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Topics - Sean Nittner

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Apocalypse Galactica / Version 2 Complete
« on: March 22, 2013, 07:00:16 PM »
More than a year after I first created Apocalypse Galactica, I finally have the post-playtest-feedback incorporated version ready! Downloads available on the main Apocalypse Galactica page.

The majors changes include:

    Converting all playbooks from Legal to Letter size.
    Refining moves to make them more specific, action-oriented, and clear.
    Creating an independent Battletar and Fleet playbook.
    Copious editing.
    Reworking of common currency base moves (supply and favors).
    Focusing the language of the game on BSG over AW (more Frak, less Dremmer).
    Credits given to contributors.

A ton of work has gone into Apocalypse Galactica. I hope you enjoy.

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Apocalypse World / Knifesies - My first shot at Fronts
« on: December 04, 2012, 12:03:26 PM »
Here's the AP of my last game, which starts with the Fronts I made (it was the 2nd session). Some of this was ripped off from Devon Apple's (Nuka Coil) and some from the sample front in the book (all three uses a Affliction as a disease/contamination vector).

I'd love any feedback on the Fronts (at the beginning of the post), and/or some of the places I think I fell down as an MC (at the end of the post).

http://www.seannittner.com/actual-play-knifesies/

Thanks,

Sean

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brainstorming & development / Spy/Operative Hack already exist?
« on: August 01, 2012, 09:52:21 AM »
At the gym I had an idea for a "24" like game of AW. Mixing two great games Wilderness of Mirrors and AW.

Some preliminary ideas. Stats are based on how you get awesome shit done: Force, Tech, Guile, Planning (maybe, always a kind of passive or retroactive stat), etc.

Hx rules - Support (costs some resource, perhaps Hx), and Betray (free, increases Hx).

Special becomes "When you complete a mission (operation, assignment, whatever), <this> happens. So each time something is finished, the mechanics ensure there is more fall out. Enemy operative captured. Awesome, now lets find out if he managed to leak information first? If there is a mole helping him get out? If someone else takes the credit? If there is other corruption this reveals? Various version of revealing future badness. Leader types get more trouble, where as follower types get more resources to make the Leader types miserable.

So, has this  been done already?

Sean

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Apocalypse Galactica / Existing Discussion
« on: June 28, 2012, 02:22:43 PM »
So far (before the AG form was created) here's what we've been talking about:

Design Notes version_01 http://apocalypse-world.com/forums/index.php?topic=2794.0

Thoughts on the Leadership move for the CAG vs. Commander http://apocalypse-world.com/forums/index.php?topic=2819

My design notes and actual play are all located at: http://www.seannittner.com/apocalypse-galactica/

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I’ve been working on a CAG (for my BSG hack) move analogous to Leadership, used to control the squadrons, and something is coming into focus. I don’t understand what the Leadership move does.

I get pack alpha. Getting your gang to behave is tough, they’re going to fight you, this how you put them down.

But, if your gang is under control, why isn’t the character in charge of them, any character just making basic moves?

Need your gang to stay sentry and watch out for intruders trying to sneak in? Read a sitch.

Need them to put the hurt on someone and get them to pay their debts? Go aggro.

Need them to stay the fuck out of site while you lure your enemies into an ambush? Act under fire.

It just seems to me that Leadership is superfluous unless you need it to control your gang, and that’s not exactly what leadership does. Sure, on a miss, you lose control, but on a hit you get things like “make a hard advance”. What is that? Is it going aggro? Is it seizing by force? If so why not just roll those? If not, what does it do.

In the book Vincent suggests spending hold along with using moves (his example is making hard advance and seizing by force to take a wall). But again I ask what does the Leadership part of this doing? Why couldn’t the Hardholder just roll seize be force to take the wall?

He also mentions using the gang as weapons (p.253) but that also just looks like you do basic moves with them.

What am I missing?

Also, if I’m not missing anything, what about a move like this. Strong Hands on the Rein*: You can use your Military Unit (my name for gang) to perform all the basic moves. Add these to all moves. On a 7-9, you’ve got to discipline one of your soldiers after the encounter for something they did or didn’t do. On a miss, your MU has broken formation, been routed, or otherwise leaves you exposed to your enemy.

*Move name courtesy of SoylentWhite

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brainstorming & development / Apocalypse Galatica
« on: June 07, 2012, 11:58:18 AM »
After a year of fiddling with it, I finally have a usable draft up of of my Battlestar Galatica hack.*

Download the hack, see design notes, and actual play here:

Apocalypse Galactica

--

* Sorry, I originally posted this in the main Apocalypse World forum, when it should have been here. I tried to move it but didn't have permissions. Please feel free to delete the original http://apocalypse-world.com/forums/index.php?topic=2783.0

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Apocalypse World / Apocalypse Galatica
« on: June 05, 2012, 07:50:18 PM »
After a year of fiddling with it, I finally have a usable draft up of of my Battlestar Galatica hack.

Download the hack, see my design notes, and actual play here:

Apocalypse Galactica

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Apocalypse World / Actual Play - Dead World (7/16/2011)
« on: July 23, 2011, 11:16:17 PM »
The Actual Play from my Dead World game.  It was awesome.

http://seannittner.livejournal.com/129290.html

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Apocalypse World / Actual Play - Iron Road (7/16/2011)
« on: July 23, 2011, 04:38:49 AM »
I played in Octoscott's Iron Road game (again!) and loved it (again!).

Here is the AP: http://seannittner.livejournal.com/129055.html

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Apocalypse World / Dead World
« on: July 14, 2011, 03:32:52 PM »
I'm running a Deadwood hack of Apocalypse World this weekend at a con.  I'll write up AP when it's done. 

Hacking the game over presented some challenges, namely what do do with Weird and playbooks tied into the Psychic Maelstrom. 

I ended using seven playbooks (should be plenty for a 4 person game)

Sheriff (Chopper with his gang as deputies and his bikes as horses. I removed "Fucking Thieves" and made "Pack Alpha" more powerful by allowing him to use it on anyone in camp, renamed "I am the law")

Whore (Skinner with very few changes)

Gentleman (Maestro 'D with few changes)

Muscle (Gunlugger with few changes)

Calamity (Battlebabe with a few cosmetic changes)

Doc (Angle with a whole different list of things in his kit and his healing touch changed to "Breath, Damnit!")

Preacher (this was the toughest one.  He started as a Hocus but lost his congregation and eventually got a "mask" of faith to cover his demons.  He's one part hocus, one part faceless and a touch of brainer)

Here's the stuff I made for it

Playbooks (and moves): http://www.sadric.com/download/DW_Playbooks.pdf

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Apocalypse World / Actual Play - Heart of Darkness
« on: October 19, 2010, 09:17:29 PM »
After playing one game of Apoc World with the inestimable Carl Rigney I was hooked.  For my first game I wanted to go with a classic.  Apocalypse World -> Apocalypse Now -> Heart of Darkness (the book Apocalypse Now was based on).

I read the book, soaked in the imagery, and then turned it into my own Apocalypse.

Here's the AP for Heart of Darkness run at the Endgame Minicon:

Heart of Darkness

And here is the playtest:

Heart of Darkness - Play-test

And finally the warm up game that got my first MC muscles moving

Water's Girl


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