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Messages - kaiserjez

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Apocalypse World / Re: Extended Mediography
« on: August 16, 2017, 03:33:40 PM »
Turbo Kid, available on Netflix, is a very tongue in cheek movie but it has some excellent imagery.

Apocalypse World / Re: One player hack
« on: November 13, 2014, 05:55:17 AM »
Yeah, use NPC's for the hx, just come up with NPC's between yourself and the player, the actual hx number doesn't matter with an NPC so just use it to gauge the level of feeling between the player and the npc.

As you're detailing the world and other characters, the player can use the "on your turn" part of the hx section to add some of their own "flavour" to the mix. It's a good prompting system if you start running out of ideas for detailing the world.

As for marking skills either go with ebok's solution and only mark experience on a failure (of any stat roll) or just let the player choose their own and you choose one as normal. It does mention in the rulebook that the player is allowed to lobby the others as to which stat she wants highlighted anyway, so it's not a big deal.

Apocalypse World / Re: The Con game conundrum
« on: October 06, 2014, 10:55:41 AM »
Cheers Vincent, nobody has ever played a skinner in a game I've ran before so I was thinking of putting one in the mix as I think they are cool. :)

Do you run with 6 players? It's only a 3.5 hour slot so I reckon I would struggle to give everybody a chance to do cool stuff with 6 players.

Apocalypse World / The Con game conundrum
« on: October 06, 2014, 06:17:23 AM »
So, I'm running AW at a smallish UK con in a couple of weeks. I know that people have had troubles running AW at cons before and Vincent recommends himself that the system doesn't really sing until a few sessions in. I'm going to do a mix of GM pre designed setting and player input, basically I got a copy of Tony Dowlers excellent Seattle Doomsday map - Doomsday Map - which I will put in the middle of the table and let players draw over the top of it. There's space for 4 players and I'll bring along 6 playbooks and let them choose which ones they want. I'm thinking of doing love letters that involve all 6 playbooks, the spare two will become NPC's, so hopefully there will be some triangles already set up.
I'll make a few fronts as well and see what happens.

Any advice and which playbooks should I include? I definitely want a Brainer and I like it when players have a Hardholder so there's a bit of setting they can define straight away. As there might be players who have never played before I'm gonna avoid more complicated playbooks like the Macaluso.

Apocalypse World / Re: The Grotesque playbook question
« on: September 05, 2014, 06:14:34 AM »
Sent you a PM dude.

Apocalypse World / Re: Extended Mediography
« on: July 28, 2014, 04:31:06 AM »
Mad Max - Fury Road
So excited for this!

Apocalypse World / Re: Star Trek:The Next Generation - AW powered
« on: June 05, 2014, 05:40:14 AM »
What do you think? What would you find more interesting?

I quite like the idea of a Starfleet stat, representing rank, knowledge, power etc within the Starfleet organisation.

Apocalypse World / Re: Star Trek:The Next Generation - AW powered
« on: June 05, 2014, 04:01:15 AM »
What are you going to replace Weird with?

Apocalypse World / Re: Gigs and how they work
« on: March 07, 2014, 06:44:35 AM »
The way I would play it is if the Operator wants another PC to be part of his crew then they negotiate out the cost in barter between them before the game starts. As a rough guide, every 2-3 jobs the PC performs for the Operator, he gets 1 barter. If he decides at some point, actually, I'm getting to much grief from this, I want more barter, then the players have to roleplay it out themselves to see if more barter is offered. The player always has the choice to leave the crew if he's not getting paid enough!

Apocalypse World / Re: Apocalypse Then: Playing AW in the Civil War era
« on: September 03, 2013, 11:59:23 PM »
Have you looked at The Regiment? That might make a good framework for a Civil War campaign if it's military focused.

Apocalypse World / Re: Question about the Macaluso
« on: September 03, 2013, 12:05:04 AM »
Looks to me like the MC doesn't highlight for the Macaluso.

I already had most of these but $3 for a couple of new playbooks and some extra rules is too much of a bargain to miss. Now I just gotta wait for 2 weeks until the ship I'm on gets alongside so I can access my civilian email and download them!

When you take harm from a zombie roll +Cool.

10+ - Both
7-9 - Choose 1
You didn't get bit
You didn't alert the horde

On a miss, you're bitten and you've alerted the horde.

I like this! But it does make it VERY dangerous for non-cool characters to fight Z:s since a miss results in getting bit. I guess that is a good thing. I want people to be afraid of them.

Yeah, personally if I was running a zombie game I would want people to be very scared of taking them on if there's a chance they might suffer harm back. They should be looking for ways they can Go Aggro on zombies, rather than Seize By Force.

But then, I would also do a countdown clock for infection, getting bit by a zombie advances the clock a segment or two, so it's not an automatic death sentence if a PC gets bit. NPC's are fair game of course!

When you take harm from a zombie roll +Cool.

10+ - Both
7-9 - Choose 1
You didn't get bit
You didn't alert the horde

On a miss, you're bitten and you've alerted the horde.

Apocalypse World / Re: Road wars
« on: March 05, 2012, 05:02:51 AM »
Sounds like a custom move to me:

When you use your car to ram another vehicle....

But other than that I'm out of ideas at the minute!

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