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Topics - fealoro

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AW:Dark Age / PC NPC PC
« on: March 06, 2014, 05:50:20 PM »
One of the driver of AW was the triangle pc-npc-pc
In AWDA the PCs seems to be more on one side. The oath system strengthens the bonds between them instead of create antagonism. Is still useful to build this kind of triangles or could be against the approach of the game?

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AW:Dark Age / questions on Outlaw Heir
« on: March 06, 2014, 10:10:12 AM »
1 - the fortune move applies also to safe passage and sanctuary? if not, when the bounty and the want come in play?

2- the heir start with 1 supporter, when does he adds other supporters?

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AW:Dark Age / WarHerald and war-band
« on: March 05, 2014, 04:55:20 AM »
A couple of things I do not understand about the warband

Vulnerabilities
there is already a vulnerability signed (low muster) and you have to choose two
does it mean that the warband start with 3 vulnerabilities?

What does it exactly means "low muster"? you have the lower number of warriors? e.g. 12 instead of 16?

4
Dungeon World / Dungeon Starter: The Battlefield
« on: August 06, 2013, 03:24:46 PM »
cross posted on G+

Hi all
I have to run a three hour session of DW so I'm trying with this Dungeon Starter

It is the dawn of a decisive battle on the plain
 
Questions
who fight this battle?
you enlisted?

-if you enlisted
which of you insisted to enlist as mercenaries?
with whom?
what are the rumors about the ruins east of the battlefield?
Who is to blame for the fact that you are losing?
In what regiment are you?
what is the suicide mission for which you volunteered?
Which reward they promised you?
What do you think will happen to the loser army ?

-if you did not enlist
how come you came out from the ruins through a secondary exit?
What were you looking for?
who prevented you from getting it?
which of you triggered the trap that brought down the exit tunnel as you went out?
What do you do now that you are facing a cavalry charge?


Impression
-the armies lined up at dawn, with banners waving
-the tortured bodies after a massacre
-the smell of the blood, carried by the wind, even at the entrance of these ruins
-abominable beings awakened by this smell
-forgotten ancient ruins beneath the vegetation
-ragged vagabonds frightened by fog
-the darkness in the subsoil
-the camp buzzing with activity
-the general who gives orders to the officers, concerned about the trend of battle
-wounded people who complain, devoid of hope
-the rumble of the charging chivalry
-distant sounds in these tunnels otherwise uninhabited
-a race against time, other adventurers in search
-the last bastion of resistance
-crypts of ancient heroes
-the official arrogant and incompetent
-the leader bloodthirsty and ruthless
-prisoners dragged in the mud and / or sacrificed
-havoc in the night in the field
-the dawn of a victory
 
I will think also some custom move, like
When you are in the heat of the battle...


Critics or suggestions?
Many thanks

5
brainstorming & development / Custom Move for a Fantasy Hack
« on: April 26, 2013, 07:53:44 AM »
I am running a Fantasy campign Hack of AW. I am using the Game of Thrones Playbook of Pheylorn (http://www.story-games.com/forums/discussion/17412/a-world-of-ice-and-fire-an-apocalypse-world-hack/p1) but it will not be a Game of Thrones campaign. I only needed some fantasy playbook, and those suited well

I plan to introduce three costum moves

The first is quite simple:

When you travel in the wild and the MC tell you to do so, roll+sense. On 10+ you managed to find yourself in a good and defendable place and you are well alerted. on 7-9 it is only one of the two.


The second uses monsterheart strings:

The first time you enter in Xiago, the city of the dead, the Elder of Xiago gain a string on you


With the third I try to have more dynamic fights:

When you swashbuckling in the fight choose one:
You arrive in any position of the fight stage
You evade, parry and avoid the multiple attack of your enemies
You use a piece of the stage to obtain something otherwise not reachable
You make someone fool of himself
Describe the athletic feat that let you to achieve this result and you did it.
Roll+edge
On 10+ you obtain your result and gain +1 forward
On 7-9 as above but either you or one of your friends is in immediate danger, your choice
On 6- you did your athletic feat, but the MC can revert the move against you with an hard move?

