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Topics - nagasadow

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Apocalypse World / Many Fallout Characters fit into AW Playbooks
« on: September 09, 2014, 02:19:19 PM »
I realized this a while back that hey, there really is a perfect fit for many Fallout characters in the AW universe. Totally unrelated stories but it was fun trying to see who would fit where if put into an AW campaign. (Nobody fits the role better than Ulysses as a Touchstone) This is as far as I got.

Angel-Doc Mitchell or Usanagi
Battlebabe-Clover
Brainer-The Forecaster, plus the psykers from Fallout 1
Chopper- Leroy Walker
Driver-
Gun Lugger-
Hardholder-Gizmo, Eulogy Jones
Hocus-Confessor Cromwell, Sister Jain
Operator-You in New Vegas
Savvyhead- Moira Brown?
Skinner-
Faceless-
Hoarder-
Macaluso-
Maestro'D-Benny, Big Sal
Marmot-maybe Muggy...thats as close as it gets
Quarantine-You in fallout 1 and 3 and other vault dwellers
Solace-
Space Marine Mammal-
Touchstone-Ulysses
Juggernaut- Paladin Ramos, Sarah Lyon

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Apocalypse World / Out of Place
« on: June 10, 2014, 12:04:54 PM »
I'm honestly quite surprised I don't hear more about this.

Yes, I know that the Gunlugger is the one who starts with four guns and 2 armor and moves that let him kill everything and lah-de-da-de-da

And that is good!

But he also is put into everyday life. He's got to make coffee, run errands, hang out with his girlfriend etc.

My question: Why is no other character ever put out of place?

In my AW campaign I had a Hocus named Dust who was trying to ally with a psychic Perversion of Birth named Mercer who purchased a megalaser to drill into and open up the unopened preapocalypse megaprison of Marta Tarsus. When the pair tried to steal the megalaser back from local gang leader Settle Down, both were shot and Mercer was killed, but not before his consciousness  jumped into Dust's mind.

Dust started blacking out after that when Mercer took control, and the coolest time ever he came to standing outside of Brimful's house in Hatchet city with a gang of guys, wearing 2-armor and wielding an assault rifle (3-harm close loud autofire).

Why aren't other characters put out of place more often? Why does no one give the assault rifle to the Hocus? Jake loved finally being able to kill things, he was ecstatic! He lost the gear when he blacked out, but he enjoyed it!

The Brainer in that campaign went crazy with that grappling hook. He loved being able to go Faceless occasionally.

So a word to the wise: put the character somewhere odd once in a while. Give the Hocus the assault rifle for one mission.

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Apocalypse World / Front Fuckery
« on: June 10, 2014, 10:57:13 AM »
Why a ton of Fronts works

My greatest campaign (not just AW, but any RPG ever) consisted primarily of the Hardholder Colonel, his Brainer Sin, Dust the Hocus, and (much later) Duke the Gunlugger. They were set up in your standard Hatchet City scenario with the Hardholder raiding the people of the city surrounding his ridiculously fortified 4 story concrete fortress. During our first session our Hardholder left 15 minutes in, leaving his Brainer in charge. The gang boss Brimful continued purging the Wader shacks. Our Hocus found himself embattled when he found his cult infected with the mud fish.

What happened next: The Brainer and Hocus lost the damned city. The Hocus was forcibly recruited by Brimful to help with the Wader purge and stealing supplies from a smuggler warehouse. Ambergrease's troops came up in trucks from the south and wiped out the southern half of the city, forming a war camp. The Brainer tried to ally with Dustwich to put her in charge of the Hardhold, and it would have worked had he not botched the sex roll and inflicted 1 harm AP. The Hocus lost half of his cult when Brimful attacked and suffered a debility to keep from dying. And lastly, all of the people from the holding tried to escape into the city, but were trapped and locked into the great hall by Colonel's last two men.

It was looking grim, Ambergrease's men ready to storm the hold, Brimful just barely holding them at bay. When Dustwich and her 40 men arrived at the hardhold with the offer to take over, Sin and Dust happily agreed.

And this was just the first session. All in all there were about 40-50 threats over four or five sessions. It was awesome because very rarely was a threat totally destroyed, just damaged. And no matter what the characters did, it made things that much worse. For example: killing all the waders allowed the mud fish to multiply and devour the landscape. Killing Mercer, the psycho mindfucker who tried to open the sealed preapocalypse mega-prison of Marta Tarsus, trapped his mind in Dust's body.

Moves snowball. Threats snowball.

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