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Topics - wingsofwax

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1
Apocalypse World / Rebel World - beta testers wanted
« on: September 08, 2014, 02:30:33 PM »
Hi guys,

I've been working hard on Rebel World, an expansion for Apocalypse World that introduces an alien invasion to the game, and it is now ready for beta-testing. I need all the feedback I can get. I will be testing it myself. but I also need people to look for stuff that doesn't work (and stuff that does), and most importantly, make some alien invaders and see how a game of AW runs with it.

The invasion can be the focus or the background for the game - it begins like any other AW session, uses the same play books, so take a crack at it and let me know how it works out.

The beta version is here:
https://docs.google.com/document/d/1n_atXYBQofqItgDwPsb7GySbJ9gknbIkHk5-suTYHuc/edit#heading=h.ynz0otjfabla


2
Dungeon World / The Marseille Conundrum (adventure)
« on: August 29, 2014, 09:44:07 AM »
Hi,

I've written a scenario for Dungeon World that is a bit out of the ordinary; it takes place in an alternate version of Europe in the 1300s, and the PCs are knight templars - that is, if the templars were an order that had to eradicate real evil.

Take a look at the first few paragraphs and let me know if this could work as a Dungeon World adventure. There's much more - the adventure is more or less finished, so if you need more, let me know and I'll paste the rest here.

Here we go!

The Marseille Conundrum
A Dungeon World scenario

“...And there shall be Two Suns in the Heavens; one white, one black. Together they are the sign from God that it is Time for Man to take to his Potential; to reach towards the Black Sun and embrace the Powers that are His, God-given or otherwise....”
- From The Two Suns in the Sunset, by Damian De Lamierre, 1299 AD.

The Pitch
   In the fall of 1309 AD, rumours of the collapse of several cities in southern Europe begin to surface in the city of Paris, one of the strongholds of the Templar Order. Refugees tell stories of an evil presence capable of destroying entire cities. Most of these rumours concern the city of Marseille; it appears to be under attack by unknown, superior forces.

   The characters are experienced and powerful heroes, loosely or directly connected to the Templars. They’re tasked with infiltrating the city of Marseilles to find the truth behind the collapse and stop its destruction.
   
Introduction
This scenario is meant to introduce you to an alternate Earth where abhorrent entities from beyond the universe we know spread corruption and chaos that threaten human civilisation. Mysterious, powerful orbs with different properties have appeared all over the world, and they emit a constant supernatural energy that corrupts and deforms the human mind and body.

When an orb is left to its own devices, it can have horrific consequences. People around them tend to go insane with an unquenchable thirst for blood, or worse; orbs can transform people into grotesque creatures resembling the stuff of nightmares.
Everything supernatural comes from these orbs. They serve as sources of energy for the few who learn to control it. The PCs all have this ability, and they draw on the orbs to perform superhuman feats. However, this comes with the constant threat of overusing these powers and become slaves of the orbs, doomed to roam the world as mindless creatures of havok.

The Who’s Who of the story
Two major factions exist in Europe in the 1300s; The Order of the Knight Templars and the cult of the Black Sun. The Order is hell bent on destroying the source of the evil - the mysterious multi-dimensional orbs that are hidden all over Europe in mountain caves, deep seas and buried in fields and forests.

The cult of the Black Sun take their name from a pitch black orb floating in the air, giving the illusion that it is much farther away than it is, which causes people to think of it as a second sun.

The cult wants to destroy the Templars and let evil reign over the world. They are fanatical and spare none to get what they want. The cultists are a mix of insane savages, level-headed opportunists and truly powerful wizards who draw their powers from the orbs. Few cultists know the secret of the orbs; they are portals to a dimension where their vile creators dwell, intent on invading Earth and enslaving everyone.

Getting started with the game
If you're a player, you can go directly to Appendix I and choose your PC. Do not read the GM section. If you are the GM, keep reading.I will be addressing this book to you, the game master, because you will need the most information, while the players simply have to choose one of the pre-gen PCs.

The core of this scenario is the destruction and invasion of Marseille in the south of what is now France. The PCs are ordered by the Order of the Knight Templars to find out what happened and destroy any evil that might be involved.

