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Topics - lin_fusan

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Apocalypse World / Handling PC versus PC seduce/manipulate
« on: August 06, 2012, 03:43:45 PM »
I have found in the games I have run (mostly store or convention one-shot pick-ups) difficulty in adjudicating situations when two PCs are trying to convince one another to do something.

Here's a truncated "Actual Play":

So the Chopper is trying to get his gang organized after a drunken party (and a botched Pack Alpha roll) to sack this caravan. However, the caravan is being guarded by the Gunlugger.

Some shots were fired, and the Chopper's gang is mostly dead and in disarray, but the Gunlugger and Chopper are friends, so they sit down to negotiate.

What followed was a half-an-hour if-you-do-this, I'll-do-this back and forth, where neither would agree to the other's terms, but would add one more conditional instead. Like the Gunlugger wanted to hire the Chopper and his surviving gang to protect the caravan. But the Chopper would only do that if the Gunlugger recruited replacement members. But the Gunlugger said he couldn't do that right now because he's contracted with the caravan, etc.

I normally let PCs negotiate between themselves before rolling, but I'm thinking I'm "doing it wrong" both in this case and with Apocalypse World in general.

I can break down all of the other moves into actionable bits, but with seduce/manipulate between PCs, I instinctually let it drag out until it's this tangled mess.

I'm thinking that I should have simply asked the Gunlugger to roll seduce/manipulate with the Chopper rolling Hx to interfere right away? And then, based on the way the rolls fall, have the Chopper do the same back for his conditional?

Any thoughts/advice?

Monsterhearts / Stacking conditions
« on: April 15, 2012, 01:00:10 PM »
What happens when, for example, a PC rolls to hold steady, gets the 7-9 result, but already has the Condition terrified?

Can the player choose the "pick an option from the 10 up list but also gain the Condition terrified" but simply ignore the second part of the clause?

Or is the player barred from that choice?

Similarly with the 7-9 choices in gaze into the abyss?

Or should this be handled in the fiction instead?

Monsterhearts / Werewolf secret identity and Strings
« on: March 30, 2012, 03:10:30 PM »
Ran into an interesting conflict between players. The Werewolf had gone Darkest Self and attacked some football players in revenge for keying his car, but he did this at a house party where the Chosen was waiting for signs of monstrousness.

The Werewolf wanted to run away after the attack, but the Chosen wanted to spend Strings on him to prevent that from happening, but the Werewolf player asked, "But how do you know I'm a werewolf? Your Strings are from my human form."

The Chosen player then said that she was the monster hunter and would just know. There was a kind of stand off since the Werewolf player didn't want to be found out (at least, not right then and there), but the Chosen wanted to confront him using Strings.

I kind of half-arsed an answer and let the Werewolf spend Strings on her to influence her to back off, but it didn't sit right with me.

Any suggestions on how to resolve a secret identity with the String mechanic?

Apocalypse World / Gambling custom move
« on: October 15, 2011, 08:21:47 PM »
I have a casino-based game coming up, and I feel it's necessary to have form of gambling-based custom move, whether in-game or meta. Of course, I'm a little brain-fried so I can't think of anything. Help!

I will owe people 1-barter! Or whatever good will 1-barter equals to!

Apocalypse World / A couple questions about the Operator
« on: August 04, 2011, 01:18:54 PM »
I just wanted to see if I'm reading the playbook right:

1) Operator starts off with some starting gigs. She assigns crew to each one.
2) Before she even rolls moonlighting, it is assumed that these gigs are hanging jobs waiting to be worked. In other words, someone has employed you to do something and is waiting for that job to finish.
3) You roll moonlighting and take profit or catastrophe.
4) You erase the profited and/or catastrophic gig because they are done. And you deal with the consequences.
5) Whenever you get a new gig, any new gig, you add one to your juggling.
6) Whenever you finish a gig on-screen, you take profit or catastrophe (based on the narrative).

So does that mean it is possible to have more juggling than gigs?

So with unworked gigs, does it literally mean you haven't touched that job, or does it mean it's ongoing (the crew member is still in the middle of employment and it hasn't reached a conclusion either way)?

Apocalypse World / Healing downtime
« on: May 14, 2011, 12:16:14 AM »
How do other gaming groups handle healing downtime? Say that three characters have hit 6:00 and want to be narcostabbed for a week to heal up, but 1 character doesn't want to do that, and instead want to the talk to NPCs, get into fights, and generally keep playing.

Apocalypse World / Questions about Hx useage
« on: April 11, 2011, 10:07:45 PM »
I have a couple of questions about the usesage of Hx:

1) I had assumed that if two characters were in the same charged situation, they couldn't Read a Sitch separately, so one had to help the other. Is this right?

2) I had another situation where three characters were sneaking through an enemy encampment. The Battlebabe was on "point" to sneak through, and I had the seconf character roll Hx to assist, but should I have had the third character roll to assist in order to participate?

i find out that I learn something new every time I run this game!


Apocalypse World / New Playbook: The Radio
« on: March 15, 2011, 02:31:11 PM »
Hey all, long time lurker and first time poster!

I’ve had this playbook idea bouncing around in my head, and since Luxe Eternal is callilng for playbooks, and since my group can’t seem to meet up to play AW (sad!), I figure I should throw this out into the world’s psychic maelstrom so I can excise the idea out of my head.

