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 - AlHazred

Pages: [1]
Monsterhearts / The Blood of Misty Harbour - where to buy?
« on: January 21, 2014, 10:04:55 PM »
So, I see that The Blood of Misty Harbour is out, and there's a webpage for it. But I can't figure out where I can buy it! There are no purchase links given and it's sold out on IPR. Can somebody point me to where I can pick up the pdf, at least.

Monster of the Week / Random Modern NPC Generator
« on: July 18, 2013, 02:43:39 PM »
I really like the Apocalypse World NPC generator, which can kickstart my brain when the motor's stalling out.

I'm about to start running a modern-day MotW game, and was looking around for the equivalent, and came across this page on Chaotic Shiny. It's pretty sweet, though it would be nice if someone came up with something more specifically geared to the modern conspiracy/monster hunting/urban fantasy angle. Is anyone aware of something like what I'm looking for?


The Regiment / The Regiment // Space Marines
« on: May 12, 2013, 10:59:03 AM »
So, my local hobby shop runs an event once a year called 40 Hours of 40K, which is a 40-hour marathon of Warhammer 40K themed events. They try to change it up so that it's not just miniatures wargaming - they have auctions, prize competitions, trivia, and a couple of RPG sessions.

I ran one of the latter last year, using FFG's Deathwatch game. The adventure was fine, but since I'm running an event halfway through a marathon, none of the players have the mental acuity necessary to play the complicated rules system; it's complex enough some people have trouble comprehending all the fiddly bits when wide awake.

So, I think The Regiment can be reskinned/hacked to do this quite well, and the system is simple enough that I think they players will be able to actually have fun.

Space Marines in the setting are genetically-modified supermen, religious zealots waging a war against the Enemies of Mankind. Each Chapter has it's own line of genetic material which it uses when a new Space Marine is chosen and the regimen begins. They receive implanted artificlal organs to give them superpowers and hypnotraining to develop abilities far beyond those of mortal men. Each chapter also has its own unique religious doctrine.

I'm thinking the chapters could each give the Marine one move, then they could select two moves from their playbook. I need to sit down with the rulebook and see what moves are appropriate for each type of Space Marine. "Grit" would be reskinned as "Faith." Smokes I'd get rid of entirely, since they're pretty monastic.

I haven't had a lot of time to play around with it yet, but I think it looks promising. Any thoughts?

Is there a template available somewhere for the cool-looking playbooks in the Alpha 2.5 playtest? I'd like to try to draw in some picky gamers at the FLGS, since this looks like the best RPG yet for Colonial Marines play!

Apocalypse World / AP: Dam Big
« on: March 11, 2012, 11:48:47 PM »
So, due to a number of factors, the occasional Saturday group was open to try something new. I suggested AW, and several people were interested to try it.

I have few concrete ideas, but I figure that's all to the good. AW is not about scripted encounters or overarching plots, it's about relationships and character interaction, which develop as time goes by. I had to whip up something solid to start with, but plan to mine the player character-added elements for more elements.

For the first session my group consisted of Cullen, the Savvyhead (probably will migrate to Coot when he has enough experience), Spot the Gunlugger, Setter the Angel, and Agent Chessman the Agent. Not present for the first session but coming in later will be Kentucky the Ruin-Runner.

For the start-up, I drew a (crappy) relief map of Dam Big, the remains of the Hoover Dam, in an advanced state of disrepair. (It's always been my favorite dam because it has hood ornaments. And a starmap!) Lake Mead became the Silt Sea, a lake with a large amount of silty deposits that contain radioactives and poisons; so long as nothing stirs up the heavy silts, the top layer is relatively safe, and a population of Skimmers live off of (sickly) fish they catch in this layer. Las Vegas became Lost Vision, a ruin squabbled over by several competing warlords and some resident grotesques. To the east is the Burn Flats (dry as a bone), to the north the Rag-Waste, to the northwest the Glow, to the west the Mud Flats, and to the south the Big Dry. The characters started out in Big Dam itself.

I started with Agent Chessman since it seemed the obvious place to start. He finds himself on top of the dam, in the middle. "This doesn't look like Prague," he thinks. He heads toward the west end of the dam and finds a barricade on the road there. He approaches an open service door and introduces himself to Rum and Grome, two watchmen. Rum scampers down to alert Spot while Grome keeps Chessman in the "Interview Room," the room at the bottom of the stairs.

Spot grabs his 9mm and goes over to talk to Chessman. He starts off by shooting at him to intimidate him and then shoots at him whenever he gets an answer he doesn't like. He wants to know where Chessman came from and who sent him, but Chessman keeps telling him he doesn't have Clearance to know.

Setter hears gunshots from his infirmary at the bottom of the dam and walks up to see what's going on and make sure they don't need his services. He calms the situation, taking charge of Chessman while Spot paranoiacally goes to check the Armory to make sure nothing is missing.

Setter decides to find Chessman temporary housing in rooms previously occupied by people who've gone MIA. He tries to explain the local set-up to Chessman, including the concept of barter. Chessman misunderstands and gives Setter his wallet as a tip, keeping his cash and documentation.

Cullen arrives to work on the one remaining generator that still works (Generator 01). He runs into Chessman, takes his measure, decides he's as nutty as the rest, and goes below with his helper Thuy.

While Thuy starts cleaning out the filters that keep the generator from getting silted up, Cullen works on some of his side projects, kept under tarps near Generator 01. Most of the hardhold's people live in ramshackle accommodations on the rest of the generator room, which is a massive internal structure.

Thuy has problems getting one filter out. Cullen helps him lever up the filter and finds, in the mesh, a globe somewhat smaller than a bowling ball, colored green and glowing slightly in the near-darkness of the room. He starts checking it out.

Spot finds that, every time he checks the inventory of the Armory, he gets slightly different results. He's the only one with a key (he's Insano like Drano -- who's going to take it from him to make a copy), so he's obsessive about it. His inventory, of course, is a bunch of drawings in crayon on a dirty sheet of paper, so his accounting leaves something to be desired. He goes to talk to the hardholder.

I'd tried to keep the hardholder position undefined in case the absent player wanted to play one, but this forced my hand so it became Uncle, the one man Spot respects in Dam Big. Uncle appreciates his report on the newcomer, and offers to task one of his men to recheck the Armory inventory.

Uncle sees to Chessman while Setter is still there. Uncle does a short interview, trying to determine if Chessman has anything of value to offer the settlement. He comes away thinking Chessman's the fruitiest fruitcake in the asylum; he also has a few hundred in Prague currency as a "tip." Later on, there's a guard posted on the corridor leading to that area, "just in case he's really crazy."

Setter decides to go out and scavenge the ruins nearby. He visits the remnants of the Hoover Dam Gift Shop, which is not in the Dam proper. He spots two bikes out in front and determines that there are two chopper gang members inside. He's trying to figure out what to do when a shot rings out.

And that's where I called it. Short because of little time.

I'm having issues determine Fronts. The threats are obvious, but the Fronts aren't always. Also, I need to figure out a custom move for normal people who want to scavenge the ruins, that can't be anywhere as good as the Ruin-Runner's ability. I'll also make a custom move for fishing the Silt Sea; my idea is there are valuable things lost in there, and dangerous, too. I'm thinking there's something related to the psychic maelstrom in the Rag-Waste, and a rival hardholder named Dremmer and a chopper gang leader named Foster. That's where I'm at.

Pages: [1]