So what really happened?
   The Black Sun Cult has taken control of the city by using the powers of a nearby orb that can control people's’ minds and memories, basically making them helpless and easy to control. The Cult has also managed to lure a Leviathan into the city to crush its defences; it still roams the streets aimlessly, going into fits of rage and destroying the buildings with its mighty claws. The leviathan is huge; at least 30 meters tall, dragging a long tail behind it. It is fast and its jaws can break steel and stone with ease. Do not feed the leviathan.
   The reason for the invasion is to create a base for the Cult where they can conduct their evil rituals, use their orbs for obscene purposes and launch attacks on Templar Knight strongholds. The population of Marseille are both like cattle and expendable soldiers; they can be told anything and believe it, making them easy to manipulate. The hold over them is not completely unbreakable; PCs with mental or social abilities can successfully free them.

What’s the plan?
   The goal of the PCs is to sneak into Marseille to find out what has happened to the city. The Templars suspect Black Sun Cult activity, but can’t be sure. The leviathan is a surprise; the players better run like hell when they see it. In the end, the PCs need to destroy the orb that lets the Cult control the people of Marseille and find a way to stop the Leviathan before it does too much damage or kills the group.
   This adventure can function like a starting point for more adventures. If the group likes the idea of hunting down evil cultists and destroying orbs from another dimension, this game is for you.
   The following chapters describe the events and encounters of the adventure. You can change the sequence of events the way you prefer. The players are free to do what they want, and as the GM, you can add your own material and details to the story.

...and then the 6-7 chapters that describe the group's adventure in Marseille follows. Any comments, feedback and criticism is more than welcome!


3
Apocalypse World / Rebel World - feedback wanted
« on: August 24, 2014, 02:15:03 PM »
I've been working on an AW hack called Rebel World where the players are part of the human resistance, fighting an alien invasion force. The interesting part is that the group can create their own unique aliens randomly, by choosing from lists or do it freeform.

For now, Rebel World uses the standard playbooks. I am working on expanding each list item, giving the group even more room for building their alien invasion.

Take a look and let me know what you think. I could use some feedback. Here's the intro text:


Rebel World

One hundred years from now, the invasion of Earth is well underway. Her cities are burning and humanity’s fighting chance is dwindling by the minute. The human race has been decimated by interplanetary bombardment and alien ground forces. Humanity’s future is bleak, and hope is hard to come by.

But a few people haven’t given up yet. They fight the invaders with everything they have. From the few cities that still stand to the rubble and dust of those that have fallen, the human rebellion is rising. Their goal is simple but almost impossible to imagine: To overthrow the aliens and destroy their iron grasp on Earth. To destroy every single enemy that stands in the way of a free human race.

This game puts the players in the roles of rebels and insurgents in an interplanetary war. A warlike and dreadful race has declared war on the civilised planets of the galaxy, and the players must escape or fight the invaders any way they can.

The game is about resistance, building an underground army, keeping up with a technological superior invasion force. The players must complete missions to save Earth: Infiltration, blowing up alien installations, getting access to the invaders’ machinery and use it to their advantage.

The player characters are powerful combatants and veterans of the war with the aliens - a war that was lost long ago. Earth is an occupied planet. Humanity is allowed to live, but under the rule of an alien iron fist.

These rules allow your group to create a unique alien invasion. The aliens can be created randomly using tables (roll a d6 for each table) or the group can go free-form and focus on the aspects they prefer. Each table item has a real impact on how the game is played (the descriptions are underway and gives more suggestions for the aliens).

(The next part are the tables.)

Alien Traits
Are the aliens swarm-like?
Are the aliens humanoid?
Are the aliens cyborgs?
Are they physically superior to humans?
Are they mentally superior to humans?
Do they have psychic abilities?


Alien Tech
Biotech
Nano-tech
Mechanical Tech
Plasma Tech
No tech
Forcefield Tech


Alien Weapons
Projectile weapons
Melee weapons
Mind control devices
Mechs
Weaponised Aerial Devices
Weaponised Robots

Alien Activity/behaviour

Do the aliens enslave humans?
Do they actively seek out human resistance fighters?
Are the aliens’ activity mysterious and unknown?
Do the aliens build new buildings or do they use existing buildings?
Do the aliens have one central nexus or several smaller controlled sites?
Do they control people using physical or mental techniques?

Alien Goals
Extract energy
Gathering rare metals or biological specimens
Capture Slaves
Strip-mining
Colonisation
Extermination

Humanity
Do people live in occupied cities?
Do some people live a normal life under alien rule?
Are there unprotected refugee trails?
Does the resistance hold its own or is it constant retreat?
Do human traitors play a role?
Do humans have alien technology?

Each table has 6 options, so you can roll a d6 for each one. There will be expansions on how each choice impacts the game.

Right now, the idea is to use the Apocalypse World rules - the standard ones - but nothing's set in stone. Please share your thoughts and if you're willing to help develop this further, PM me or reply here.

