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Topics - lumpley

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Apocalypse World / Available In Print Again!
« on: August 01, 2017, 03:46:37 PM »
Hey, Apocalypse World 2nd Ed is available in both paperback and hardback at

So that's cool.


Apocalypse World / The Landfall Marine
« on: July 30, 2017, 05:48:25 PM »

AW2E: Landfall Marine

50 years ago, the enemies of humanity unleashed a psychic weapon that destroyed all hope for the future. Anticipating the attack and its outcome, a clandestine military project rushed to evacuate Earth. They built secret orbital stations and expanded the hidden Mars base into a functional colony. Their grandchildren - you - grew up dreaming of blue skies and blue seas that no longer exist.

Today, the mission to reclaim Earth begins.

The landfall marine has access to the most powerful weapon system in Apocalypse World, but is caught in a struggle between assimilation and the horrifying and violent mission to reclaim the world for their superiors. Warning: whichever way this plays out, if anybody’s playing a landfall marine, the reclamation mission will be an unignorable central feature of your game.

This is, yes, an update and adaptation of the 1st Ed Space Marine Mammal, except human. I think it worked out well. It brings to the forefront some of the more serious tensions in the playbook, that playing a dolphin didn't really showcase.

It also includes something new to Apocalypse World, which I find pretty exciting: an MC's guide to go along with the playbook, with rules, threats, and MC moves for creating the rest of the reclamation mission.

Hey, and all thanks to my very generous Patreon patrons. Without them, this release wouldn't have been possible. If you dig it, please consider signing up!

My Patreon

the nerve core / The Powered by the Apocalypse Game Directory
« on: March 13, 2017, 09:29:11 PM »
Hi everyone!

If you haven't seen this already, check it out:

Powered by the Apocalypse

If you know of a game that isn't listed - finished and available, please, not games in development - click the "suggest a game" link.



Apocalypse World / 2nd Edition Kickstarter
« on: January 31, 2016, 10:01:55 PM »
Hey, we just launched a Kickstarter for the 2nd Edition book. Check it out if you want:

Questions and comments welcome!


Freebooting Venus / Welcome to the First Round
« on: October 29, 2015, 04:54:49 PM »
Hello! I'm glad you're here.

You can sign up and get the playtest document at

Some of you have been through my playtesting process before. For those of you who haven't, it's probably not what you'll expect. Here's what I want you to do:

Please ask me any questions that you need answered before you start playing.

After you've started playing, please ask me any questions that you need answered to keep playing.

That's it!

Once the first round is done, in the second round, there'll be more stuff I need from you. But for now, the most useful thing you can give me is just those practical rules questions.



Apocalypse World / Apocalypse World 2nd Edition
« on: May 13, 2015, 04:33:21 PM »

So the reason we've been out of print all year is because we've been gearing up for a 2nd Edition.

More to come.


other lumpley games / I'm Patreoning
« on: April 11, 2015, 08:59:16 PM »
If you're interested in watching me design games, including my many failures not just the few games I finish and release, check out my new Patreon:

You might dig it.


AW:Dark Age / First Playtest Conclusions
« on: September 29, 2014, 10:34:19 AM »

There's been enough playtesting for Meg and me to draw some conclusions. Here are mine.

1. Do the battle moves work?

They do, as far as they go. They aren't adequate for the entire range of battles that'll come up in play. I don't have a plan for expanding them yet, but my guess is that there will ultimately need to be half a dozen or so moves for getting into battle, suited to different circumstances. We'll see.

2. Is choosing a season move enough to launch play?

Almost, but not quite. I have a solid plan for what to add.

3. Some of you did try co-MCing.

Thank you!

It seems to be working as I'd expect. You've pointed out some things that the future game will need to address, like "if you're co-MCing, who assigns XP?" and "never treat your PC as an NPC."

4. Which people sheet is the most useful?

This question was optimistic. The people system did do the thing I most hoped it would, but at too much cost in time, paper, and distraction from the game otherwise. It'll have to be revised pretty substantially.

5. Very many of you reached the limits of the so-far-designed game.

This includes bounties, the shield wall, undertaking labor, wealth, the sameness of all the weapon and armor choices, creating a shrine, and so on.

I wasn't sure this would happen. This means that you played the game kind of a lot, actually, early playtest though it is, which is a good sign.

