Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - CodexofRome

Pages: [1]
1
Dungeon World / ApocWords.net
« on: April 24, 2013, 11:40:56 PM »
I'd like to introduce Apocalypse Words, http://ApocWords.net, to you Dungeon World GMs. The site is designed to be a support during prep or a game, helping to provide quick inspiration when you need it. The Dungeon World section is the most complete, but there are also pages for Apocalypse World and Call of Cthulhu.

I'll be using the DW page (http://www.apocwords.net/systems/dungeon.html), via my iPad, Saturday for my monthly session of Dungeon World. I don't intend to use the output literally all of the time, but more as inspiration when in the moment.

Take a look if you're interested and let me know if you have any questions, comments or suggestions. I've got plenty of work ahead, and I hope you find the site useful!

2
Dungeon World / Starting a New Game: What do I Need to Bring?
« on: January 22, 2013, 05:10:02 PM »
I have a new game starting Saturday. I've run AW several times, but am new to DW. I'll have a copy of the rules, dice, player sheets and extra paper.

But what else should I have with me? What would you make sure to have and why? I intend to have them start in media res in a dungeon. Do I need to have it mapped out with notes on monsters and traps?

Thanks!

3
Apocalypse World / A post-apocalyptic environment is ...
« on: April 22, 2011, 10:57:07 AM »
For a series of TBA resources, I've been trying to come up with a general definition that covers, in the broadest sense, what a post-apocalyptic environment entails. For the purposes of this project, I don't want to include causes within the definition itself.

Here's the statement I'm working with.

A post-apocalyptic environment is one where there has been a significant decrease in human population, such that human society loses cohesion and technology advanced past a certain point cannot be sustained.


I'm very interested in knowing what any of you might think about this.  Thanks!

4
Game night tonight, and two of my players, both reasonable adults, did something, in-character, that I really found disturbing.  I've been playing rpgs since the 70s, and I can't remember ever being shocked by something like it.

Tabernacle, the players hardhold, was under serious pressure, at war with Big Rock, another settlement.  It started when Big Rock got caught stealing women from a third, small settlement under Tabernacle's protection.  Big Rock demands submission and tribute.  Tabernacle refuses, hits hard at Big Rock's farms with two gangs (one from the hold, another a biker gang).  Big Rock strikes back by picking off Tabernacle scouts, implicating Tabernacle in the poisoning of Junktown's well, setting a wildfire that threatened Tabernacle on one side while attacking from the other.

In the midst of it all, a teenage girl with visions of a better world leads a third of Tabernacle's people, and almost all from the third, small settlement, maybe a hundred men, women and children away to the west to find safety and peace. They don't get far before Fang, Crater (the PCs) and Crater's bike gang track them down... and shoot them down in cold blood. 

Yikes.  On one level, in game, I can see it happening post-apoc and I'm sure similar atrocities are probably easy to find throughout history.  On another level, it really blew me away. 

Ever had that happen?

5
Apocalypse World / New MC: Need feedback on custom stuff
« on: April 09, 2011, 05:07:58 PM »
So, the first session I ran went very well I think.  Two PCs, more joining next week.  One of the PCs, Parson, is a hardholder, and runs Tabernacle.  His right hand man is Fang, a gunlugger PC.  Very quickly, they got into a conflict with Big Rock, a larger settlement run by a charismatic warlord named Barnabas.  They took Shazza, Barnasbas' emissary, captive. 

This next session, Big Rock is clearly Front #1 for the game.  I think I've got the idea of what to do, but I'm hoping you'll look this over and point out the flaws. 


Threat 1
Barnabas (Warlord/Slaver)
Cast: Barnabas, Shazza, Fuse
Description: Barnabas will dominate the Metro, enslaving those who don’t submit to his power.  In this Threat, he's reacting to the capture of Shazza and going to put the pressure on until Tabernacle submits or is destroyed.

Custom Move: Ambush!
If you're on the move beyond Tabernacle territory, Roll+Sharp. On a 10+ nothing happens. On a miss, 4-harm from an ambush. On a 7-9, choose one:
  • Spot the ambush and go back   
  • 2-harm from the ambush

Countdown: To War!
For each of the following events, advance the clock one:
  • Refusal to release Shazza
  • Capture Fuse
  • Capture Zip Gorgeous
  • Refusal to submit to Barnabas’ rule
  • Spotted in Big Rock Territory
  • Ambushed by Big Rock gang
  • Kill any Big Rock people
Events:
  • 3:00: Warn Junktown to break ties with Tabernacle
  • 6:00: Send Zip Gorgeous to Tabernacle to initiate the attack on Junktown
  • 9:00: Send Raid to attack the Tunnel People
  • 10:00: Capture Tabernacle NPCs who wander outside Tabernacle
  • 11:00: Recon Tabernacle
  • 12:00: Full on attack on Tabernacle

Threat 2
Cast: Zip Gorgeous
Zip Gorgeous (Grotesque/Mind Fucker)
Description: Zip is Barnabas’ brainer. He’s going to infiltrate Tabernacle and mind fuck someone into poisoning Junktown’s water well. He’ll choose an NPC, unless a PC confronts him and loses.
Special: Zip’s threat is triggered when the Barnabas threat countdown reaches 6:00

Custom Move: Mind Fucked
Applies to PC's only.  If you confront Zip Gorgeous, roll+weird. The fucker digs into your mind. On a 10+, you know it, but shut him down before he gets in and before you know what he was up to. On a miss, you disappear for two days and don’t remember why. On a 7-9, you don’t know why or how, but the next thing you know, it’s a day later and you’re standing next to an open manhole cover near Junktown with a jug of something green and icky in your hand.

Countdown: Poisoned Water
Every two days after this threat is triggered, advance the clock by one.
Events:
  • 3:00 – Zip arrives in Tabernacle
  • 6:00 – Zip mindfucks an NPC (or a PC, see above)
  • 9:00 – The mindfucked person disappears from Tabernacle
  • 10:00 – The well is poisoned/people are getting sick
  • 11:00 – Foster sends word he needs help
  • 12:00 – A third of the folks in Junktown die

Threat 3  *** UNFINISHED ***
Big Rock Castle (Landscape/Fortress)
Description: The castle is a rambling, makeshift fortress and prison, built atop Big Rock. The people kidnapped by Barnabas’ gang are held in several large pits until they can be broken and moved out on the farms.
Cast: Barnabas, Fuse, Zip Gorgeous, possibly Shazza

Custom Move: Navigating the Castle!
As you move through the Castle, roll+sharp. On a 7+, you move deeper into the fortress. On a miss, you set off a trap and choose two. On a 7-9, you set off a trap and choose one:
  • You take 2-harm (ap)
  • You set off an alarm
  • A guard appears in front of you
Countdown Clock
For each successful Navigating the Castle move, advance the clock
Events
  • 3:00
  • 6:00
  • 9:00
  • 12:00: The hostages/slaves are freed


I'm not finished with, and not happy about, the third threat at this point.  I'm not sure exactly what to to do with it, other than possible use it to kill all the hostages held in Big Rock if the PCs don't react or don't stop it.

Any comments or suggestions about these would be highly appreciated!

More details about the story that's developing can be found here: http://www.obsidianportal.com/campaign/ashes-of-winter/wikis/main-page.

Pages: [1]