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Apocalypse World / Battlebabe inspiration
« on: August 01, 2015, 04:31:50 PM »
hey guys,

A little inspiration for you. This is what it looks like when a Battlebabe takes Not to be Fucked With.

Apocalypse World / Putting my bloody finger prints on it
« on: July 30, 2015, 06:14:28 AM »
Hey all,

I had a pretty fun moment in a recent game and I thought I'd share.

Our Angel, Jane, has an infirmary. She's got Partridge there under constant surveillance for 36 hours, and she wants to start a project. She wants to push Partridge to the brink of death to better understand its relationship to the Maelstrom and her Touched by Death move. So I give her a choice from the workspace rules. "OK, to do it you're going to need help from The Teacher" and I'm referring to our Hocus who she trusts not at all. "OR, it would mean exposing yourself to serious danger." She picks the danger, of course.

Her weird is at -1 so activate her stuff's downside and tell her to open her brain to the maelstrom. Naturally she blows the roll. In the maelstrom, I tell her she sees a bubbling whirlpool and in it are the souls of people she's lost. Partridge is circling down into the whirlpool. I give her an opportunity with a cost and tell her she has a chance to save him, startle his consciousness before he's consumed, but she has to mind her step because that whirlpool has hands coming out and grabbing at the air.

So Jane runs to tackle Partridge away from his imminent demise and hits her act under fire with a 9. So close. I give her an ugly choice. I tell her she has a split second to decide whether to follow through or let him perish.  If she jumps over that pool, though, one of those hands will grab her for sure. She chooses to save him. She feels a cold hand on her ankle but she crashes into Partridge and the two of them startle awake.

Partridge cries and turns away saying she should have let him die because he's emo like that. Then Jane hears a voice chime in, one she recognizes. "One of those lost souls boosted a ride out. They're stuck inside your head with you." I ask whose voice it is and Jane says it's Pierre, her former traveling companion. The voice in her head is a permanent addition, so I give her the move Norman from the faceless book, except it's Pierre talking, of course, instead of a mask.

Just a fun example of letting the game's cause and effect drive the fiction. This was actually from our first session. I had no idea any of that was going to happen, it just snowballed.

Apocalypse World / Workspaces for non-Savvy Heads
« on: July 18, 2014, 06:58:11 PM »
Hey all.

I'm between games currently but found myself idly pondering about workspaces. The Driver and the Angel both can gain a workspace as an improvement, maybe other characters. So I was wondering, how much can a character who isn't a Savvy Head do with their workspace? Theoretically, right, adding new parts to a workspace is just a project in the workspace. So where would you draw the line, as an MC, as to what they could do there, in the interest of preserving the uniqueness of the Savvy Head book? Or would you draw a line?

I know the answer, of course, is derived mostly from the fiction. Its not my job as MC to defend the integrity of the Savvy Head playbook or limit a character's potential. However, it is my job to make the world seem real.

Just food for thought, wondering if anyone has examples from play or thought to share.

Dungeon World / Questions—Hirelings and Magic Items
« on: March 19, 2014, 06:44:15 PM »
Hey Y'all!

Been having a great time running DW for my group. Couple of questions, sort of general advice stuff.

First off, about Hirelings. Found some really useful info about how to handle them, treating them like a resource, etc. My question is about their skills. So my PCs hired a Priestess, having no dedicated healer in the group. They found her in a town, and I gave her stats of 1 loyalty, 2 ministry, and 2 first aid. The party is mostly level 2, so it seemed more or less appropriate. Her cost was good accomplished, which is proving to create a fun dynamic since they average to chaotic neutral.

So my question is, how have folks handled the "leveling" of the skills? I sort of imagine that, since she used first aid a few times this past session, and the party ended the session by setting camp and most of them leveled, that it's probably fair to up her first aid to 3. Her loyalty was tested because the Barbarian killed a goblin that was begging for mercy, but our Wizard parleyed with her and wound up offering a fairly valuable piece of treasure to her church, so I think I leave loyalty be for now. Does that make sense? I'm interested to hear how people have handled the stats of hirelings.

My second question is about magic items. I have some neat ideas for a few to include in treasure pay-outs in my game, but I've been shy about including them. It seems like such a balancing act: I want them to recognize that it's something valuable and special, but I don't want to outright say it's magical. For some things, like a sword of flame or something like that, it seems more straightforward. It could have a certain sheen to it, and then i throw a goblin or something at them for them to test it out and Whoah! Fire! But some of the items I have planned are sort of more mundane, like a grody old coin. How do I show them it's special from any other coin without outright saying it?

Anyway, thanks for any advice or examples from your own games!

Dungeon World / Frogman starting moves
« on: March 05, 2014, 08:32:15 PM »
Hey All,

Long story short, the death of our thief led to a player spontaneously taking up a frogman who had happened to be on their side of the battle. He's hoping to play the character going forward, and I feel it fits the fiction, so I'm working with him to create some custom moves for a frogman character. Here's what I came up with:


You are amphibious. You move naturally in the water and can breathe indefinitely. However, when traveling in lands sparse of bodies of water, you consume double rations.