Any feedback is welcome

6
blood & guts / Fantasy reskin
« on: January 31, 2013, 12:01:09 PM »
In the search for an AW fantasy reskin (I don't want to start an hack) I come up with this idea.
Instead of come up with different playbooks (rewriting the playbooks of AW or others hacks) to offer to my players, I would like to ask them to tell me what kind of character they like to play and what kind of moves this characther would do.
The final version of the player moves will be mine as MC, but based on player's idea.

What could possibly go wrong?

edit grammar

7
Dungeon World / Dungeon World and How to Host a Dungeon
« on: May 21, 2011, 01:49:10 PM »
Come on, I know some of you have made a thought about it...

I'm trying to use my first dungeon as a base for our playbyforum DW.
I think HTHaD leave enough blanks to fit in a First Session, and give enough backstory without too much constraints.

Do you agree or have experience with that?

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Dungeon World / problem on Ranger Command
« on: May 16, 2011, 09:43:30 AM »
The test of Command says:
...On a hit, it does as you say and grants you the benefit of the Trick of your choice...

Does it mean that the companion do anything you command him to do and moreover he perform his trick, or that you can command only the trick and not any task?

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Apocalypse World / Disclosing the Fronts
« on: May 16, 2011, 08:31:47 AM »
This issue was already discussed in this thread http://apocalypse-world.com/forums/index.php?topic=528.0
but I don't worship the forbidden discipline of Necroposting, so I start a new thread.

Should be the Front totally transparent to the players? I mean, should I as MC show the front sheet (Agenda, Stakes and all) as it is, should I unveil it while they explore the world?

As actual situation, in the first session I played some week ago the players explored a city. Then I made all my duty, with fronts and thread and all, then as we started the second they messed a bit the things in the city and decided to go away and change city (they are a nomadic chopper gang). No problem at all. The front change alittel, but the scarcity and the threats are quite the same.
My question is: should had I shown the agenda of the front (that was "normal" people and "mutant" people will fight one against the other until the city was only ruins)? Knowing the agenda would have let the players feel more "real" the world?
Or is it better to see the agenda developing in the exploring, and it doesn't matter if they don't have enough time to get the agenda?
There is a clear rule that I overlooked?

What your experiences or your interpretation?

10
Apocalypse World / Playbook Idea: The Mother
« on: March 21, 2011, 09:21:44 AM »
Inspired by the pregnancy threads and my wife status I suggest this playbook idea.

I don't have the time and the chance to playtest it, nor the experience to say if it is good. But I offer this to you all, if you like the idea and want use it or work out something useful, or correct. In any case thanks ;)

Enjoy

The Mother

Stats
Choose one set:
• Cool=0 Hard+1 Hot-1 Sharp+1 Weird+2
• Cool=0 Hard-1 Hot+1 Sharp=0 Weird+2
• Cool+2 Hard=0 Hot=0 Sharp-1 Weird+2
• Cool-1 Hard=0 Hot+2 Sharp=0 Weird+2

Moves

You take Heart of a mother
Set how many children you have with you and how old they are..
0: you must take the move I can grow people but you can set where the clock is.
choose another two moves
you cannot take: Far from eyes, haec ornamenta mea
1-3: choose three moves
you cannot take: haec ornamenta mea
3+: you must take Worn Out
choose another three moves
If someone of your children is less than ten years you get Far from eyes

moves
heart of a mother: at the beginning of each session roll+number of children (max+3). On a miss you hold 3, on 7-9 you hold 1, on 10+ you hold your breath. You can spend the holds at the beginning of the session or when the MC ask you to spend them.
all of your children are not in danger
all of your children did not do something awful
all of your children did not disappoint you
you know where is everyone of your children

