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Topics - Tore V

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Monsterhearts / What movie is the cover from?
« on: February 10, 2015, 02:10:53 PM »
I know the cover is a cutout from a movieposter, because I saw it once and forgot the title. Could anyone enlighten me as the name of the film escapes me?

Oh, and on a different note, I just sam the monsterhearts cover on an add for a phillips tv.
If you're curious, the link is here

And no, I'm not advocating buying it :-)

Uncharted Worlds / First play session
« on: July 13, 2014, 04:42:50 PM »
So we had our first run of Uncharted Worlds last night (combined with a very nice barbeque). We didn't get to see the characters in play as we spent our available 3½ hours creating them and building our little slice of the galaxy.
We began by jotting down a few base rules for how our universe would work.
1: There are fixed jump points in a network. Some of them lead nowhere but you can still get back. Jump points are stationary and rather far from the star. It takes at least several days to get there.
2: You can't fly FTL, and there's no FTL communications. However, there are comm-sattelites that constantly jump back and forth at their designated jump-points, delivering messages.
3: No aliens. At least, not yet.
4: Earth is a myth, lost in the mists of time.
5: Most worlds are shaped by the original Terran cultures that colonized them, although there is, of course, overlap.
6: There are both single and multi-system governments, with some large empires of 10+ systems.
7: Only shuttles land on planets. Starships dock at orbiting stations connected to planets via space elevator.

Here's what we discovered:
Character creation takes a damn long time compared to other AW hacks due to having to read through and select two carreers and an origin. On top of that you have to set some standards/rules for the universe to get everyone on the same page. You also have to get some somewhat detailed starting factions together. It's fun, but time-consuming.

What we hacked together:
We stole a page from Monsterhearts to create the crew. We'd decided early on that actually <i>having</i> a crew was necessary for the gameplay, as that would give me (the GM) some ready cannon-fodder/possible hostages/interpersonal crisis/story hooks. We needed names, and we needed to make them matter, their deaths mean something, other than "We lost redshirts 2, 7 and 15. Hire some new ones next time we dock". We divided them by department and then created interdepartmental relationships. We'll be doing a relationship map to keep better track.
We also drew the ship, deciding what it would look like and where the various departments were located. 
Mostly for flavour, but also to decide what crew to get sucked into space during battle. I know this isn't covered by the rules, but it really helps immersion.

What I <i>wish</i> we'd hacked:
It takes a bit to create a backstory, so what we decided we needed was a Monster of the Week-style backstory generator. It could be located on the origin sheet and would speed things up, not to mention making it easier to remember the basic backstory between characters. On top of that, it's very easy to build upon.
A faction background generator would be nice as well, as would a ship relationship (how'd you get on the vessel).

In two weeks, the trade/salvage ship HMMS Pandora, an old but servicable tub of a ship will take to the stars with its crew of miscreants, wash-outs and grizzled veterans.

Here's our design document and world creation:

Jump points as FTL. Fixed points link a network of systems.
Old Earth is lost in the mists of time. Considered a legend.
Humans only (for now)
Both single and multi-system governments with a few systems of 10+ worlds
Large ships cannot land on planets.

Gregorius and (forgot name, sorry)
G is an aristocrat, third son, joined the Royal Gaian Navy and was discharged for doing the right thing against orders. High-brow, rich (well, not ready cash, his family has all the money but will help if asked. And they pay his butlers salary).
Unnamed was previous owner of the Pandora but got himself into money trouble and decided to take on an invester, Gregorious. Techhead and greasemonkey who sleeps on a cot in engineering.

Worlds: Gaian Kingdom, Greek culture dominant, monarchy, 2-system Kingdom, primary system is Gaia, Athens (capitol planet) Delphi, Sparta, secondary system is located in a galactic cul-de-sac, Elysium, penal/farming/mining colony. Population consists of prisoners and volunteers who work there (managing the prisoners) for good pay on 10-year contracts. Planet is very rich in resources but is too hot and muggy for humans to feel comfortable.

Free Trade Station Ticonderoga, expanded over the years with a hodge-podge of debris (and looks it). Governed by the guilds, very Wild-west, only trouble with the law is breaking a contract or endangering the station. The system itself has dead planets and a gas giant.

Kazue: Multi-system empire, originally populated with Chinese and Japanese, very populated. Will trade with foreigners, but is very isolationist. Caste-based society, with merchants as the lowest as they are considered polluted by their contacts with foreigners.

Ashanti Empire: Bio science, very evolved, genetic engineering, may be the next step of evolution.

