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Topics - octoscott

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1
Apocalypse World / Apocalypse World PBF - Some Good Sites
« on: November 15, 2013, 01:27:11 PM »
Hey everyone. Wanted to spread a little word, I'm a member of a couple of great PBF communities (Snail's Pace & Yay-An-RPG) which tend toward AW and AW hacks. Monsterhearts, Apocalypse World, MoTW and others have been popular.

A couple of games just wrapped up on the sites and it's probably a good time to get involved if you want to try PBF and I'm sure some new games will start up soon. Let the MC's know there's players waiting, or run something yourself!

http://yayanoctopus.com/forum/
http://snailspace.forgreatjustice.net/

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Apocalypse World / Can Apocalypse World have a happy ending?
« on: January 12, 2013, 10:19:08 PM »
Just finished up a campaign of Apocalypse World and our brave PC's managed to rally together to kill their most terrible enemy and defend their holding from a vicious night attack. There were serious losses and prices to pay, but at the end of the day they had basically... won.

Not sure if I've ever seen this addressed.  The fronts are a huge pressure on the player characters and they need to deal with them, but can the players make the world better? In whatever way is meaningful to their PC's? Can or should they overcome the shit that Apocalypse World throws at them and more or less... win?

Or is the world truly doomed to spiral downward forever.... man I hope not.

Guess another way to ask this is can Apocalypse World have a happy ending?

3
Apocalypse World / Spoonful of sugar
« on: April 14, 2011, 03:33:20 AM »
Has anyone used the Hoarder move spoonful of sugar yet in play? It's really odd figuring how spending barter after the roll will affect the outcome of helping and interfering.

A couple uses are more obvious, something like helping someone manipulate by waving jingle in someone's face. I'm curious though how this move has actually been used in play, must be some non-obvious examples.

Looking for guidance on how to run the move in play, really.

4
Monsterhearts / Where to get Monsterhearts
« on: March 10, 2011, 01:18:53 PM »
The one link I found downloaded a broken PDF.  Is there a place to get this?

5
Apocalypse World / Merciless
« on: February 23, 2011, 12:32:47 PM »
This has been turning around in my head for a day or so since it came up in a game:

First, consider a move like merciless:

Quote
Merciless: when you inflict harm, inflict +1harm.

Ok, so I deal +1harm whenever I deal harm, cause I'm merciless, right? But do I have to deal +1harm? To do it, do it right?  What if I'm not acting merciless at the moment:

"The kid doesn't know who I am, he doesn't deserve death so I'm going to let him live, with a little scar to tell the tale."

Sounds merciful... or at the very least not merciless. Which suggests I do not have to inflict +1harm when I deal harm.

On the other hand, if it's ruled that I must inflict +1harm on a hit (And this is usually the ruling I hear) then the opposite applies. If you do it, you do it which means simply having this move requires me to act merciless whenever I deal harm. My character may not choose to act in a non-merciless manner if one were to rule the move means I have no choice, If must deal +1harm every time I deal harm, then my character may not ever... choose to be merciful.

You can't separate the +1harm, a mechanic from the fictional behavior of the character. If I'm not acting merciless, I'm not merciless.

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Apocalypse World / Rules question: Implant Syringe
« on: February 03, 2011, 09:38:46 PM »
How are people playing the implant syringe.
Quote
After you’ve tagged someone, if a brainer move allows you to inflict
harm on them, inflict +1harm.

If say I have 3 hold on in-brain puppet strings would the previous use of the implant syringe let me inflict 2-harm with each hold, or just the first one?

7
Apocalypse World / Extended Hx "Questions"
« on: January 24, 2011, 03:50:55 AM »
Hey have a question for the community.

Having played in a number of con games and a few longer term, I find the Hx 'questions' come up a lot. I thought it would be cool for the community to come up with a longer list for each playbook (we know how Vincent loves lists), like a brainer gets a list of however-many and can choose up to 3.

Stuff like this:

BRAINER: (Added to the original offering)
On the others’ turns, choose 1, 2 or 3:
  • One of them is quite obviously in love with you. At least you think so. Whatever they tall you, write +3 next to the character's name instead.
  • One of them has a dark secret that only you know. Whatever they tell you, write +3 next to the character's name instead.
  • One of them has a trait which seems mundane to most but to you is absolutely, bizarrely enchanting. Whatever they tell you, write +3 next to the character's name instead.

