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Topics - Ry

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Dungeon World / Wrack & Wruin
« on: July 02, 2011, 12:41:30 AM »
Hey guys, I Posted something over at Story Games that you guys might find interesting as an approach.  Not really game design on my part, but a reformatting of 1974 D&D in something closer to AW's style.

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Dungeon World / Catching up - What decisions were made?
« on: April 12, 2011, 01:46:20 PM »
What design decisions were made on the way from Apocalypse World to Dungeon World? 

(I'm really interested but a bit mystified because there's so much to talk about now.)

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Apocalypse World / How do you keep track of long-running Apocalypse Worlds?
« on: February 08, 2011, 04:22:40 PM »
Just wondering - are there tricks?

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Apocalypse World / Drop-ins, Drop-outs
« on: January 18, 2011, 11:24:31 PM »
I know what to do when a player joins the game.  Re-do the Hx rules. 

What expectation should I set when a player can't make a session but their character is materially involved in the evolving situation?

What's the balance between:
"Make Apocalypse World seem real."
"look at NPCs through the crosshairs" and
"be a fan of the players' characters"

(I'm not blasé about spotty attendance; I try to avoid having spotty players take anything more than guest roles in my games, but once in a while something's going to give)

5
Apocalypse World / A lush, green apocalypse
« on: January 18, 2011, 01:31:09 PM »
Whatever's happened in Apocalypse World, it precludes large-scale manufacturing and the agriculture base is pretty degraded.

But It's not necessarily irradiated, gray or visually bleak, right?    

Years on, Chernobyl is basically a huge nature preserve.  When humanity abandons a place, for whatever reason, it goes back to nature in ways that are pretty intense.

Does anyone have ideas on what a lush, green apocalypse would look like?  

Do I need rules changes to capture this kind of apocalypse?

6
blood & guts / Why is there no "what do I know about X?" move?
« on: January 11, 2011, 11:55:12 AM »
So this seems like a pretty natural move - something comes up in play / an NPC mentions he's from the Salt Flats out east, and the players ask "What do I know about the Salt Flats?"

Obviously there are guidelines - the MC barfs forth, makes the world seem real, announces future badness but misdirects, whatever. 

But I was curious why it wasn't an actual move, since it seems like you could make a chart like

When a player character uses their noodle, roll +sharp.
On a 10+, you know one, on 7-9, both.
- You've heard something more than its name and basic description.
- What you've heard is from a reliable source.
On a miss, the GM tells you something that you believe is a hard fact. 

I assume it has to do with player autonomy over their characters' brains, or player/character disconnect on the miss, but it also seems like it would pull play along so I was wondering why the downside outweighed the upside. 

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Apocalypse World / (Thwack!) Ow! My head!
« on: January 02, 2011, 09:34:47 PM »
So my character keeps getting hit in the head. She doesn't have a helmet, so all these hits keep bypassing her armor.

In another game I'd appeal to the rules that armor is supposed to protect me, but since my character's head is exposed (not to mention the fact she's a head shorter than everyone) I've had to suck it up. Damned misses. Damned 'what honesty demands'

I'm sick of my short, sweet & transgendered Angel getting pistol-whipped! She's now at 9:00 and she has got to stop intervening in other characters' violence.

I'm loving this game; I care about this character so hard it hurts a little.

8
blood & guts / Stats : Moves ratios?
« on: November 03, 2010, 01:19:51 PM »
How important is the existence of five stats + Hx, instead of say, 4 or 6 stats, with or without Hx?

Is there a ratio of

Stat:Moves built for a stat

that applies? 

i.e. if I wanted to have 4 stats an no Hx, should I also expect to have fewer moves?

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