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Topics - Dionysus

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Apocalypse World / Savvyhead "get a gang" -> a robot?
« on: August 21, 2016, 04:15:34 AM »
We just started a new game using the 2nd ed preview- AWESOME first session. The Hx clarification is awesome.

So our Savvyhead is already looking at improvements... and looked at the get a gang option, and asked. "Hey, can I build myself a gang?"

Would making a robot from scraps and bits and pieces be interesting and OK by the rules? (yes it would become a NPC)

Apocalypse World / How many playbook options?
« on: July 09, 2013, 08:25:46 PM »
Just wondering, what sort of process do you all go through when starting a game - how many playbooks is a good number to offer? All of them? A couple per player?

What process do you use for choosing which playbooks etc?

The Regiment / Don't understand the damage...
« on: November 28, 2012, 04:06:18 PM »

I'm not quite getting the damage rules.

How does the 3d damage of a carbine relate to the for table?
Will I do stress damage ( direct fire?) or do I roll 3d6 and sum it and do that much stress?

Apocalypse World / 1 player game?
« on: March 12, 2012, 04:31:24 PM »
Hey. I was just wandering if anyone has tried apoc-world with GM-player only?
I know that ther will be a lot missing (other players for starters) but would the game still work? Or does the whole thing fall apart?

Sagas of the Icelanders / Mediography
« on: February 03, 2011, 04:58:17 PM »
Just remembered something - we were talking about what stories are good inspiration for people who haven't read the sagas...

Try reading the Arthurian legend books of Bernard Cornwall...
The Winter King, Enemy of God etc.

They have very strong gender separation, open conflict between the old gods and the new christians, lots of possible magic/possible superstition things going on, matters of honour and being goaded into action, and a battle for survival against a harsh world.

It just needs the cold weather to make it a better fit :)

Apocalypse World / Tools for playbooks.
« on: September 17, 2010, 07:50:57 AM »
I dont know if it has been asked already - but what tools/fonts/etc were used in the creation of the playbooks.

I LOVE the trifold format, and want to try making my own :)


roleplaying theory, hardcore / [AP] MCing Front and Threats in other games.
« on: September 05, 2010, 08:06:34 PM »
(note to lumpley: move this to appropriate forum if you think it necessary)

To me the MC rules, fronts and threats, move and principles were all very new ways of doing things. I've always been trying to make up plots and stories and ytrying to fit in characters etc... When I played apoc world for the first time it was the easiest game i've ever GM''d, and the players jumped into their characters immediately - fun was had by all.

We just started a recent game, and everyone wanted to play a modern horror, in the same sort of feel as call of cthulu, hellboy, or constantine. As everyone is familiar with a different ruleset (nWoD for those interested) they wanted to make characters there, but as I was GMing I wanted to really stick as close as I could to the MC rules from Apoc World - and so the experiment has begun :)

I've kept the Agenda, Always say, Principles and Moves pretty much exactly the same - only that instad of "barf forth apocalyptica", I am going for "sow the seeds of doubt", making the world feel like there is always something else hidden, something other meaning to everything :)

The characrters were made with system rules, but I added in 3 things that were "move-like". We had starting 3 characters jumping in the experiment
Sam: beteen jobs secret agent man. Breaks into places, pretends to be other people, and always investigating (like a cross between Sherlock holmes and houdini).
Amelia: artist with a past - much like a brainer - she can find people's fears, open her mind to the strangeness of the world, and isn't afraid of anything.
Dersu: a shaman "fish out of water", who can read object's meaning, make connections really easily, and is a perfect physical specimen.

To start we wanted to have something strange and shocking to kick everything off, with Amelia waking up in a ice bath - with a phone next to her "call 911". From this moment i followed the principles - I had no idea of what was going on other than everyone wanted corruption in the city, dark occult forces at work, and conspiracies. Everything in the fiction was built off the answers and actions of the three players - the people they met were all names faces with motives:
  Andrew the night clerk at the hotel, who just wanted to stay awake and not deal with the hotel guests' strangeness.
  Dr Peter Chen the ER at the hospital who wanted a quiet shift but is horrified the organ thefts.
  Constables Petersson and Williams, the crooked cops who are being paid off to cover up the organ thefts, both living well above their means.
  Nurse Donadel, the wannabe doctor who seems to be supplying the surgical eqipment (and maybe performing surgery?)
  The unnamed lady that Amelia remembers, and has been spotted in photos with the police, and with a recent victim.

