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Topics - metroidgeek21

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Dungeon World / Hard moves for Failing a Shapeshift
« on: December 16, 2014, 12:29:31 PM »
So I was just wondering other GMs of Dungeon World, how do you handle failures for Druids shapeshifting? I'm normally really creative, and have found multiple clever and dangerous ways of handling failed rolls (the last session we had, my bard failed a healing song roll in a castle that oozes necromantic magic...she accidentally raised one of the dead mages who was previously being nommed on by ghouls who almost TPK'd in a hilarious succession of bad damage die rolls.) Anyway, I can't figure out a way to handle a failed shapeshift. To me it just seems like they don't shapeshift. Any ideas to help this GM get some creativity flowing?

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I recently ended a campaign for my players about a month ago and let me tell you: that was one of the hardest things to do as MC was bring all of their actions to a big huge epic climax and let it all play out. However, in lurking the forums since then, I've noticed people having difficulties with various issues. So, I figured it would be a good idea to share our experiences as MC's about what was the most difficult thing for us running Apocalypse World, be it simple general GM'ing issues, or something more specific to Apocalypse World itself. And we can learn from each other, and help other little baby MC's along the way. Think it's a good idea too boys and girls?

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Apocalypse World / How does one handle a siege-type battle?
« on: April 28, 2014, 07:44:05 PM »
So. Things suddenly got interesting for my game of apocalypse world, where I'm the MC. My Gunlugger has teamed up with my Hoarder to try and take over the Wastes. My Hocus has a "story" cult, and this isn't part of his plans, so he's doing everything in his power to advance his and his cult's "story" at any cost. The Gunlugger decided to go to this beautiful, gorgeous metropolis; the single gem in the damned wastes, a testament to humanity's survival at any cost, and a monument to the technology that got them there. This is where the question comes in....the Hocus has a plan involving the Hoarder, involving his cult. The Gunlugger blew up the city with a few bombs strategically placed and fucked shit up. The Hocus capitalized, rolled frenzy, whipped the survivors into a mob, and is now advancing on the Gunlugger with 200 angry, angry cyborgs. The Gunlugger also just recently took over the Hardholding (read: decapitated the hardholder with a chainsaw) and now has a 60-man gang at his disposal, in addition to the townspeople who are scared shitless of him. Things seem to be escalating to a magnificent, beautiful climax where the status quo is going to be violently ripped apart and thrown on it's head. My question here is: How. The hell. Do I manage that kind of battle? xD and forgiveness for the exposition, but I was quite proud of how everyone's story is going and I felt like it needed to be shared.

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Apocalypse World / What are the limits on the savvyhead's workshop?
« on: March 31, 2014, 09:00:26 PM »
So, me and my group are curious, cause we've gone for a super-sci fi sort of apocalypse, think cyberpunk gone wrong with all sorts of little flourishes of the apocalypse thrown in for good measure. As a result, we naturally have a savvyhead and I- as the mc - am confused on the workshop, specifically applying to "upgrades" for the character's weaponry. My question is thus: how do you handle that, and how do you make it seem like the savvyhead is working for it, rather than arbitrarily telling them "it's done"?

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Okay, so, I'm pretty new to GMing in general, apocalypse world is the first full official campaign I've ever decided to run. Me and my players are on a campaign after we decided to scrap the old one, mostly because we were all shooting at each other and nothing was going anywhere. Personally, I think I could've built off of the scrap left behind, but whatever. Which leads me to the point of this post, I have a crazed Gunlugger and a messed up Quarantine mixed in with a lunatic Hoarder and a good, nerdy, shy Savvyhead. Quite the party. I'm just wondering about how, when inevitably my Quarantine and Gunlugger start shooting at things and blowing everything up (the Gunlugger has NTBFW and the really, really big guns to back it up), how do I keep my story alive and build from the ashes at the same time to weave them in? Or am I going about this the wrong way and I should be letting them blow everything away?

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Apocalypse World / need some help with custom moves
« on: February 06, 2014, 08:43:04 PM »
So, I'm about.....4 sessions or so in with MCing. My players have switched out a lot of characters, but we finally have the setup we're going to use for the rest of the campaign, not accounting for party deaths. With that in mind, I have some fronts that I've been setting up and sort of pushing at the players...well, it's been more like nudging, which isn't the point of this post and i apologize for the sidetrack. Anyway, I would really appreciate some help with a custom move for a cult that I've created, but it's not "gloom and doom" or "drink the koolaid" cult, more like a jehova's witness-style cult, and I would really like help creating a custom move for them that's not directly ripping off the hocus playbook, so if you guys could give examples or just spitball, or just help at all, it would be greatly appreciated. Thanks in advance

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Apocalypse World / Can someone please explain the malacuso?
« on: January 20, 2014, 10:25:44 PM »
So, it's in the title. Lol it's just, I completely understand what every single other character playbook does, even the operator now that I've read the forums a bit. But I am totally clueless as to how the malacuso works. I know it's the most complex character in the game, but I feel like understanding all of them is important, especially for an mc (which i am)

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Apocalypse World / Some help with mcing the game
« on: January 13, 2014, 08:29:46 PM »
so...my players have leveled twice in as many sessions, because I continually (inadvertently I may add) highlight skills and then accidentally have them roll them too often. I'm wondering how I may cut down on the xp gain, cause five bubbles I'm quickly realizing fills up reaaallly fast. Also, for managing pc-pc drama, that the pc doesn't want the other pc to know about, how should that be handled? typical dm-style judgement, or some other method you guys think works best?

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Apocalypse World / Question about the maelstrom
« on: December 31, 2013, 06:03:18 PM »
Quick question about the maelstrom as part of a threat of a front, is it okay for an infection to also be tied to the psychic maelstrom and affect PC's that way? And also have a custom move be tied to how the infection progresses and tries making the psychic maelstrom's affect more apparent?

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Apocalypse World / Combat turns
« on: December 08, 2013, 02:17:12 PM »
I'm researching this game so I might MC it for my friends and I was wondering, how do you figure combat turns? Considering there's no initative or speed stat, is that up to me to decide or is there an actual rule for it?

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