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Topics - Willow

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1
the nerve core / Macaluso Typo?
« on: April 15, 2014, 05:58:30 PM »
I'm playing a Macaluso.  It's awesome.

On my character sheet, two of the identity options seem to be completely identical, except for their look options.  This seems a little odd, given the variety of the rest of them.  Is this intentional, or is it a typo?

2
Monsterhearts / New Skin: The Mentor
« on: April 21, 2013, 10:53:26 AM »
A character in my game is a Chosen who wants to take on more of a Watcher role, so I whipped this up.  Feedback is appreciated, I'm worried that it might be too boring.

THE MENTOR
It's hard to step out of the spotlight, but that's what you've done.  Your time as the star is done, now it's time for someone new to shine.

The Mentor is an advanced skin.  Don't choose this as your first skin!  The Mentor is for someone who wants their character to step up as a tutor or sponsor to younger, newer Monsterhearts.  You can't use 'Choose a Move from another skin' to take Mentor moves unless you have changed skins.

Mentor Moves
Choose two.

Apprentice
You have an NPC apprentice, who has abilities similar to those from your original skin.  Whenever you are with them, they act at advantage.

First Aid
When you spend time with someone to tend their wounds, they heal 2 harm instead of one, and can recover from a condition.

Stand Tall
Add the following option to your list of 10+ options for Hold Steady: You and everyone who can see you get +1 forward to Hold Steady for the rest of the scene.

Training Montage
When you spend time and effort training someone, choose a move you know from your original skin and have them roll + Volatile.  On a 7-9, they hold one.  On a 10+, they hold three.  They can spend one hold to gain one use of that move.  They lose all their hold if they participate in another Training Montage.

Voice of Experience
When someone comes to you for advice, tell them what course of action you genuinely think is best.  If they follow it, they take +1 forward, and you mark experience.

Voice of Reason
When you try to talk sense into someone who is their Darkest Self, roll + Hot:
Hit or miss, they gain a String on you.  On a 7-9, they may choose to recover from their Darkest Self.  If they choose to remain in their Darkest Self, you get +1 forward against them.  On a 10+, they must recover from their Darkest Self.
On a miss, they gain +1 forward to their next roll against you.

You Can Do It!
When someone else is rolling, you can spend a String on them to let them add +1 to their roll by saying how you give aid, assistance, or encouragement.
You can spend a String on an NPC and offer aid, assistance or encouragement to have them act at advantage.
Mentor Darkest Self
They don't need you, they don't want your advice.  That's their folly; they might be younger and prettier, but they'll never have your knowledge and experience.  Time to let them find out the hard way.  You withdraw yourself from the world, letting others fail on their own merits.  End your darkest self when someone comes begging for your help, or someone you care about is seriously hurt due to your inaction.

Mentor Sex Move
Sex should be a beautiful, healthy thing between two consenting adults.  When you have sex with another character, you choose whether or not their sex move takes effect.

Mentor Advances:
+1 Hot (Max +3)
+1 Cold (Max +3)
+1 Volatile (Max +3)
+1 Dark (Max +3)
Gain another Mentor Move
Gain another Mentor Move
Gain a move from another Skin.
Gain a move from your original Skin.
Gain two Growing Up moves.

3
Apocalypse World / Turn Their Move Back on Them
« on: February 23, 2012, 09:15:40 AM »
This is an MC move I sometimes have trouble with.  I wonder how many good examples we can come up with.

4
Apocalypse World / Playbook: A Boy and His Dog
« on: April 11, 2011, 10:52:04 AM »
(hearing this playbook mentioned on the latest Walking Eye podcast inspired me to update the playbook.  First thread is here: http://apocalypse-world.com/forums/index.php?topic=389.0

A Boy and His Dog

A Playbook for Apocalypse World

No matter where you go, you're always alone in this world.  Sure, there's other people, but they all have their own wants and needs and they're looking out for number one.  Not you.  You've got a true friend.  You've got a Dog.

