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Messages - Rich Stokes

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Apocalypse World / Re: Drivers
« on: November 15, 2010, 06:32:44 AM »
I had a driver in the first game I ran and have another in my current game.

The guy in the first game was probably the nearest you'll get to a "standard" AW driver.  Guy owned a Hilux-style off-road vehicle.  Given that the other 3 characters at the start of the game included a Savvyhead and a Chopper, that sort of set the tone for the game.  Things took place over a fairly large area we ended up calling Saw County, with characters routinely travelling all over the place to get things done.  He quickly took Moonlighting and delivery Gigs to get himself stuck into the game and got in all kinds of scrapes.  It worked well enough.

The new game is a bit different.  The Driver in that game is called Big John Deere ("Big" to his friends).  His main vehicle is a massive John Deere tracked agricultural vehicle.  Like a cross between a tractor and a bulldozer.  He's hooked up with the other PCs (an Operator and Savvyhead) and they're competing in post apocalyptic tractor pulls. 

He started out with the Collector move to have a flatbed truck for taking his tractor and anything else from place to place to compete and a runaround car for getting places in a hurry.

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Apocalypse World / Re: Currency in Apocalypse Worlds
« on: October 23, 2010, 04:48:30 AM »
In the game we've just started, it's S&H Green Stamps.  100 stamps is 1 barter in the hardholds, so a page with 50 stamps on each side is worth 1 barter.

Exactly how this came to pass is yet to be explored.

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Apocalypse World / Re: Any chance of those updated mini-books?
« on: October 04, 2010, 11:09:28 AM »
Jolly good show old bean!

We can transfer once they're up.  People always take two goes to cut and fold them right anyway...

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Apocalypse World / Any chance of those updated mini-books?
« on: October 04, 2010, 10:35:24 AM »
I'm starting a new game on Wednesday and I'd really like to have some updated mini-books I could use.  Mr Harper's landscape sheets are nice, but lack important information (like Angel kits and some other gear stuff) and there's no such thing as Legal size paper over here in the UK.

If not, we can make do with the old versions which I still have.

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Apocalypse World / Re: Custom Moves Compendium
« on: August 16, 2010, 12:46:53 PM »
Foster's End is an old strip-mine which has been filled with vile, toxic, foetid, stinking shit for as long as anyone can remember.  Recently, Mercer's people have been doing something odd there, and the maelstrom's been reacting badly to it.

When you get near Foster's End since Mercer's people moved in, the psychic maelstrom forces your mind open.  10+ tells you something about what Mercer's people are up to.  7-9 drives you nuts with that constant chatter that you can't quite understand: take -1 ongoing until you're clear of the area.  On a miss, the maelstrom lets you know what it's like at the bottom...

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Apocalypse World / Re: Custom Moves Compendium
« on: August 14, 2010, 06:27:02 AM »
The Oily Chain is a rough-as-fuck bar where deals are made and people with the right skills are found.  It's basically the Mos Eisley cantina.

When you visit The Oily Chain, roll+sharp.  On a 10+, you get both.  On a 7-9, choose 1:
  • You find what you're looking for
  • You don't get caught up in any trouble
On a miss, tough luck.

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Apocalypse World / Augury: How does it work in YOUR game?
« on: August 10, 2010, 12:37:45 PM »
We had the first use of Augury in last night's game.  It was cool.

Sorrow the Hocus is head of a crazy, mixed up cult who worship a complete mashup of pre-apocalypse religions and pop-culture stuff.  The Touched Madonna, Ares and Saint Brangelina all feature heavily, but it's a mash-up with a heavy pop-culture Voodoo theme.

So Sorrow hands out peyote, snake venom and all kinds of nasty psychotropic crap to his congregation at their nomadic camp and they all dance around the camp fire like something out of a bad movie, chanting and yelling and beating drums.

Once he tunes himself in to the heightened minds of his congregation Sorrow is granted visions of things.  We've established that the psychic maelstrom in our game is like a sponge which absorbs echoes of whatever is going on around it.  So Sorrow can see what's going on elsewhere (as least, a dreamlike, caricatured, hallucinated approximation of it) through his augury.