Thanks!

4
Hi,

I just need a little clarification here.

"If they refuse, it's acting under fire".

What does that mean in terms of the fiction? Refusing the manipulating is AUF, that's clear, but how do you work it into the story? If the "victim" fails her AUF roll, do you let an anvil fall on her head?

What do you do in your games?

5
Apocalypse World / Help me with Countdowns - how to handle them well
« on: June 24, 2014, 06:40:26 PM »

I am running a textbased AW game, and I want to introduce some countdowns. But how? We post in a forum thread for in Character and one for Out.

Do I announce to the players that a countdown has started, or do I simply make a move that pertains to the first count?

I do countdowns like they do in DungeonWorld, because it's much better. Each count has a line describing what happens. But how much should the players know?

Thanks!

6
Apocalypse World / Text-based Apocalypse Game
« on: June 20, 2014, 11:26:12 AM »
I have been toying with the idea of a text-based (Skype) AW game for a while, and finally, I've begun it. We have just finished some testing scenarios, and it works well - if you like a deep game where the fiction really is the core of the game, this is for you.

I have 2-3 players, but I think I need a co-GM, rules consultant or an actual head GM to replace me, because this is my second game GMing AW. My style is focused on the fiction, and I rarely actually use the rules, unless they're absolutely necessary (or players want it), so I've been able to run the game smoothly so far.

If you have the slightest interest in a text-based AW game, please contact me. Player or GM - either way, we can use you!

Also, any experience with text-based AW would be appreciated - share it, please :)




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Apocalypse World / Star Trek:The Next Generation - AW powered
« on: June 04, 2014, 01:27:31 PM »


The idea of making a Star Trek game has always been close to my heart. Now that I've fallen for AW, I have to ask the question: Will a Star Trek RPG powered by AW be interesting?

Here are my first jumbled thoughts about it...New play books will be needed, but the classes are already there, ripe from the TV show (or movies, if you're young...).
Captain is a cardholder of sorts, First Officer, Engineer, Security officer....they all lend themselves almost directly to AW stereotypes.

It could be a "Planet of the Week" or "Crisis of the week"-deal, where the action corresponds to what a TNG TV show would go through. Star Trek had some great writing, and structuring frameworks will be easy.

If you have some great ideas, let me know - also post if you see some issues that will crop up. The plan is to take AW and simply change the fiction - model it on "Monster of the Week", and presto - you've got yourself a Star Trek game powered by AW.

So Trekkies, unite!


8
Apocalypse World / Handling a Hardholder PC
« on: June 03, 2014, 05:37:51 AM »
I am running an AW game where one of the players is a Hardholder.

I am looking for ways to handle this without making him the "king of the hill" and avoid having him (micro)-manage everything that goes on in the hold. The game so far has been very focused on the players' home: Some power conflicts about who gets to decide what.

Things work fine within the group itself. The conflict is between the group and an NPC.The main conflict has been resolved, but I have this NPC who should either be killed off or used for internal conflicts in the hold.

But I fear that the game is going towards politics and intrigue - which the PCs love, but I have to find some kind of balance.

How do you handle a Hardholder character? Any tips?


9
Apocalypse World / Consequences: MC Moves and how to do them right
« on: June 02, 2014, 05:15:26 PM »

Making a hard move is easy, but I find that making a good hard move needs a little more description. What does making a hard move actually mean?
   It doesn’t mean “be as mean to the players as possible.” The best interpretation I can come up with is this: introduce a consequence in the story that makes:

1. as much sense and "realism" as possible,
2. as much excitement and player involvement as possible,
3. as many new open-ended story elements as possible

The consequence is naturally a GM move. You can boil it down to creating a suspense of disbelief, an interesting turn of the story and ways to move it forward. It’s a skill, but I think there must be some way of helping GMs improve. What I propose is some sort of system or description of how to make the best moves as a GM. Maybe it’s already out there somewhere?`

Even so, I would like to read your thoughts on how to make great moves as a GM, and if you have some guidelines, conscious or not, that you use.

So how does a GM make the best consequences?

10
Apocalypse World / Looking for guide to making custom moves
« on: May 18, 2014, 01:21:44 PM »
Hi,

I am currently working on Dancers at the End of Time, a hack of AW.

Someone proposed that I use the "Act under Fire" as a template, but aren't there some kind of guide out there that can help?

Any help will be gratefully accepted...


11
Apocalypse World / Cover mechanics in AW
« on: May 18, 2014, 12:19:49 PM »
Hi,

I was thinking about how AW could have a more involved combat system without it being more complex. I hope some of you can help me out here.