Creating a Boy (and a Dog)

To create your Boy, choose name, look, stats, moves, Dog, gear, and Hx.

Name

Alfa, Basset, Bruno, Buddy, Bull, Buster, Cal, Davey, Dingo, Doberman, Dog Boy, Dog Girl, Dogmeat, Husky, Max, Mutt, Pa, Rex, Rocky, Scooter, Spots, Terry, Whisper

Look

Boy, Girl, Ambiguous

Utility Wear, Casual Wear, Hunting Wear, Scrounge Wear, Ratty Wear, Way-too-Big Wear

Chubby Face, Droopy Face, Kind Face, Strong Face, Weathered Face, Baby Face

Curious Eyes, Bright Eyes, Inspiring Eyes, Quirky Eyes, Soulful Eyes, Tired Eyes

Compact Body, Healthy Body, Mid-Pubescent Body, Small Body, Husky Body

Stats

Choose one set:

Cool +1 Hard -1 Hot =0 Sharp +2 Weird +1
Cool +1 Hard =0 Hot +1 Sharp +2 Weird -1
Cool -1 Hard +1 Hot =0 Sharp +2 Weird +1
Cool =0 Hard +2 Hot -1 Sharp +2 Weird -1

Moves

You get these two:

Bond of Loyalty

When someone inflicts Harm on your Dog, you gain an equal amount of History with them.  When someone Heals your dog, you gain an equal amount of History with them.  If someone kills your Dog, they set their History with you to -3.

Tricks

When you give your Dog a command, roll + Sharp.  On a hit, the Dog does it.  On a 7-9, pick one, on a 10+, pick two.
*Your Dog performs particularly well.
*Someone your Dog is helping gains +1 forward.
*Your Dog isn't harmed or hindered.
On a fail, the Dog will refuse the command, or will fail to carry it out.

Additionally, pick 2:

Animal Lover

When you Read an Animal, roll + Sharp.  On a hit, you may ask them questions as if you had used the Read a Person move on them.

Dog Wisdom


When you are with your Dog and wonder about what your Dog thinks is the best course of action, gain Insight.

DON'T FUCK WITH MY DOG

When you and your Dog fight together, you count as a small gang.  Harm 3, Armor 1.

Get 'Em, Boy!

When you use your Dog to Go Aggro or Seize by Force, add +1 to your roll.  Increase the harm your Dog does by 1.

Somewhere Over the Wasteland


Name a person, place, or thing.  Roll + Sharp.  On a10+, you know exactly where it is.  Choose one from the list, and the MC chooses 1 more.  On a 7-9, you have a pretty good idea where to find it.  Choose one, and the MC chooses 2 more.  On a miss, you only have a vague idea where to find it, and the MC chooses 3, and picks one of those to have double effect.
*It's in dangerous territory.
*It's far, away.
*It's already been claimed.
*It's not quite what you expected.
*It's in danger.

Tough Doggie

Your Dog gains +1 Armor

Dog

Name your Dog.  Take a name off your Playbook or another one.

Choose it's Strengths, up to 2.
Bloodhound, Clever, Fast, Fierce, Friendly, Healthy, Huge, Independent, Obedient, Small

Choose it's Looks, up to 2.
Compact, Huge, Mangy, Mutie, Mutty, Pretty, Sleek, Well-Bred

Choose a Weakness:
Filthy, Fickle, Horny, Lazy, Loud, Mean, Sickly, Slow

If your Dog attacks someone, it does 1-Harm.  Your Dog has no armor.  Your Dog has the full Harm countdown clock.

If your Dog dies, you can spend an advance to get a new one.

Gear

In addition to your Fashion (worth up to 1 Armor, at your discretion), you get a Scrounged Weapon, and Oddments worth 3 Barter.

Scrounged Weapons:

Enough Knives (2 harm hand infinite)
Hatchet (2 harm hand messy)
Homemade Boomerang (2 harm close returns messy)
Molotov Cocktails (1 harm ap close area messy -loud refill)
One Grenade (4-harm close area messy loud expendable)
Trusty Pistol (2 harm close reload loud)

Hx

Tell each other player -1.  You're closer to animals than people.  But if someone else has an animal (like a pet or something), tell them +1.  You get along with other animal people.

