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Topics - Ardhanari

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brainstorming & development / Westworld Hack (Host-play)
« on: December 14, 2016, 10:22:48 PM »
A quick one-page rules-set / character sheet inspired by Westworld. The theme is character self-actualization.

https://drive.google.com/drive/folders/0BwcwJJcncpvYY1UwYmZFQlJOM1k?usp=sharing

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brainstorming & development / Eclipse Phase: Apocalypse
« on: February 20, 2015, 04:27:09 PM »
I put together a hack for Eclipse Phase.

The essential philosophy was to keep it simple, and so I was able to convert pretty much all the complicated morphs and cybernetics of the original game simply by using "tags". I also came up with a simpler, more streamlined "harm move" that removes the weirdness of original AW where "success" was actually "failure." There's lots of other little quirks, innovations, and outright idea theft from these fine boards.

http://home.comcast.net/~of_the_woods/EP/Eclipse_Phase_Apocalypse.docx

It's also hosted on:
https://eclipse-phase-apocalypse.obsidianportal.com/

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Apocalypse World / Mass Effect: Apocalypse
« on: January 25, 2013, 02:43:47 AM »
Here's my Apocalypse World hack for the Mass Effect universe/setting. The actual crunch stuff is on the "wiki" tab.

http://www.obsidianportal.com/campaigns/mass-effect-apocalypse

Game is still "in planning" so feedback here or on the site is appreciated.

Design notes: I wanted to preserve the variety of "combat/tech/biotic" powers from the games without flooding the game with complication. All those powers are moves, but the moves are comparatively narrow, and tend to hang strongly off of the "Optional Battle Moves." Players choose their "Class" moves for combat purposes and their "Personal" moves to give them background and flavor. Most of the Apocalypse World moves have been reskinned and turned into Personal Moves (or species moves, or whatnot).

I went for uniformity in Hx generation and advancement, and made it a more traditional "species/class" generation rather than a stack of discrete playbooks. I tried to keep the number of "killer combos" to a minimum :) But AW is not a game that rewards the min-maxer very well, so I can't say I'm all that concerned about it.

I divorced "special moves" from sex, and grounded them in full-on character motivation (which can, certainly, involve sex).

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