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Messages - fnord3125

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Apocalypse World / Re: Scarcity of Sharp
« on: October 27, 2016, 02:10:51 AM »
And they're the two I'm least bothered by not getting an "official 2e translation."  But the Hoarder, the Solace, the Touchstone, even the Macaluso are all ones I'd love to have available. Fortunately, the core mechanical differences are slight enough I think it could be easy to work out. And even the Marmot and SMM are great. I love how they're "joke" characters but are also totally playable. Especially the SMM! I would LOVE to see someone, after like 10 sessions in a "normal" AW game, after retiring a character, or dying, suddenly play an SMM.  Because an intelligent dolphin in a mech suit dropping onto the ruined earth from one of their satellites would shake up a game in some fun ways, I think!  and hopefully wouldn't feel "goofy" after everything has been well established.
I actually generally like to take the Quarantine off the table for the very start of the game for the same reason. I want to establish the world with it's "native weirdness" before bringing in "fish out of water" so to speak.

Apocalypse World / Re: Scarcity of Sharp
« on: October 25, 2016, 02:17:20 PM »
I love all the previous LE playbooks, including the Marmot and SMM, and hope to give them a look and see what tweaks are necessary to bring them in line with 2nd ed. That said, the Marmot and SMM are two that I usually put with the group of "No picking this at the start of the game, please"-playbooks as I feel they would make the game feel rather "silly" if used from the jump.

Apocalypse World / Re: A big ass name list.
« on: October 25, 2016, 02:42:49 AM »
Not all of those look super apocalyptic, but they're all great, and some look excellent for AW!

Apocalypse World / Waterbearer's Laws and Penalties
« on: October 25, 2016, 02:30:31 AM »
I've got a question regarding the Waterbearer's laws and penalties for the source.
Is it intended that each law have a specific corresponding penalty that goes with it (e.g. if you don't surrender your firearms, you suffer exile, if you don't keep your agreements you suffer forced labor, etc.) or are the penalties and laws unconnected and the waterbearer gets to decide at the moment that Lawbringer triggers which penalty to (attempt to) inflict on the criminal?

Apocalypse World / Re: question on the Waterbearer Special
« on: October 25, 2016, 02:27:18 AM »
There IS no other way to parse the sentence!
But I'm a weirdo who looks for possible typos everywhere, and it occurred to me that if the person who slept with the waterbearer was the person getting the xp, the move is basically letting the waterbearer offer the "carrot" of seduce/manipulate for free, so I wanted to make sure that wasn't the situation.

Thank you Vincent, for humoring me!  I have another question about the waterbearer, but I'll post it in a separate thread.

Apocalypse World / question on the Waterbearer Special
« on: October 23, 2016, 08:36:50 PM »
The waterbearer special move:
"When you and another character have sex, ask them
to do something for you. Whether they agree or
refuse in the moment, if they go on to do it, you mark

Because I'm a nit-picky weirdo, I just want to double check that it is, in fact, the waterbearer that gets to mark xp if the person they have sex with does what they want.

Apocalypse World / Re: A big ass name list.
« on: October 23, 2016, 08:33:57 PM »
So I know I'm asking about something from 4 years ago, but if Ten of Swords (or anyone else) is still around and has that batch of photos, I'd love to see it!

Monsterhearts / Re: Changing Highlights
« on: July 24, 2016, 09:09:56 PM »
I think so as well, but two different people have a PDF like this, and the MC said he'd thought he'd seen somewhere that Avery said highlighting every session slowed things down too much, and that's why it was changed.  But if so, it seems crazy not to replace it with an explanation.

Monsterhearts / Changing Highlights
« on: July 24, 2016, 07:36:23 PM »
I'm playing in an online game of Monsterhearts. In my physical book and my PDFs, there is a paragraph on page 14 that says "At the start of subsequent sessions, choose highlighted stats
again. The person with the most Strings on a character and the MC both get to choose one stat to highlight."
Both my MC and another player in the group have versions of the PDF bought much more recently in which this paragraph does not appear. My MC says that highlights never change or change only when there are story reasons for them to change. I think it seems weird that this one paragraph would be removed without something being put in its place to, if nothing else, point out that highlights don't normally change.

Can anyone shed some light on this?

Apocalypse World / Re: Apocalypse World 2nd Edition
« on: May 24, 2015, 01:04:49 AM »
Turns out the temptation I needed to finally back someone's Patreon was sneak peeks at AW stuff...

Apocalypse World / Changes to XP and Helping/Interfering?
« on: January 10, 2015, 01:30:18 PM »
I'm hoping to MC another game of AW pretty soon, for the first time in a few years.  I'm pretty excited!  But I'm thinking about making changes to a couple basic rules and was hoping to get some feedback from more experienced MCs.

