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Topics - Colvin

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Apocalypse World / How do I end a campaign?
« on: March 28, 2017, 10:59:03 AM »
Hey Y'all!

I'm nearing the end of our available time for Apocalypse World. We're about to start session 7 and because of time constraints, we'll only be able to go to session 8. (Each session is roughly 4 hours long, with 4 PCs).

Most of the PCs have 'leveled up' enough to advance moves and could retire. Threats are at the point where they are slowly being cleared/dealt with triangles are putting a lot of pressure on PCs to make decisions.

I have no idea how to 'wrap it up'. In D&D I'd have a BBEG, some loot, and an epilogue. But I'm not sure how to close it all down.


So, in your experience, how have you ended AW campaigns?

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The Regiment / Is this still a thing?
« on: March 27, 2017, 06:24:57 PM »
Hey folks,

I know colonial marines is a thing, but the world war 2 rpg elements, do they still exist?

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Dungeon World / Why Should I?
« on: March 24, 2017, 03:50:21 PM »
Why should I try dungeon world over 5th edition?  Can y'all break it down for me in 2 or 3 short points?

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Apocalypse World / What Honesty Demands and PC treachery
« on: March 13, 2017, 11:36:27 AM »
Here is a situation for y'all that I'd like some thoughts on.

I play online so players can easily send me notes and lately they have been 'treacherous'

i.e. The Hardholder says, "I am installing camera's in Zit's room so that I can watch him sleep at night."

i.e. The Angel says, "I'm going to weaponize this DNA to work with Puss's DNA"


Now, all of these things are super cool, but I'm not sure what to do with the statement "What Honesty Demands."  In D&D I'd have Zit roll a perception check to see if he finds the camera. I'd give Puss a sense motive check or something to learn that the Angel is acting weird.

What the hell do I do in AW? Should players be allowed to send me PMs? SHould I reveal the contents of those PMs? How do I give the betrayed a fighting chance? (i'm their fan too!)

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Apocalypse World / Springing custom moves
« on: March 09, 2017, 12:02:23 PM »
Hey folks,

Again, I want to thank this community for all the help I've received over the last month or so! I appreciate it! Know that your ideas are showing up in my game and making it better.


Here is another Questions.

In D&D, players wonder unwittingly into traps (if they fail a perception roll, or if their passive perception isn't high enough) and then they have to deal with the consequences.

In AW, can we spring 'custom moves' associated with our threats without player knowledge of the consequences?  I've done it once, and the players liked it, they "Went to one of Cash's parties" (i stole the move from a thread) and didn't end up being the party favour. But they definitely weren't aware and I wasn't sure if "Honesty demands" that I tell players all of the consequences before hand.


here is another move I'm thinking about springing if they continue with narrative (i.e. it makes narrative sense to spring it):

When you have a dance competition with another gang, Roll+ Hot

On a hit - you win
On a 10+,   Choose 2
On a 7-9, Choose 1

*You humiliate the other gang
*You impress the crowd + 1 barter
*They forget about the loss and won't bring it up later
*A patron comes forward

On a miss, it turns into a rumble, and they're ready for it
 



6
Apocalypse World / Hardholder's Vehicles
« on: March 06, 2017, 10:21:29 AM »
So the hardholder sends his gang out with some of the vehicles in his hold - the jeep, etc. I'm just playing the gang at their regular harm/armour.

How do you guys do it when a gang has vehicles, or is that just included in harm?

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Apocalypse World / PCs improving at different rates
« on: March 06, 2017, 10:05:28 AM »
How do y'all deal with PCs improving at different rates? I'm a few sessions in on my first game and I've noticed that some players are one or two improvements ahead of others and I'm doing my best to create equal amounts of screen time.

Any ideas? Does it even matter? Should I push them to make highlighted rolls?

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Apocalypse World / Radio communication and Leadership
« on: March 01, 2017, 12:13:06 PM »
Good afternoon!

I ran into a bit of situation last night, and wanted some thoughts on how y'all would have approached it.


Hardholder splits his gang, and rolls leadership (passes) for them to ADVANCE to this derelict Fishing Trawler that is being guarded by a gang.

The leader of the small gang radios back to the hardholder on how to proceed as the bikers aren't leaving, and things are getting tense.

Hardholder orders (over the radio) for his split gang to take the trawler

SO - I asked the Hardholder to roll Seize by Force for his split gang. Chaos ensues, but he is able to (remotely) have his gang seize the trawler, his gang taking some damage.


Did I do right by asking for a remote Seize by Force roll? What would you have done differently, if anything?


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Apocalypse World / Hardholder's Wealth
« on: February 16, 2017, 11:35:43 AM »
Wealth (hardholder): If your hold is secure and your rule
unchallenged, at the beginning of the session, roll+hard. On a 10+,
you have surplus at hand and available for the needs of the session.


Does, "for the needs of the session" mean that the barter disappears after the session?

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Apocalypse World / Session 1 advice
« on: February 08, 2017, 11:37:58 PM »
Hello everyone! My first post, although I've been following as an unnamed ghost for some time.

I'm very excited to start MCing my first session of AW in a short-time and would like to get some ideas of questions and or apocalyptica I could throw out at the Players for the first session.

We'll have a hardholder, an angel, a savvyhead, and a Maestro D.  I'm particularly interested in how other MCs have approached the whole "Let's see what a day in the life of your player looks like"


Thanks in advance!

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