The Singularity: High-tech society, cybernetics

Ship (HMMS Pandora)
Crew Quarters
Shuttle bay
Stealthy Shuttle


Pilot: Robert “Bob” Mills. Boring, happy to work away from his wife and kids, never takes initiative
Co-pilot: Tad Andrews, disgustingly good looking flunked the academy, horn-dog
Astrogator: “Icarus”, too clever for her own good, daredevil, former lt, was only allowed to fly support ships in the navy.
Chief: James Ellison (Jimmy)Too young but with an innate knack for machines.
Engineer: Hermann Schwartz, old, by the book, drunkard when on shore leave.
Apprentice: Petra Ellison, young and wide-eyed, 15, adorable and seems naive (a facade)
Service and Maintenance
Cook: Kostas, great cook, former private, stickler for hygiene since he gave his entire company fod poisoning
Cabin boy: Hannah Loré, Tall and skinny, wild hair, 18 years old, first time in space, naive.
Janitor: Hank Aldrin, grizzled veteran, prosthetic arm, knows everything about everybody jovial gossip, the ships “mommy”
Butler Konstantinos, Lethal, immaculate and a master of etiquette.
Deck Chief: Jesse Williams, old and authorative, tough but fair, doesn’t tolerate nonsense, no-ones mother.
Accountant: Aleksandra, well-educated but inexperienced, tries to ingratiate herself to the family. Good eye for a good deal
Hauler 1: Sean Williams, Jesse’s son, born spacer. In a relationship with Aleksandra that she believes will end when her contract does.
Hauler 2
Doctor/Security/Armourer: Mario Velasquez, former Seargent saved by Gregorious

Monster of the Week / Mystery sheet as a form
« on: May 18, 2014, 09:29:12 AM »
I was wondering, has anyone made a form of the mystery sheet with menus and such? It would be a great help for people like me who can't read their own handwriting :-)

Monsterhearts / Congratulations!
« on: April 03, 2013, 03:26:39 PM »
I just read that Monsterhearts was nominated for an Origin award. Fan-fucking-tastic!!!
I really hope it wins. It was a huge hit with my group at Fastaval.

Monsterhearts / Cool ideas!!!
« on: October 25, 2012, 08:42:13 AM »
Hey everyone.
I just wanted to create a thread where, instead of asking questions, people could share random cool ideas used (or imagined used) in Monsterhearts.

Monsterhearts / Slow beginnings
« on: October 10, 2012, 09:24:14 AM »
Hey everyone.
I have a bit of a problem starting sessions of Monsterhearts. It's not that we don't have a lot of fun, because we definately do, but starting a new game seems slow.
I don't mean the initial setup, selecting skins, asking questions, creating the town and such, that's quick and greatly enjoyable.
I'm talking about what happens after that.
How do I, as GM, start out sprinting? I mean, I have a threat planned (loosely), but I tend to start the group in the classroom and then... I freeze. I simply have no good way of getting the ball rolling.
I think maybe I'm scared of starting out too strong and scaring people off.
What I'd really like to know is: How do you guys do it? How do you start out?

Monsterhearts / Illustrations of basic moves in the media
« on: September 12, 2012, 03:42:33 AM »
Thanks to my 20-month old daughter's sudden love for music videos (thank you, youtube), I've actually seen a few. Yes, few. Again, and again, and again....
Anywho, her recent obsession is Avril Lavigne's "Girlfriend", and as I was watching it for the 39th time yesterday it struck me that it serves a an amazingly good example of the "Shut someone down" move, including how hurting someone can be a "Shut someone down" instead of "Lashing out physically".

There is, of course, also a bit of "Turn someone on" and possibly "Manipulate an NPC".

Do any of you have any other good examples of basic moves?

Monsterhearts / A question regarding combat
« on: August 08, 2012, 06:49:16 AM »
Hey everyone.
It may be in the book, but I seem to be unable to find the rules for combat against multiple opponents. When the situation arose, I had my player make a "Lashing out" roll against every opponent, but would it be more beneficial to make a single roll for the entire battle?

Monsterhearts / A selfish question...
« on: June 23, 2012, 05:52:41 PM »
As the title states, this is a bit selfish. I was wondering if anyone had done a 1920*1080 desktop wallpaper of the Monsterhearts cover? I really love the picture!

Monsterhearts / Drained
« on: June 22, 2012, 03:34:04 AM »
Hey everyone.

I have a question regarding the condition "Drained". The thing is, English isn't my first language, not that that's usually a problem, so maybe I simply don't have the right understanding of the condition. Am I right in assuming it means tired/busted/weary/numb/fatigued?

Thank you in advance.

P.S, would someone PLEASE comment on the gargantuan actual play I posted on storygames???

Monsterhearts / MC-less?
« on: June 18, 2012, 04:25:05 AM »
I'm looking for a bit of advice.
You see, my players are extremely inventive and active. They're used to setting scenes, they know the rules of the game, they know the intent of the game, and they don't really need me, as MC, to be honest.
I was wondering if others had any experince running MonsterHearts sans MC? My idea was to borrow a page from Primetime Adventures and let players take turns setting scenes and let "out-of-scene" players handle the NPC's. I, myself, would play a character and npc's like the rest of them and simply act as rules arbitrator should that be needed (informed player, I believe the term is). I doubt it will be needed. My players are the sort who forget about xp, who find limitations fun, feel responsible for making things interesting, and will often back their opponent if they feel losing would be more fun (we usually play PtA).

Oh, by the way, they fired me as GM in Primetime Adventures. They said I was wasting my time playing bank, and would rather see me have fun as well.

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