6. Did the rights system work?

The conclusion I draw is that, yes, it did, but it's also maddening. I do like to publish maddening rules sometimes, but this isn't one of those times.

I have a plan for how to change it. I think I'll be able to keep what works but make it non-maddening.

7. But...

A lot of you didn't connect with what the game's trying to do. It's not because the game isn't trying to do something! My guess is that it's because the links between what the game's trying to do and how it's approaching it still rely too much on Meg's and my personal working relationships with the subject matter. The players who do connect with the game, I mean, connect with it only because their preexisting take on Dark Age fantasy is compatible with Meg's and mine, not because the game creates a connection.

How much will the game have to change in order to foster that connection for a broader audience? My hope is that some easy-ish design work and maybe clearer communication will do it. I have a solid plan for easy-ish things to try. If they don't work, well, maybe their failures will show better ways forward, or maybe they won't.

8. Going forward.

You should feel free to keep playing, if you're having a good time, of course. We're still interested in hearing how it goes. You'll increasingly find things we haven't designed, but if you're having fun with it, I'm sure you'll come up with good solutions of your own.

I'm no longer asking you to give the game a try. You've done awesome work and helped tremendously. Thank you.

If you haven't yet, please log in at and list the people you've played the game with, including yourself. This is how we'll know who to credit as playtesters in the book. We're relying on you!


AW:Dark Age / Welcome to the First Playtest
« on: September 01, 2014, 01:54:00 PM »
To get the AW:Dark Age first playtest document, log in or sign up here:

Give it a try, ask Meg and me any questions you have, and let us know how it goes!


AW:Dark Age / If You've Playtested
« on: August 20, 2014, 12:21:14 PM »
Please go to

Log in or sign up with your email address.

List all of the people you playtested with, by name, including yourself.

Thanks! I'm counting on you!


the nerve core / Dungeon World vs Apocalypse World, Neck & Neck
« on: July 08, 2014, 03:43:41 PM »
I don't think that Dungeon World, marvelous as it is, should beat Apocalypse World in this contest, do you?

Best of the RPGs Tournament - Elite Eight


AW:Dark Age / For Plausiblefabulist: Jewish Genealogy?
« on: March 25, 2014, 04:44:17 PM »
So I've got Royal Blood, Blood of Eagles, the Old Blood. What would you suggest for Jews? None of your playbook names quite do it.

It doesn't have to be "blood," but I do want to emphasize genealogy over theology.

Should it mention the temple? That's where my instinct goes.

(The text that'll accompany it basically says that your ancestors were displaced here from far away by the Empire of Eagles, to disrupt their power base, which was how the Empire loved to do things.)

Any thoughts?

AW:Dark Age / The New Stats
« on: March 25, 2014, 10:43:55 AM »
Somebody asked on my blog (it was Joao), so I spilled. Yes, new stats: Cunning, Grace, Prowess; Rites and War.

Yes, I know that three of the stats are things you exercise, one is a thing you enact, and the last is a thing you wage. I understand if that bugs you, but it's okay. They reflect well what you use them for, and that's by far more important than making them superficially parallel. You'll get used to it.

The new basic moves are:
Draw someone out (Cunning)
Advance under cover (Cunning)
Offer someone counsel (Grace)
Confront an obstacle (Prowess)
Resort to the sword (Prowess)
Supplicate your gods (Rites)
Lead an attack (War)
Survey the field (War)


AW:Dark Age / "Might"
« on: March 07, 2014, 09:36:42 PM »
Tell the player: Yes, you can expect it to work. If it doesn't, that means that something else is going on.

As MC: Play generously, but still, say what honesty and your prep demand.

You'll notice a NON-1-for-1 correspondence between the Troll-Killer's equipment's powers and the example powers for monsters. The player will want to go to the troll and discover, imagine the luck!, that it is vulnerable to just the things they happen to have brought with them. Or, at worst, to something they happen to have seen hanging over someone's hearth. It's not your job to make this be so. It's fine with you if the troll really, truly is a terror to our children and our grandchildren.

AW:Dark Age / Praying
« on: March 06, 2014, 02:13:13 PM »
For some reason I don't now recall, I thought that the 7-9 result was really funny and appropriate as is.

On 7-9, the gods tell you whether they will or will not accept your offering. If they accept it, they also reveal to you what you might do.


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