On everyone else's turn, listen to what they tell you, and choose one or both of the following:
*One of them went out of their way to be nice to your Dog.  Whatever number they tell you, add 1 to it.
*One of them was mean to your Dog.  Whatever number they tell you, ignore it, and write down -2.

For everyone else, take the number they tell you and give it -1.  You're closer to animals than people.

Boy Special

When you have sex with another character, you have grown up.  Immediately choose a new playbook.

Improvement


_ +1 Cool (max +2)
_ +1 Hard (max +2)
_ +1 Hard (max +2)
_ +1 Sharp (max +3)
_ +1 Weird (max +2)
_ Get a second Dog.
_ Get a new Boy and his Dog move.
_ Get a new Boy and his Dog move.
_ Get a move from another playbook.
_ Get a move from another playbook.
_ Get 2 Gigs and Moonlighting.
_ Get a Gang and Pack Alpha. (Your gang is kids, dogs, or a mix of both.)

The following Playbooks gain this as an advancement option: Chopper, Driver, Faceless, Gunlugger, Operator, and Skinner.
_ Gain a Dog and both Bond of Loyalty and Tricks.

5
brainstorming & development / Apocalypse West
« on: November 01, 2010, 11:07:51 PM »
It's 1875.  It's the Apocalypse.

Take one part Apocalypse World, one part Deadlands, and maybe a teensy sprinkle of the Dark Tower, and you have APOCALYPSE WEST.

6
Apocalypse World / New Playbook: A Boy and His Dog
« on: August 31, 2010, 04:15:01 PM »
A Boy and His Dog
A Playbook for Apocalypse World

No matter where you go, you're always alone in this world.  Sure, there's other people, but they all have their own wants and needs and they're looking out for number one.  Not you.  You've got a true friend.  You've got a Dog.

Creating a Boy (and a Dog)

To create your Boy, choose name, look, stats, moves, Dog, gear, and Hx.

Name

Basset, Bull, Cal, Doberman, Dog Boy, Dog Girl, Dogmeat, Husky, Mutt, Pa, Rex, Scooter, Spots, Terry, Whisper

Look

Boy, Girl, Man, Woman, Ambiguous

Utility Wear, Casual Wear, Hunting Wear, Scrounge Wear, Ratty Luxe Wear

Chubby Face, Droopy Face, Kind Face, Strong Face, Weathered Face, Young Face

Curious Eyes, Bright Eyes, Inspiring Eyes, Quirky Eyes, Soulful Eyes, Tired Eyes

Compact Body, Healthy Body, Mid-Pubescent Body, Small Body, Husky Body

Stats

Choose one set:

Cool +1 Hard =0 Hot =0 Sharp +2 Weird =0
Cool +1 Hard =0 Hot +1 Sharp +2 Weird -1
Cool -1 Hard +1 Hot =0 Sharp +2 Weird +1
Cool =0 Hard +2 Hot -1 Sharp +2 Weird -1

Moves

You get these two:

Bond of Loyalty

When someone inflicts Harm on your Dog, you gain an equal amount of History with them.  When someone Heals your dog, you gain an equal amount of History with them.  If someone kills your Dog, they set their History with you to -3.

Tricks

When you tell your Dog to do a basic trick, roll + Sharp.  On a hit, it does it.  On a 10+, it does it really well, like without fussing or performing above expectations.

Additionally, pick 1:

Animal Lover

When you Read an Animal, roll + Sharp.  On a hit, you may ask them questions as if you had used the Read a Person move on them.

DON'T FUCK WITH MY DOG

When you and your Dog fight together, you count as a small gang.  Harm 3, armor according to the circumstances.

Get 'Em, Boy!

When you use your Dog to Go Aggro or Seize by Force, add +1 to your roll.  Increase the harm your Dog does by 1.