Thoughts?

8
the nerve core / Question on use of playbook/rulebook images
« on: January 05, 2011, 04:32:25 PM »
Quick question.

Is it cool to cut little bits of the playbooks/rulebook (titles such as "Gear", "Moves", little circles to fill in, and maybe the playbook titles such as "THE SAVVYHEAD") into .jpg's to use as images for online character sheets for forum/online play?

Was going to do this for my online character then realized I should check.

Thanks!

9
Apocalypse World / Why does this make me think of Apocalypse World?
« on: December 12, 2010, 01:05:14 AM »
You're in a desert, walking along in the sand, when all of a sudden you look down and see a tortoise, Leon. It's crawling toward you. You reach down and you flip the tortoise over on its back, Leon. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can't. Not without your help. But you're not helping.

I mean: You're not helping! Why is that, Leon?


10
Apocalypse World / Skypocalypse
« on: December 09, 2010, 05:33:38 PM »
Just wondering about the online and skype or other internet based ApW games out there. Wondered how the experience of online play has lent itself to this game.  I've found the intensity of face to face play is great with Apocalypse World, more so than any other game I've been involved in and wonder how that translates to an online game. Are there any tools or sites which are especially useful?

Also I have found very few podcast or audio actual plays of the game, does anyone have a resource?

Last, if anyone has an ApW skype game in need of players I'd love to give it a try and would really appreciate it.

11
Apocalypse World / Drivers
« on: November 13, 2010, 04:12:58 AM »
Thinking about it I don't recall hearing too many stories of drivers in Apocalypse World. A player in my new game intends to play a driver and wondering if any players of drivers or MC's with them in you games have any tales to tell or tips on how to avoid them just becoming the guy to go to when you need to get from a to b.

how do you keep the driver involved when you're not ... driving?

I'm sure it's totally possible, just wondering how it's gone down in practice.

12
Apocalypse World / Actual Play - The Iron Road
« on: October 22, 2010, 02:02:14 AM »
ACTUAL PLAY – THE IRON ROAD (10/16/2010) @ Endgame Minicon
GM: Scott White
Players: Alan (Spice), Ian (Kartak), Sean (Goldman), Eric (Kal)
System: Apocalypse World

My first Apocalypse World game at convention is done. This game was a huge test for me. Whether I continue as a convention gm/mc was largely dependent on my experience at this minicon. As far as I’m concerned, I’m hooked!

My scenario was custom made, and based largely on a family history I have with trains, and a few really cool photos of old steam engines looking all apocalyptic. The world is on fire, the fires are coming this way, and the players’ characters may have a way out. An ancient steam train brought back to life through the labor of love of the PC savvyhead and his npc partner, Erie, who had left some time ago due to an injury and taken most of the holds gang with him leaving the hold in a precarious spot.

The game was left pretty wide open at start, so the players could choose any of a number of ways to go, probably responding to opening moves, and that's what pretty much propelled this session.

The players seemed to enjoy the game and while I definitely have a lot of room for improvement, some great player contributions really made it a great time for me and I think the players enjoyed the game. It even managed to come to sort of a conclusion.

CHARACTER CREATION AND OPENING MOVES
The game started with character creation, which went smoothly and quickly. Three of the four players had been an mc before so there was plenty of experience. I didn’t expect that but it was great as we really could concentrate on play. The one new player picked it up quickly, as well.

The Characters:

SPICE
Spice was a skinner, and wow what a character. He/she had slept with just about everyone around and was something of a pacifist. Loves the tiny silver handgun with the lipstick mark, loves the player on the spot establishing an intimate relationship with Money. a driver for the enemy gang. Loved the sex scene in the car with the Savvyhead Goldman and the violence which followed.
Spine was simply a great character and fun to have around.

KARTAK
Kartak the Gunlugger was tough as nails and seemed like a thoughtful character under the bad assness. In honesty I didn’t give him enough of my time and feel a little sorry I didn’t get to know him better. He really shined in the combats and had an epic atv-riding machete decapitation to begin the action of the first fight which really set a tone to the violence. A Gunlugger cannot be ignored and is NOT TO BE FUCKED WITH.

