, if anything.

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Apocalypse World / Re: New Playbook: The Turncoat
« on: April 04, 2012, 05:16:06 PM »
It seems to me the playbook is better without "In The Wind". It's just a reworded "Eye On The Door", and it's far more interesting for this playbook to get into something or somewhere and need help getting out.

8
Apocalypse World / Re: Hardholds without wealth
« on: June 25, 2011, 02:38:32 PM »
He can get it thru advancement, or you can just give it to him. Think of it like this: the wealth move is attached to the holding, not the character. The wealth move would be meaningless without the holding, and vice versa.

9
Apocalypse World / Re: AP: Smallville
« on: June 25, 2011, 02:31:29 PM »
Well, I'm not the MC, so I don't know all of them, but we have:

Hells Satans(obviously)
Tum-Tum, pimp and hardholder of smallville
Princey, Tum-Tums silent right hand midget enforcer
Desert Rats, scavengers and raiders that live in the desert
The Keepers, self-appointed lawmen (soon to be a playbook)
The people eaters (not purple), cannibals that live near or in area 51
And, most recently, psychic sewer butt-worms (they really suck)

10
Apocalypse World / Re: Advice requested
« on: June 24, 2011, 10:46:57 PM »
I'd talk with him. Make it clear that this happens for a reason; the best fiction features characters that change, maybe even against their will. Tell him that he's not playing a new character and would most likely keep several of the gunlugger moves. Also, tell him that by this point, he's in charge of a gang, a hold, and he has gigs. Another book might be able to handle all this better. But most of all, tell him again: you're still playing the same character; you're just exploring another side of him.

If he's still dragging his feet? Fuck it. Life's too short. He's the permanent gunlugger.

Yeah, I've said most of this to him. A static character can get boring very easily, but, it's his character. He's done a good job of entangling himself in the fiction and with other characters. He just likes being known as the baddest ass.

11
Apocalypse World / Re: Advice requested
« on: June 24, 2011, 10:43:10 PM »

If the player really likes playing a Gunlugger... let them retire the current character (if they get that many advances) and play a new Gunlugger... rinse, repeat!

he says he wants to keep this character active.

Or, to slow down advancement, the player could ask the other players to highlight stats he doesn't use as often.

possible

Or maybe they just stop advancing after they've got all their advancements... but keep on playing the character!

that is pretty much our current solution, I was just hoping for something new. The MC said we can just keep filling in our advancements over and over. I feel that robs something vital from the game, but I don't have a better solution. Personally, I can't imagine anyone not wanting to play at least a couple of the other playbooks.

12
Apocalypse World / Re: Advice requested
« on: June 24, 2011, 10:37:09 PM »
He can also start a second character while continuing to play his original character, that sounds like it may be the best option.

he already has made an angel pretty much for the sole purpose of patching up his gunlugger.  While he has made her a fully fledged character in her own right, he has stated that was her purpose.

: Just noticed you said eventually- he hasn't actually taken every other available advancement,
he only has about half of them
you are just worrying about this in advance?
yes
that case I'd advise you not to worry about it, you may never get there and by the time it actually becomes an issue he may have changed his mind about not wanting to switch playbooks or retire the character. If you do, then my first answer still stands, he should play two characters if he doesn't want to retire the first one.

13
Apocalypse World / Advice requested
« on: June 24, 2011, 09:39:38 PM »
We have a player who loves being a gunlugger. Through improvements, he will eventually be forced into either switching playbooks, or retiring his character and making a new playbook. He wants to do neither. What would you suggest as an alternative? Or would you tell him to "suck it up and play the game as written"?

14
Apocalypse World / AP: Smallville
« on: June 24, 2011, 09:24:52 PM »
We are now on session 5, and I thought I would post this for shits and grins. I will be updating this as I get events straight in my head.

The characters:

Shithead, chopper, leads the "Hells Satans"(sic). 5' 11", dark skin, wears combat biker armor and is never without his crowbar.

Kim Gremlin, driver, living with the Satans in an ancient gas station: "Fort Esso", drives an equally ancient Impala and a bucket truck.

Abby, gunlugger, lives in Kim's Impala, she has named her guns (her surrogate family).

brief appearances by:

Eltrut, hoarder, totally NOT collecting things with turtles on them (this player only played twice, the second time switching to a different character. Then Real Life Drama intervened, and she doesn't play with us anymore)

Grace, skinner, not much to say for this character (this player also only played twice, switched to a different character, then decided farmville was more important)

Setting:

Smallville (formerly Indian Springs), placed on one of the few remaining intact roads, this small holding is little more than a collection tattered buildings. Main exports=sex
(also trouble, cuz that's where we are).

Farmington, built in a mysterious crater in the nevada desert, experts in "water reclamation". Main exports=food, biofuels, alcohol, drugs.

Shinytown (formerly Las Vegas), glowing neon fortress of the "keepers", self appointed judges and executioners. Exports=(ostensibly) law, protection

There's also a dangerous, unexplored fortress in the desert (Area 51), and, far to the east, there's the legendary Valhallafornia, where wine flows like water and food is plentiful (there's certainly not any secret horrors or unholy abominations there, I'm sure)

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