Tough Doggie

Your Dog gains +1 Armor

Dog

Name your Dog.  Take a name off your Playbook or another one.

Choose it's Strengths, up to 2.
Bloodhound, Clever, Fast, Fierce, Friendly, Healthy, Huge, Independent, Obedient, Small

Choose it's Looks, up to 2.
Compact, Huge, Mangy, Mutie, Mutty, Pretty, Sleek, Well-Bred

Choose a Weakness:
Filthy, Fickle, Horny, Lazy, Loud, Mean, Sickly, Slow

If your Dog attacks someone, it does 1-Harm.  Your Dog has no armor.  Your Dog has the full Harm countdown clock.

If your Dog dies, you can spend an advance to get a new one.

Gear

In addition to your Fashion (worth up to 1 Armor, at your discretion), you get a Nice Solid Weapon, and Oddments worth 3 Barter.

Nice Solid Weapons:

Enough Knives (2 harm hand infinite)
Hunting Rifle (2 harm far loud)
Machete (3 harm hand messy)
Magnum (3 harm close reload loud)
Sawed-Off Shotgun (3 harm close reload messy)
9mm (2 harm close loud)

Hx

Tell each other player -1.  You're closer to animals than people.  But if someone else has an animal (like a pet or something), tell them +1.  You get along with other animal people.

On everyone else's turn, listen to what they tell you, and choose one or both of the following:
*One of them went out of their way to be nice to your Dog.  Whatever number they tell you, add 1 to it.
*One of them was mean to your Dog.  Whatever number they tell you, ignore it, and write down -2.

For everyone else, take the number they tell you and give it -1.  You're closer to animals than people.

Improvement

_ +1 Cool (max +2)
_ +1 Hard (max +2)
_ +1 Sharp (max +3)
_ +1 Weird (max +2)
_ Get a second Dog.
_ Make up a new Trick your Dog can do with the Tricks move.
_ Make up a new Trick your Dog can do with the Tricks move.
_ Get a new Boy and his Dog move.
_ Get a new Boy and his Dog move.
_ Get a move from another playbook.
_ Get a move from another playbook.
_ Get 2 Gigs and Moonlighting.
_ Get a Gang and Pack Alpha.

The following Playbooks gain this as an advancement option: Chopper, Driver, Faceless, Gunlugger, Operator, and Skinner.
_ Gain a Dog and both Bond of Loyalty and Tricks.

7
Ok, the quote in the title wasn't actually from a start of session sheet, but it was said in game, and is an example of the same principle: Offer them an Opportunity (with or without cost).  (The sheets also build off Putting Them In a Spot, and Disdaining Decision Making)

You might have read my first AW AP: http://apocalypse-world.com/forums/index.php?topic=105.0  You might know I have 7 players, which is insane, but I make it work, partially because they don't all always show up every week.  If your character misses a week, next week I give you a start of session sheet, with a roll to see how screwed you are (or how profitable the week without you in the spotlight was.  I'm mercurial like that.)

I thought I'd share my sheets.  The highlighted choices are the ones the players actually picked.

8
Apocalypse World / Bloodcrazed Brainers, Oh My!
« on: July 13, 2010, 11:52:38 AM »
So, the Brainer in my game (Marsh, everyone else has started calling him Freakshow), just took Bloodcrazed.  He's also got In-Brain Puppet Strings, Deep Brain Scan, and Direct Brain-Whisper Projection.  (And the Angel's Healing Touch move)

So he now does 2 ap harm with his brainer moves when he goes aggro or misses- enough to seriously start to cause people to drop dead.  I imagine once he starts leaving that trail of bodies behind, the locals will find the brainer much less funny and start rounding up torches and pitchforks.

It's the In-Brain Puppet Strings that's concerning me with Bloodcrazed.  Can he seriously do 6 harm to someone now?  Yikes, that's PC killing harm.

9
brainstorming & development / Vampire Apocalypse
« on: July 05, 2010, 11:34:20 PM »
This is a game where the vampires have already won.  What do you do now?