Sorrow's not exactly a shyster, he believes in what he's doing, but he's also a hell of a showman.  Dipping into the visions of what'd abound in the world takes him about 10-15 seconds, but he's charging people for this stuff, so he makes sure it looks the part.

How does Augury work in your game?

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Apocalypse World / Re: The Cover
« on: August 07, 2010, 04:09:56 AM »
The image file is hosted on a forum which requires membership.  Unless you are a member of the louisvillerpg.com forum, you can't view it.

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the preapocalypse / Re: Tri-Fold sheets
« on: August 04, 2010, 06:33:29 AM »
They've been up on the website for a few days.

http://apocalypse-world.com/ApocalypseWorld-playbooks.pdf

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Apocalypse World / Re: "Reactive" players and short first sessions
« on: July 20, 2010, 12:50:57 PM »
Aaaaand, after thinking on it over the course of the day, I think I've just figured the source of my unease and also the answer.  The answer is the important bit:

It's OK to create Fronts and Threats from your own imagination and to involve the players in them.  They don't HAVE to originate from the players.

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Apocalypse World / "Reactive" players and short first sessions
« on: July 20, 2010, 07:57:01 AM »
Two important facts before I start:

1) I've just started running AW.

2) I'm quite lazy.

To expand, there are 4 players, a Driver, a Chopper, a Savvyhead and a Gunlugger.  Since 2 of the 4 character types are innately very mobile, (and the Savvyhead has a van as her workshop) the game is based over a reasonably large area of dusty, scrubby desert rather than being based around a single Hardhold.  I keep thinking of maybe Dukes of Hazard, only in a desert and with more murder.

Thing is, most of the players seem to be having their characters reacting to what's going on, rather then striking out and trying to get their characters to achieve something off their own back.  Which is OK, but it's down to running that balance between nudging the players into action and leading them around by the nose.  Plus, as I said, I'm lazy and I want the player pulling me in their directions and I can nudge them towards conflicts rather than having to put them in motion.

After a very, very short first session, we seem to have created just a very small bubble around the PCs.  Partly this is due to time, we just didn't have time to create that much world.  Partly, it's the setup, the player characters are spread out physically(which is fine), but also clumping together whenever action happens (which is also basically fine).  Thing is that the NPC population is also spread out, and there are fewer chances to bump into people.  Finally, there's the fact that the players aren't driving their characters as much as I'd like.  Not a massive problem, but I think they need a bit more input from me than I was originally expecting.

My plan, I guess, it to treat the second session as a kind of "1.5 session" that's not really quite a first session, and not really quite a full-on session with the requisite fronts and all.  Basically, I'm not sure I have enough from that first session to build enough Fronts to make things interesting, so this next session is going to be digging a bit more and working with what I have already.

I'm not sure if this is typical, anyone else have a similar experience?

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the preapocalypse / Re: Help me pitch sales?
« on: June 29, 2010, 05:46:00 AM »
The consensus on this thread would appear to be that it's "Mad Max II in the style of Firefly".

(I'd have said "Mad Max in the style of Deadwood" but that's just me.)

13
Apocalypse World / Re: Extended Mediography
« on: June 25, 2010, 01:01:35 PM »
We saw The Book of Eli the other night.

It's pretty much a Gunlugger (Denzel Washington) vs a Hardholder (Gary Oldman). 

Eli definitely has NOT TO BE FUCKED WITH.

Reminded me of The Proposition in a lot of ways.

14
the preapocalypse / Re: The order of things
« on: June 23, 2010, 08:32:08 AM »
I had a tough time with this too.

I'd have preferred the Character Creation and Basic and Peripheral Moves parts to have come before the character splats, I think I'd have "got" them more easily if that was the case.  Particularly the bit actually explaining that there was an apocalypse and that there is a psychic maelstrom would have put the rest in a slighly more solid context for me.

But that's just me, you can't write the game just for one bloke.

(I actually quite like the fact that some of the text repeats, it'll make this a more handy reference during play I think)

15
the preapocalypse / Re: Typos
« on: June 23, 2010, 08:18:26 AM »
On page 36, the Brainer Special refers to a "deep brain scan (p5)".  This is actually on page 34.  Presumably it's on page 5 of the mini booklet version of the Brainer.

Same thing with the Savvyhead Special on page 78.

And again on page 84 for the Skinner Special.

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