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Messages - Krippler

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Why not use Go aggro or Manipulate as torture instead? I think the Aggro move is a good simulation of real torture as they'll often say what they think you want to hear instead on a 7-9.

Apocalypse World / Re: Another Hx: Trust
« on: August 16, 2014, 05:02:10 AM »
I'm thinking no XP. It was a meager source anyway. Or perhaps you get XP each time you lower your trust in someone.

Apocalypse World / Another Hx: Trust
« on: August 15, 2014, 11:08:38 AM »
You have trust for each other player character (-3 to +3 as usual). When you try to assist or interfere with someone you roll+their trust in you. After each session you can change your trust for each other character up one step or down however many steps you want. Moves like Ice cold also work like roll+their trust in you.

Apocalypse World / Re: perfect group size
« on: January 05, 2014, 02:21:56 PM »
For Apocalypse World I prefer 2 or 4 players. I like doing small scenes and for some reason leaving half the players out feels right but leaving 1/3 out doesn't feel right.

Apocalypse World / Re: Playbook focus: The Hocus
« on: September 12, 2013, 02:29:41 PM »
Normal is not being obnoxious and in your face, being able to interact with player characters without forcing your beliefs on them.

Apocalypse World / Re: Playbook focus: The Hocus
« on: September 10, 2013, 05:31:47 PM »
Take a cue from actual religious people and do batshit insane things in private but be normal in public.

Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: September 10, 2013, 05:30:28 PM »
@DannyK: most of the Skinners I've seen have been David Bowie-like.

Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: September 09, 2013, 07:10:15 PM »
One of the coolest things I've seen in Apocalypse World was how a Skinner who was the eternal tease after several sessions (at which point she had something like 5 courtiers who were all proper NPCs she had sunk her claws in) got the cult advance. Obviously her cult was her courtiers, they just didn't know it. Obviously their surplus was violence when they started beating each other up and challenging each other to car duels and whatnot.

Apocalypse World / Re: Playbook focus: The Hocus
« on: August 29, 2013, 07:49:40 AM »
I must say this isn't at all my experience with hocusii. The way I've seen them play it's pretty much Frenzy Frenzy Frenzy Frenzy which in my opinion is the most powerful move in the game. The cult gives you shit to do and is a good source of drama but isn't really what the character does (which is whipping people into a Frenzy).

Doesn't Rasmus represent the typical Faceless mobster you murder?

Dredd (excellent movie) is about a Gunlugger being teamed up with a Brainer.

Gunlugger going aggro to try and get some info but the guy sucks it up so the brainer uses casual brain receptivity.

I guess you could make the case for Judge Dredd to be a Faceless but at least in this movie he does all the Gunlugger moves (including prepared for the inevitable). I don't think his Facelessness is all that important since he never loses his helmet.

1st situation:

I would have handled it as a Size by force roll. The hard advance from the leadership is what makes you able to do that roll at all! Definite hold would have been driving them into the sea.

What makes fighting zombies different here than fighting people? I guess their gangs do no break after X harm. How organized are they? If they fight with coordination the optional battle moves could work well defending a position etc.

Apocalypse World / Re: Playbook expansion: The Shark
« on: August 19, 2013, 07:05:20 PM »
What about the other moves from Chryckan's thread? You changed your mind about the other ones you wrote?
Yeah I don't want it to be too big. An operator turned shark will be different from an angel.

Hmm +1 really is sucky now that I think about it. I want a permanent effect, something that makes you want to keep them in debt for as long as you need them and something you can use to milk more money out of them keeping them in your debt. Maybe:

When you hold debt over someone and manipulate them with the debt as leverage you always hit as if you got a 10+? Or maybe this list (I'm thinking the hold represents how the community thinks about the debt):

You can always:
- Know what they are up to
- Know how much barter they own
- Bring them to you

Apocalypse World / Re: Playbook expansion: The Vatlord
« on: August 19, 2013, 06:05:56 PM »
2. What do you mean by "catch the awe of the creature"? Like: When you announce you are the creature's creator, it will cower before you in awe? Or like: When you exert your will over one of your creations, it must obey you, flee, or rebel, and if it rebels, you get +1 ongoing until you defeat it or it manages to escape (?)

3. So would you say that T'sais is "predatory"?
(It feels a bit euphemistic-y to me, I would go with "hostile" for a general word or straight-up "hates life" for her specifically.)

The list you've got right now is pretty good, but I'm wondering if something like this would also be interesting and have some extra replay value:

Before you begin playing, write a specific trait next to each of the general weaknesses. You or the MC can add this trait to a vat-creature you make:
crippled: _________
dependent: _________
hostile: _________
psychic: _________
uncommunicative: ________
weak: _________

And then each time somebody plays a vatlord, they will have a different starting list, and more specific traits to add to their creations. Might be too complicated, though, especially considering part of the fun is collecting traits from other characters.

2. Basically I want to explore how the player handles the creatorhood. Do they consider their creations children, slaves, equals? If they try to control their creations do they do so by seduction, threats, manipulation or something else? With your move the reaction would be up to the creation and the MC would have to spend brain resources coming up with a personality and stuff, with normal moves a personality will snowball forth. With the simple +1 they can do whatever they like but they'll still do it better than anyone else. Can you come up with a way to do that? If the move is too ugly just not having it might be better.

3. She is a perversion of birth (impulse: craves overthrow, chaos, the ruination of all). Her vat traits would probably be beauty and insanity or maybe swordsmanship. A predator wants to victimize someone, might be skirting threat impulse but I've seen plenty of innocent grotesques.

Interesting thought but I love how AW-lists are limited, the only blanks I remember are for filling in the names of people.

Apocalypse World / Re: Playbook expansion: The Vatlord
« on: August 19, 2013, 03:06:21 AM »
1) I have no idea wtf that picture is supposed to be.

2) Getting +1 from I Made You is booooring. I think this would be much more exciting: At any point, you can declare that a creature made in your vat has a weakness, and what it is. One weakness per creature.

3) The revised trait bank list and botanist move are good, although "crippled" and especially "insane" are a bit vague. I mean, you have players protesting against this vagueness in your example.

4) Have you read Vance's The Dying Earth?

Anyway, I like this. I should put something like it in World of Algol, it would make Blair happy.

1. A guy in a mask putting a jar of stuff into a vat.

2. Your move is cool although I'd like to catch the awe of the creature rather than the knowledge edge of the Vatlord. I hope I get to playtest this though.

3. trait bank:

vat dependent
open brain

4. At first I wrote this as a complete playbook and the names were: Turjan, Pandelume, Shelley, Saturn, Blain, Vic, Aya, Leto, Kali, Tubs, Brahma, West, Herbert, Dolly, Ian, Hermes, Mary, Wei, Boyle, Flamel, Papal, Croll

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