When the players were in a scene, I kep asking "what do you do", "why do you feel that way", "who else do you think is involved" - they would ask questions or state actions - roll the dice, and I would then give them answers based on their earlier questions.

I was amazed how well the method transferred from the almost "otherkind dice" method of resolution to the dice pool stat+ability methods.

I even used the "first session" worksheet. It actually worked out pretty awesome - whenever I named a NPC i plonked them down on where I though they might fit. and over time lots of arrows appeared, along with some places outside. Another difficulty was the threat types - they dont exactly fit in a modern occult horror, but they almost come close if you look at them at a weird angle...

The hardest part about filling out the 1st session sheet is asking - what scarcity does this npc represent? Often I had no idea of what threat they were until they had done some activity, but my first gut feeling was often pretty good. Here's what my sheet looks like. Next up over the week - classify these as Fronts and the custom moves :)

George McInnes [DICTATOR]
 - hungry for money and adulation
 - owner of many restaurants/nightclubs
owns -> The VanGough [Mirage] club
 - people are enticed and lulled into security here by "the Lady"
owns -> The Church [Breeding Pit]
 - ultra-exclusive nightclub.

Constable Williams [Grotesque] young
 - Drug addict / party boy
 - also still a police officer (sanitized records??)
 - being paid off/protected by ???
 - nice house, strange sphinx door statue - occult? watchdog?
 - pictures with Tracy and "the Lady".  ::relationship???

Red Collar Gang - Will the bartender
 -blue collar vigilartes [FAMILY]
 - concerned that crimes happening on their turf.
 - hate the "rich folk" living of them (literally??)
 - Dersu making friends with them

Paintings?? (maybe?) [PRISON]
 - paintings in various houses, made by local artists
 - contain occult symbolism
 - they whisper subliminally - control.
 - Who put them up?????
 - VanGough club, Constable Petersson's hosue,

Dr Peter Chen [MUTANT????]
 - stuck in night shifts at hospital ER
 - sees the worst of humanity
 - it got worse - police covering up organ thefts
 - terrified, thefts must stop!

Constable Petersson [COLLECTOR] old
 - sees criminal living high life, wants it himself
 - takes bribes (massive) to fund "finer life"
 - collector of antiques
 - his work record has been "sanitized" by ???
 - has phone no. of George McInnes

Michael Collins [????]
 - Agency friend of Sam
 - doing little things off record
 - byline: "you owe me now"

Nurse Tracy Donadel [SYBARITE]
 - wannabe doctor
 - poor, lots of medical books in apartment.
 - has a really rich boyfriend (who???)
 - visits "The Church"
 - works in hospital as candy striper,
 - gets her nervous when doctors argue about organ theft stories.
 - Who is paying her??? and for what???

Outside the ring I had a few others.
The Old Governor Hotel [FURNACE]
 - boutique 5 star.
 - Andrew the night shift clerk
 - 2 thefts were here.
 - staff covering up???

The Lady - [Disease vector or mirage]
 - the lure
 - was out with Amelia the night before
 - was out with athlete who had lung lobe stolen (pictures on phone camera)
 - photos with Const. Williams
 - who is she???

Organs being taken - regularly lunar cycle.
eye, lung, kidney.. what else?
people survive - good specimens.
 - athlete loose lung
 - health fanatic loose kidney
 - eye guy had 20/20 vision

Dark Presence [PAIN ADDICT?]
 - Dersu senses around hotel when recover Amelia.
 - Again in hospital w/lung athlete in recovery.
 - Talked to Amelia when in ice-bath??? Or something else?
 - watching, growling... animal?
 - Amelia's nightmares - Dragon/Worm chasing, trying to eat her?

Social network?
 - its not theft for money? Confirm/Deny??
 - everyone knows each other somehow.
 - high society vs blue collar?
 - victims have been poor/tourists/transients.

Apocalypse World / Just Saying...
« on: September 03, 2010, 04:27:18 AM »
Just got the book in the mail :)


Awesome book, nicely made, and the cover just ROCKS!

just saying :)


the preapocalypse / Tri-Fold sheets
« on: August 04, 2010, 04:45:09 AM »
Just noticed the maestro'D has a sheet called - trifold.
Pretty awesome.