1) The roll-based experience gain rules.  I don't really have a problem with the stat highlighting system, but sometimes it gets a bit weird if someone takes a lot of stat substitution moves, and more to the point, I really like the idea, at least on paper, of Dungeon World's approach of "mark experience whenever you fail a roll."  I like the idea of this because it mitigates some of the pain of failing a roll, and might encourage players to diversify their tactics.  If they make moves with strong stats they have a good chance of getting what they want in the fiction, if they make moves with weak stats they have a good chance of marking xp.  So I'm considering trying this in Apocalypse World.  Are there any big problems with this that I'm missing?  I know there's a move the Solace has access to that wouldn't work, or would need to be changed, but I don't think there's any other moves that reference stat highlights are there?  Does anyone think it would have a big impact on the rate of xp gain?

2) I kind of want to change how the help and interfere move works.  In the game I MC'd in the past, it almost never got used.  This might be more to do with my friends, but even just thinking about the move in the theoretical way, I can see how it's unappealing.  Making any move carries a fairly significant risk as a fail likely results in the MC making a move against you, and even the 7-9 result on help/interfere is probably just as bad.  Add to this the fact that the results of a hit are pretty minor, and it's not very appealing.  If the rules required players to make the help/interfere roll before the other roll, I don't think it would ever get used... but if they can make it after they know what the other player got, well... helping only matters if they got exactly 6 or 9.  It seems like most people aren't likely to take the risk of a failed roll to bump a partial to a full hit, so that means they're ONLY going to try to help on a 6.

Anyway, I'd like to make the help/interfere move more appealing to use, either by cutting down the risks or improving it's effect, but I don't want to make it over powered.  Does anyone have any suggestions?  Would simply increasing the effect by 1 point (i.e. +2 for helping, -3 for interfering) work without going too far, do you think? Or maybe an extra point if they get a full hit, normal effect on a partial, but no risk from a partial?

eta: I was thinking about it more and have some further ideas for tweaking help/interfere.  How about this: 10+ gives +1 to help, -2 to interfere.  You may choose to increase the effect by 1 point by exposing yourself to fire, danger, retribution, or cost. 7-9 you maybe give +1 to help or -2 to interfere but you expose yourself to fire, danger, retribution, or cost.  Or you may chicken out and choose not to help/interfere to stay safe.
This would allow players trying to play it safe to go for it and give the normal bump if they hit a 10+ and avoid risk unless they completely miss, and players willing to take on risk to help/interfere could go for it and have a greater effect if they get a full hit.

Dungeon World / Villager level up class selection
« on: December 01, 2012, 07:07:09 AM »
I was just re-reading the Villager playbook today, and I was wondering... should the Villager not be able to level up to ANY class?  It has a specific set of classes listed (that excludes, IIRC, the Bard and Druid) and I couldn't think of any particular reason why.  It occurred to me that those classes may not have been written at the time of the Villager's writing.  But it also occurred to me that I may not have thought of something.

So... should a Villager leveling up really have access to all available classes, or is there a good reason for only the particular classes on the sheet?

blood & guts / Re: modular playbooks
« on: September 17, 2012, 02:22:41 PM »
Well, if you like wraith stuff, i have a subforum here called necrology (i want to change the name, but I'm hesitant to ask Vx to do so until I'm more sure what i want the name to be) but i haven't posted in it for a long time. Once i feel better about the basic moves and such, I'm going to post about them there.

blood & guts / modular playbooks
« on: September 15, 2012, 12:31:49 AM »
For some reason i keep brainstorming about ideas for AW hacks based on old world of darkness games.this started with wraith (i have a subforum for that here, though i haven't used it for a long time), then i toyed with werewolf ideas for awhile, now I'm back on wraith.

One idea i had while on the werewolf kick was modular playbooks. One of the big parts of chargen in the old wod game was picking which group you belonged to for 3 different kinds of groups ( a tribe,  moon phase, and whether you were born to wolf, human, our were parents) and this would affect you're starting stats as well as which magic powers you had easy access to. Thinking about this gave me the idea to do something similar for the hack. Rather than picking one big playbook, you could answer a couple questions, and each answer would give you access to a small set of moves and adjust your stats a bit. In practice, of course, there would still be a group of  playbooks, since there would be a limited number of combinations, but i kind odd liked the idea.

As i said, I'm focused on the wraith stuff again, but I'm thinking about trying this idea there, too (though so far the only question I've thought of is "who do you blame for your death?"), but I'm wondering if there are any really big disadvantages to this that i haven't thought of? The only major one I've thought of so far its I'd lose out on handy, cool, easily self-contained playbooks. What am i missing? 

brainstorming & development / Re: Published Hacks
« on: August 31, 2012, 04:44:00 AM »
Yeah, I knew Monster of the Week was available for purchase.  :)  I think I ordered it the day I made that post.  But still!  I'm a sucker for the things like "limited edition playbooks" that tend to be back rewards, plus I think the AW engine is phenomenal, so I want to support them.  And yeah, I'm backing tremulous too... but I found out about that via someone's post on facebook.

I guess maybe I just need to watch this forum more closely... I want some kind of magic in-brain notification to bleep at me whenever someone is about to publish a new AW hack.

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