I am thinking about how to introduce a concept like Cover in AW. A Cover could be a score that determines how good it is, and it could also have tags. But how should that score be implemented?

You'd have to find a way to assign a score to it. It could be an Act under Fire roll (maybe even a custom move, where more tactical choices could be introduced).

You could deduct the Cover score from the attacker's Inflict Harm roll: If someone has a cover of 2, any attacker will have a -2 on their attack roll.

You could also use it like armor - but what about characters who wears armor and are behind cover? They would be really hard to damage. Maybe you could make Cover destructible, so you would have to "wear it down" before you can get to the target?

Will this work? Or will it simply make combat more elaborate without making it more interesting?

If you have an idea, please share.

12
Apocalypse World / Dancers at the End of Time
« on: May 06, 2014, 01:52:42 PM »
    I am looking for someone who knows the AW rules backwards and forwards - someone who wants to collaborate on creating an AW scenario that fictionally is miles away from the vanilla AW scenarios - but still adheres to the same rules and agendas.

     Dancers at the End of Time is a book series by Michael Moorcock. Having read them is not a requirement. Michael Moorcock is mostly known for his fantasy series Elric, but in my opinion, Dancers at the End of Time is his finest work.

     The plan is to produce playbooks, moves and whatever else is necessary to make a DatEoT scenario work.

If you are interested, please read the text below to get more information.

Dancers at the End of Time

     This game is about the end of times; mankind has lived for millions of years and have evolved into beings that are not quite human anymore. They are called the Dancers at the End of Time; when the end is nigh, what else is there but dancing?

   The game is based on the book series of the same name  by Michael Moorcock. The series revolve around a curious explorer named JD and the Dancers that he interacts with.

   Life at the end of time is very different from life in the 21st century. The Dancers use Force Rings to manipulate energy and matter in order to change reality to whatever is wished.

This is not magic; it is science. The Rings draw their power from Power Banks and matter or energy. The Power Banks are scattered all over Earth, but no one seems to care about them anymore, because they work and never seem to run out.

The Dancers are few, in the thousands. No one has been born in the last 10,000 years. Instead, cloning and other techniques have been used. However, the Dancers are so different from us: They do not feel the need to reproduce anymore, they no longer have a strict moral code and their frame of reference is usually very limited.

The Rings can transform everything, including yourself: You can walk around as a gorilla or a giant talking head, or you can take on a human shape with crazy hairdos and small variations in height and weight. The preferred form is that of a 2 meter high human, but most Dancers have their own form they stick to.
   Time travel is a big part of being a Dancer. To explore the Earth, the Dancers travel to different times to learn about topics like love, hate and poverty. Living the life of someone in the past is seen upon with great respect.
Curiosity and naivety are adjectives that describe the Dancers’ core psychology. Disease, famine and other dangers have long ago been vanquished. Dancers often take huge risks with their lives simply to experience what it is to be human.

The agenda of the players is this:
1)   Explore the lives of the Dancers
2)   Compete for attention, prestige and energy.
3)   Create fantastic realities only limited by your imagination.

I've written some moves and stuff, but I need someone to collaborate with - if you are interested, or have suggestions, let me know.

13
Apocalypse World / Combat - keeping it integrated
« on: May 06, 2014, 08:57:59 AM »
Still some things I need to know about AW, for example about combat. I get that it is comprised of moves, act under fire, seize by force and what other moves can be combat moves?

Does anyone have a transcript of a battle that can showcase how it's done? Or maybe someone would be nice enough to make one up...


14
Apocalypse World / Custom moves and lists
« on: May 06, 2014, 03:30:08 AM »
Hi,

I would like to know if it is generally a better idea to have several custom moves instead of one "catch-all" custom move with many outcomes?

In general, is having more custom moves less confusing that having fewer custom moves that you have to look up every time you do it?

And lastly, when you read a situation, you get a list of questions - but it seems like they are guide lines only, meaning you can ask something that falls within those guidelines. How strictly do you have to follow the result lists - can you pick something new if it makes sense within the fiction and the context is appropriate?

Thanks.

15
Apocalypse World / AW as an online text-based game
« on: May 05, 2014, 12:37:27 PM »
Hey guys,
sorry for putting so many threads up, but I have been thinking about them for a long time and finally got to posting them.

I am considering running a text-based RPG using Skype (or forums), and want to know if anyone has tried this? Is it possible to have a good time when everything's text?

If not, could you direct me to a game that lends itself well to textbased games.

Thank you.

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