Fighter or Thief: when you use your impressive jumping range to defy danger, take +1. (this is a straight hack of the halfling fighter's circumstantial bonus)
Cleric: Your natural body chemistry makes you an adept healer. When you heal somebody, add 2 to the total damage healed.

Frogman Names:

Brawbitt, Bwag, Yebb, Croek, gGuirp

Hop, Skipper, Webster, Tad, Warts

Apocalypse World / a long anticipated AW first
« on: January 13, 2014, 04:51:58 PM »
I've been involved with half a dozen games of Apocalypse World now. Yesterday I MCed the first session for a new group. For the first time, one of my players described their character's face as "David Bowiesque"

I think I'm doing it right.

Apocalypse World / perfect group size
« on: November 24, 2013, 10:41:10 PM »
Hey all,

I'm sure this varies depending on your GM experience and style, but here's a question. What's your preferred group size? How many is "too many" to run sessions smoothly?

I'm asking because I'm looking to put together a group and I have received more interest than anticipated. I've run Apocalypse World a few times before, and for me the challenge has always been giving people the proper amount of screen time.

Any thoughts and experiences are appreciated!

Apocalypse World / Setting the right challenge for the Hoarder
« on: September 08, 2013, 10:41:02 AM »
Hey all!

I've MCed a small handful of Apocalypse World games, and had Hoarders in 2 of them. As a matter of fact, when I was first introduced to Apocalypse World, the Hoarder was my first playbook. The rules for the hoard itself and the hunger mechanic are awesome at putting strain on the player, but as an MC I've struggled with them a bit. I think it's because the risk/reward is so great for the hoarder.

So for example, if the player rolls a 10+ on her start of session hunger roll, the MC is holding 3. If I name 3 things and she gets them all, she is way ahead of the curve in terms of marking experience. But if she gets zero of them, it's likely that her hunger is now at +4, giving her that -1 penalty to every roll until she gets something. Of course, this is the genius of the playbook and puts this very real compulsion on the player.

My question is this: as MC, how do you gauge the difficulty of the items their hoard desires? Or do you? I know I've read across the forums that it's not the MCs job to make sure all the players are improving at the same pace, but when I MC I always wind up wanting to make sure people are more or less at the same level of experience. Especially when I have inexperienced players who need much encouragement to make moves and are having a hard time grokking the language of the rules.

I guess what I'm hoping to hear about are any experiences of MCing games with Hoarders, or of playing Hoarders, in relation to the challenge levels of feeding the hoard.

Apocalypse World / Faceless move question
« on: March 20, 2013, 06:41:25 PM »
Hey all,

The move Norman in the Faceless playbook reads as follows:

Norman: you seek the advice of your mask. Roll+weird to see what it
directs you to do. On a 10+ mark experience and take a +1 if you do as your
mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire
if you don’t. On a miss, it has its own agenda and act under fire if you don’t
follow it.

If you blow the acting under fire roll, does this force the player to follow up on his/her mask's intentions? Or is this just another chance for the MC to make a hard move?

Apocalypse World / BARF FORTH reference sheet
« on: March 20, 2013, 06:14:56 PM »
Hey All!

I made myself this handy <a href="">Reference Sheet</a> with some keywords to get my mouth running when encountering new landscapes or characters.

Totally open to suggestions to expand the list if anyone has any! My plan is to print this for my next session and sort of cross things off as I go so I don't get repetitive.

the nerve core / Searching for a thread
« on: March 03, 2013, 04:24:23 PM »
Hey Vincent!

While lurking a while back I came across a link you had placed somewhere in the BFA forums to the lumpley games forums. Specifically it was a post from 2005-ish that described the goals you hoped to achieve building a game that eventually spun into Apocalypse World.

If you (or anyone else) has any clue what the hell I'm talking about, a link would be great! A friend of mine was very interested to read the post but I cannot find it!

Apocalypse World / NPC sheet
« on: January 21, 2013, 10:10:41 AM »
Hey guys!

I worked up this spreadsheet in google sheets to help me organize my NPCs. This way at the end of a session I can look at my notes on who's dead, who's switched teams, etc, and update the sheet. During play, I have the doc opened on my laptop so I can recall quickly what genders people are and which parts they follow as well as any special info that may not be listed in my fronts sheets.

Here's the link:

Does anyone else have a good system for keeping track of this sort of information? I'd love to see what's out there.

Apocalypse World / The Maelstrom Demands To Know
« on: September 16, 2012, 10:18:01 AM »
Hey All,

I'm trying to brainstorm some questions the Maelstrom might ask my players on missed rolls for different moves (ie the Skinner's move, Lost).

The brainer questions all work great. A couple of others I came up with are:

Who do you love most?
What decision do you regret?
What are you hiding from Dremmer? (or any PC or NPC that the fiction may demand)

I'd love to see what other people have come up with!

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