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Topics - Erik Weissengruber

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Apocalypse World / New Apocalypse World Campaign, Toronto Ontario
« on: August 31, 2011, 10:49:28 AM »
Bandlands Banditos and Canadian Survivors

Female players and characters welcome!

Looking to start a medium-length campaign (12 -- 16 sessions) of Vincent Baker's post-apocalyptic game.

Thinking of setting it somewhere in the Canadian prairies, near the ruins of the Alberta tar sands. Imagine Mad Max taking place in the ruins of Dog River. Soundtrack: "100th Meridian" by T. Hip.

Looking for serious badass protagonists. Your characters will be tough, competent, but human and have things that they care about above simple survival, which will be hard enough.

It's going to be a long-running thing meeting on alternate Thursdays. Looking for maximum of 5 other players.

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Do you play to win?

- Good play isn’t a win/lose kind of thing, and your characters are not fragile, but you will never be comfortably in control of your situation

Player characters are:

- expected to work together; major conflicts might erupt and never see reconciliation - think Firefly: Mal and the doctor guy need each other but too much history has passed between them to ever fully let their guard down in each other's presence

- your characters can develop through violent or romantic interactions between each other, so be prepared for drama

The GM’s role is:

- The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations

- this is my default GM style

The players’ roles are…

- to fling their characters into tough situations and make hard, sometimes, unwise choices

- "unwise" doesn't mean "suicidal": it's really hard to put your badasses in the dirt, but your guys are the sort who flip the bird when some biker dude says "submit to Lord Humungous!"

Doing the smartest thing for your character’s survival or thriving

- is what a good player does: in this game you have to work hard to get the food, water, fuel, love you need to keep going

The GM’s role to the rules is…

- my default approach: follow them, come what may. (including following house rules)

- that said, the game system is straightforward and full of consequences, not fiddly bits

After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…

- a meaningful moment, powerful and an example of excellent play.

- BUT only going to last until the other player characters find out and do something about it, including killification

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