This playbook has not been playtested at all and is more of an exercise of my rusty design skills. Comments and criticisms welcome!


The Radio
Most normals think of the world's psychic maelstrom as this screaming, broken void hovering in the back of your brain, but the Radio, well, the Radio thinks that too, but they fuckin' believe it's a good thing. They see the maelstrom as information, just fucked up information tossed in a blender, and people’s brains as the meat for the blender. And these crazies actually think that they can and should ride this information.

To create your radio, choose name, look, stats, moves, gear, and Hx.

Newsboy, Anchor, Mic, Shout Out, Feedback, Voice Over, Offscreen, Beat, Tagline, DJ, Turntable, Spin, Tape Deck, Fadeout, Blogger, Anon, Spam, Broadband, Router, Wireless

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

You get all the basic moves. You also get receivers and one more radio move.

Man, woman, ambiguous, transgressing, or concealed.
Rags, old military clothes, fetish-bondage wear, or t-shirts and jeans.
Disheveled face, grizzled face, emaciated face, plump face, or ashen face.
Dead eyes, sunken eyes, tired eyes, deep eyes, ruined eyes,  or sad eyes.
Flabby body, skeletal body, toned body, crippled body, or scarred body.

You get:
   1 personal weapon
   1 paranoid weapon
   oddments worth 1-barter
   fashion suitable to your look, including at your option, a piece worth 1-armor

Personal weapons:
 many knives (2-harm hand infinite)
 baseball bat (2-harm hand)
 machete (3-harm hand messy)

Paranoid weapons:
 sniper rifle (3-harm far hi-tech loud)
 shotgun (3-harm close messy)
 hunting rifle (2-harm far loud)

Everyone lists their characters by name, look, and outlook. Take your turn.

List the other character’s names.

Go around for Hx, on your turn:
   Tell everyone Hx-1. You keep to yourself.

On the other’s turns, choose 1 or both:
   One of them knows something or does something you really admire. Whatever number that player tells you, add +1 to that.
   One of them knows something or does something you really detest. Whatever number that player tells you, add +1 to that.
   Everyone else, you haven’t had the time to get to know them. Whatever number they tell you, subtract -1 to that.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting and highlight it. The MC will have you highlight a second stat too.

Radio Moves
Receivers: You get a small stable of willing antennas. They function like willing subjects of ride the airwaves, but you gain full control of their bodies. For all intents and purposes, you are the same person as the antenna.

In order to ride an antenna, you have to manipulate them first. If successful, your body falls unconscious, and you wake up instantly in the body of the antenna. Each time you ride an antenna, everyone else changes their sheet to say Hx-3 with you.

Each antenna has a unique advantage compared to the other ones. When you ride a new antenna, choose one of the options below and cross it out:
+1 Hard
+1 Sharp
+1 Hot
+1 Cool
Once you cross out the fourth option, erase your marks and you can choose them all over again.

You can lose an antenna if they die or if they become unwilling.

[Note to the MC: Don’t forget to treat each antenna like a real person. Name them, give them desires, etc.]

Static: You can choose to roll+weird instead of roll+Hx when you interfere with someone who’s rolling.

Ride the Airwave: If you touch an unwilling or willing NPC, you can ride their senses and see and feel and taste what they see and feel and taste. It works like read a person with a roll+sharp, but you can spend your hold whenever you want to ask your questions. For each NPC that you have a hold, you suffer -1ongoing.

Remote Viewing: You don't have to be physically present to use the radio moves receivers, static, or ride the airwaves, but an NPC you have met must be physically present in the situation.

Ear-worm: During a conversation with a NPC, you can roll+weird. On a 10+, you gain 1-ongoing with them. On a 7-9, you gain +1forward with them,

Cloud sourcing: You can ask the world’s psychic maelstrom for the name of the person who can help you best with your current problem. State the problem and your proposed solution and roll+weird. On a 10+,  you get the name and +1forward if you interact with the person. On a 7-9, you get the name and +1forward, but someone else also learns the name and reason for your query. On a miss, someone else learns the info, but you don't.

Radio Special: If you and another character have sex, roll+cool. On a 10+, choose 1. On a 7-9, they choose 1. On a miss, they get to hold 1 and spend their hold at any time. As long as they have a hold, you have -1forward with them.
 - You tell them a secret. They gain +1Hx with you.
 - They must give you something they think you want as if you had chosen that option for going aggro. They gain -1Hx with you.
 - They tell you a secret. You get +1Hx with them, but you get -1forward with them if you act on the secret.
 - Nothing else happens. It was pretty casual.

Radio Improvement
Whenever you roll a highlighted stat, whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th improve and erase.

 get +1cool (max cool+2)
 get+1hard (max hard+2)
 get +1hot (max hot+2)
 get+1sharp (max sharp+2)
 get a new radio move
 get a new radio move
 get a holding (detail) and wealth
 get another four antenna
 get a move from another playbook
 get a move from another playbook
 get +1 to any stat (max stat+3)
 retire your character (to safety)
 create a second character to play
 change your character to a new type
 choose 3 basic moves and advance them
 advance the other 4 basic moves

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