Are the other characters going to receive the same treatment?

Apocalypse World / Breaking the game...
« on: July 05, 2010, 05:58:53 AM »

After our last couple of sessions - I've found that the players are caring less about the world and descending into full scale carnage...

The problem here (i think) is that the characters never really had any real connection to the places they were at. They were wanderers who came into town for a vague reason looking for work, and ended up destroying the town's defenses, letting it get savaged by mutated raiders and then running away after looting parts of the town - they stood by and watched the townsfolk be herded away by the raiders - presumably to be eaten...

Now they have moved onto another town on the outskirts of a ruined "old city". And already they are planning on how to rip apart the town...

They turned into raiders themselves.

Have they broken the game? (semi-sarcasm)

the preapocalypse / Harm and Healing move
« on: June 24, 2010, 05:58:21 AM »
This one is new to me.

While i like it, i dont like that it reverses the importance of the roll - Could you not change it to roll -harm with the 10+ and miss descriptions reversed? Makes it a little more dangerous, but preserves the 12 is good, 2 is bad feel of all the other rolls.

Apocalypse World / Angel Kit is a move?
« on: June 23, 2010, 11:55:46 AM »
Just wondering - can others take the angel kit as a move advance?

brainstorming & development / Age of Sorrrows hack?
« on: June 23, 2010, 08:44:28 AM »
Howdy y'all.

One thing that's been swirling around in the back of my head - Exalted as an apocalypse world hack :)

The "Age of Sorrows" as per the Exalted story is a world that has gone through a number of apocalypses - the high mighty First age empires were destroyed, later a plague wiped out 90% of all living things, and then an invasion of wyld creatures wanting to destroy all reality...

The Bits of the game that sing to me are - the idea that a hero is somone who embodies the virtues, and that their "heroic actions" will cause them problems. Also the idea that the cycle of violence - violence begets violence, and the constant rebellion of the underdogs who then become corrupt and overturned by their own servants :)

This is the first time i've written this down, so it'll be very rough for the moment.

Anyway. The stats would be:
Compassion - allow you to understand others
Temperance - keep control from temptation and not get distracted
Conviction - The ability to impose your will
Valor - putting yourself into danger
Essense - the ability to use magic to enhance your abilities.

Do something under fire - Conviction
Go Aggro - Valor
Sieze by Force - Valor
Seduce or Manipulate - Compassion
Read a situation - Temperance
Read a person - Compassion
Open your brain - Essense.

The Exalts (essense enhanced heroes) would have special moves that let them make a move as +essence rather than +virtue.

I would need to do a special move for the virtues - where when a situation comes up that goes with a virtue the player needs to roll..

eg - When someone is in danger or asks for help, roll+compassion.
10+ You put yourself in danger to help them (earn experience if you save them)
7-9 take -1 forward until you can no longer see them
2-6: can act normally.

or - When someone threatens you or your name, roll+valor
10+ you must fight them (earn experience if you kill them)
7-9 take -1 forward until you restore your name
2-6 you can act normally.

Still need to think about this some more, but the "big damn heroes" that get into trouble because they follow their emotions too much appeals to me :)

Apocalypse World / [AP] Hope town
« on: June 16, 2010, 12:26:39 PM »
Wish me luck - session 4 coming up. New player joining and one player not present. Fingers crossed it goes well. more posting after the session.

Apocalypse World / [custom move] reasonable??
« on: June 11, 2010, 04:58:47 AM »
Howdy all.

Our battlebabe is getting annoyed at how, while awesome at intimidation, she is useless when the shit actually hits the fan.

The question came up - can there be a move to use cool to do damage? we looked through the sheets and found nothing, but the idea has been tingling at the back of my head a while now.

Any chance people here could either a) help me out, or b) tell me why its a bad idea.

I was thinking of something like
Eye of the Storm
When in battle you can wait for the perfect moment to inflict harm On a 10+ you inflict +1 harm. On a 7-9 you inflict harm but your lack of attention to everything else causes you to be in an untenable position. On a miss you are taken by surprise and take +1 harm.

Does that seem appropriate for AW?

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