GOLDMAN
The savvyhead, who the scenario was somewhat based around was great. Somewhat injured, slightly crippled, weird man wo loves machines and speaks to them. Goldman brought the weird to the game big-time, in the form of a machine-vision where every machine has feelings and dreams and they speak and love and fear. His sex turned violence turned weird scene with Spice near the end of the game is unforgettable. We had a few nice moments between Rusty the “hot” gang leader and Goldman which I would have liked to flesh out more. Goldman’s opening move saw him start the game kidnapped and the others looking for him which really set the stage for the action of the entire game.

KAL
The Angel was great. Reasonable but tough, willing to help but expecting to be paid for his services. Kal had a great moment with Money outside the truck where his lover Spice and Goldman were having their sex-and-violence, ending with Kal murdering Money with a bullet to the face. Kal had a power struggle brewing with Kartak which would have been fun to play into more.


GAMEPLAY

Very briefly we had two fights, a small opening battle with four kidnappers and a larger battle to protect a work crew featuring about 15 enemies and a handful of NPC’s backing up the PC’s. most of the non-combat action took place after, first the intense sex scene described below, then the scene with Erie returning to see the train.

Most intense moment:
Spice and Goldman having sex in the truck with Money Spice’s lover just outside threatening violence.

Unexpected twist:
There’s no way I would have expected Erie to come to the characters’ side in the conflict, but after what they told him and what they showed him it just seemed right for him to come home. “Play to find out what happens”


WHAT WORKED

Opening moves
The opening moves and love letters in general are great to set the stage and get some hooks going.  Sean was the only player to roll poorly and he got kidnapped for his trouble. Here’s the two moves chosen for him:
  • You’re really fucking important to the scrapyard and the train and everyone knows it. How the hell did this ass hole sneak into the compound and brain you with a pipe. You wake up over her shoulder just outside the compound. Shit. Name one pc who knows you’re missing.
  • Erie used to be one of your best mechanics and leader of the scrapyard gang, but since he got his hand blown off by the boiler couple years ago he’s taken a bunch of his boys and turned against the hold.  He was an awesome engineer but damn. What did he take with him when he left that you really can’t bear to be without?
   
Turns out Erie has some critical train parts so that gave the group some immediate motivation to deal with the guy.

Big sheets of paper
I brought a huge pad of paper which I used for maps. Though this is hardly revolutionary I thought it worked well and was really flexible to switch back and forth from fight to “overland map”

The System
Most of all I need to thank Vincent Baker for the game. The thing rocks and is so easy to pick up and play. Crazy fun to MC and really challenging. Thank you!

WHAT STUMBLED

Starting moments
Feels like I started the first few moments of play a little weak. Didn’t get intense enough right from go and fumbled around from character to character a bit. I asked some good provocative questions I thought, but also asked a few crap ones, and let a few go unanswered, just dropped them to keep things moving, but I would have liked to know. I should ask more questions. Also I was definitely nervous and stumbled on some words. Couple players had to ask me to repeat myself a few times. Will work on that.

Too much combat
Combat in apocalypse world rocks, don’t get me wrong, I like fighting in this game. But it dominated the session. I would have liked to see more equal parts combat and character driven scenes.

Player spotlight
Simply didn’t give Kartak and Kal enough of my time. The scenario centered to some extent around the Savvyhead and the Skinner was so over the top that I focused mostly on those two outside the fights. Need to work on giving everyone more equal time. All the players did a fantastic job.

Props
Maybe inspired by Sean Nittners’ game but man, I feel like I should have made some more compelling visuals. Next time I’ll bring some more stuff.

Breaks
Simply neglected to take any. Just newbie con gm error, sorry guys.


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Apocalypse World / Apocalypse in Oakland
« on: October 16, 2010, 04:46:01 AM »
Just thought the community would like to know there's three sessions of Apocalypse World scheduled for the Endgame Oakland minicon tomorrow, all full, too! People want to play this game.

Then an Apocalypse word specific event there so more people can try it the following Thursday.

Awesome.

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the nerve core / Question on posting material
« on: September 17, 2010, 09:45:56 PM »
Hi, quick question.
Is it ok to post (links to) PDF's and other materials we've made for AW or other games? For instance I may want to create a faceless playbook for all to use, is that cool?  Stuff like that.


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Apocalypse World / Advanced Combat Moves
« on: September 17, 2010, 03:15:40 AM »
Is anyone using these?  We tried them tonight in my game and they were a bit baffling really.  I think the situation didn't quite call for them (Too few people) but we all agreed we wanted to give them a try.

Anyone have some wisdom or AP examples of them in use?

Thank much!

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