Then is up to the MC what happen
it’s a piece of heart: Whenever you go aggro or seize something by force in defense of one of your child roll+weird instead of roll+hard
I can grow people: you get a pregnancy clock.
haec ornamenta mea: you got a small gang, your offspring and their friends (2-harm gang small savage 1-armor).
the mother stare: you always roll+weird instead of roll+hot in attempt to manipulate one of your child
Everybody’s mother: you can choose one NPC or one PC. You must pass some time together. With a NPC roll+Weird. 10+ you can consider that one as one of your children. The same on 7-9 but with string attached. On a miss he hates you. With a PC roll+Hx. On a miss he get +1 Hx, on success you can consider him as one of your children. On 10+ they mark experience, on 7-9 nothing.
Something to spare: every time your children are in need roll+weird. On 10+you got something valued 1-barter giving something important for you but without value (you can add other barter). On 7-9 you get something valued at most 2-barter, but you are in debt with someone you don’t like.
Far from eyes: if some of your children (under ten years) is not with you or with someone you can rely on when you come back to him roll heart of a mother, but roll+how many hours you stay away (max +3).
Dear mom: if some of your children come to you to ask advise, if they do what you said they get +1 roll.
Happy family: you have someone important you can rely on. It is a NPC, has his own life, but he can help you. Can be the father of your children, your sister, your mother or someone else.
Worn Out: you got -1 Hot (min -3) and +1 Weird (max +3)


Sex move
When you have sex with a male character and you do not have a pregnancy clock you get it, set at 0.
In any case your partner choose two:
your children like her/him
you mark experience
he get +1forward
you do not have the pregnancy clock (if you should itget as results of this move)


HX
On your turn chose 1 or 2
someone was friend of one of your children. Tell them Hx+2
someone loved you. Tell them Hx-1


To all the other tell them Hx+1
On the other turn choose 1 or 2
someone remember you one of your children, or you would like to have him as children. Add 1 to his number
someone do domething bad to your children. Ignore his number and put Hx+1


Pregnancy Clock
From 0 to 9 is the month of pregnancy. Every three months of play you check one segment.
0-3: any harm over 9:00 cancel the pregnancy clock. (It is what it seems)
3-6: as above. Any harm is +1harm, but you can cancel the pregnancy clock in order to cancel any 1-harm
6-9: as above. You can keep a clock that you should cancel taking 1-harm
10+: as above. You got -1forward. Any miss in any move let you check another segment.
When you check 12 you start labor: roll+weird. On a miss you get 2-harm and you cancel the clock. On 7-9 choose one of the two. On 10+ everything is ok.
If after the roll you still have the pregnancy clock, congratulation, your children is born and you can safely cancel the clock.
Any action right after the birth is acting under fire. Then you get the move Far from eyes.
A pregnancy clock is a leverage for the community where the mother live and for anyone who care. More, the Mother get +1 on any manipulation that use the clock as leverage.
When you open your brain to the maelstrom roll+pregnancy segment in addition to your main roll. On 10+ the MC choose one baby conditions, on 7-9 the MC still choose one condition but he got to cancel another one, if there is. On a miss nothing. You can cancel one condition chosen by taking 1-harm in the same moment.

The baby conditions
she is weird
she had some deformity
cancel the clock
she help you in the maelstrom, you get +1 forward
check one pregnancy clock segment
check one pregnancy clock segment




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brainstorming & development / How many Hacks of AW?
« on: August 06, 2010, 07:50:53 AM »
There is 16 hacks subforum of AW.

The system is really good and I'm thinking too to try some other setting or moves set.
But as there is already a lot of work in progress. So I think could be interesting summarize the different hacks by genre.

I mean, I'm looking for a classical Sword&Sorcery hack of AW, like Conan saga. I think that the setting are quite similar as mood and as concept. What hacks already in progress do you think could be interesting for this kind of setting?

tnx


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Apocalypse World / Rules Question: Battlebabe Sex move
« on: August 06, 2010, 04:16:12 AM »
It's an oddity, but I had 4 PCs made a four-way sex move. Thgere was a Battlebabe involved. How do you rule this case? Every sex moves is nullified? OR only the sex move of each PC with the BB, while we can consider valid the sex moves bteween the other PC?

I choose the second, to see more sex moves at work.

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Apocalypse World / One Shot at convention
« on: July 06, 2010, 02:50:06 AM »
Hi all!

I'm planning to try AW in a three hours slot in a Convention. It would be the first try for most of my player and probably the first try also for me.
What you suggest? Should I use Hatchet City (or some other ready scenario), or can I try also with the "1st session" of a new campaign?

thanks for any suggestion

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