Stats:
Violence (Act With Force), can cause Duress as success
Ambition (Act under Stress)
Manipulation (Manipulate Others)
Perception (Assess a Situation or Person)
Connections (Dig up Rumors)
History (Help/Interfere)

Some Playbooks
The Sovereign
The Master
The Nightmare
The Siren
The Predator
The Beast
The Knave

I think maybe also a stat called Bloodline- good for using weirdish abilities.

10
Apocalypse World / AW AP- "Why'd you kill him?" "He was in my way."
« on: June 27, 2010, 11:39:48 PM »
Apocalypse Report:

So, last night marked session one of our Apocalypse World game, with myself and 7(!) players.  I believe the large cast will make for some exciting storylines, there wasn't much screen time to go around- and once play got going, some folks got a lot more screentime than others.  (Tim and Misha got hardly any it seemed to me, but Misha made good work of hers!)

I do think the large cast will make well for episodic ensemble play- if only 4 of the players can make it, no big deal, we zoom in on those guys.  I will probably have to institute a 'no fucking with a player's power base while they're away rule.'

Our characters, in no particular order:

Beastie the Battlebabe, played by Tim.  We don't know too much about this guy yet- he showed up in his speedo and cowboy boots, and got laughed at by the Hardholders boys and had his ass kicked and thrown out- and that was before play even started!
Kim the Angel, played by Amelia.  Man, if there was one character in this group I would not trust with my unconscious body, it would be the Angel.  Total Mad Scientist vibe- looking to experiment with scavenged cyberware on unwilling test subjects.
Marsh the Brainer, played by Abram.  He's a brainer with a violation glove.  I'd still feel safer around him than the Angel.
Dark Enlight the Hocus, played by Shari.  When her cult has surplus, they party and open up links to the psychic maelstrom.  Did I mention that the hardhold is a nexus for the Psychic Maelstrom- ley lines, or some shit?  And that Marsh and Dark have extremely different visions of what the Maelstrom should be like.
(Also, Tim's character in my D&D game is a Drow Sorcerer named Maelstrom, so there's lots of jokes about that.)
Shit Head the Chopper, played by Len.  While I can't take the name seriously, there's a lot of good stuff going on with Len's gang- they are well disciplined, coming from some sort of military heritage survivalist settlement somewhere, and have a baseball theme.  Len has expressed an interest in taking over the hardhold.
Wolf, the Gunlugger, played by Misha.  Like the Battlebabe, a bit of a mystery.  But most of the action in the session was triggered by a chain of action starting with Misha.  I look forward to seeing how she'll react in other situations.
And finally, Frost the Skinner, a male exotic dancer, played by Sabe.  Frost works at The Shakedown, a club owned by greasy fat perv Jarvis.

We establish that the Shakedown, Kim's Infirmary (which is invite only), and Dark's cult all operate out of a small hardhold called Lincoln Town, in the middle of Wreck City, which is some sort of large, semi-ruined metropolis.  We start with Dark's cult augury opening a psychic vortex in the Shakedown and staging an impromptu party, Kim trying to inject Beastie with anesthesia and it going horribly awry.  Then Shit Head decides no one throws a party without him and his gang, but it stopped at the door- maximum occupancy, you know, first come, first served, and ends up deciding to have his gang party in the parking lot.  (Most of the important town buildings are in an abandoned and reclaimed strip mall.)  Marsh goes into the club to talk psychic philosophy with Dark, and possibly turncoat worshipper Winkle, 80-year old ecstasy cultist.  Dark reads Marsh, and learns that he'd most like her to touch his hand.  Why the hell not?  He deep brain scans her, and learns that she abandoned her little brother Shit Head as a kid.

Oh, and Wolf storms into the infirmary and kills one of Kim's lab assistants.

I was worried, especially at this point, that with a group of hardened IAWA players, everyone would be going for the throat right from minute one, which I don't think AP supports as well- you have significant safety nets in IAWA- more ephemeral characters, being at zero dice meaning many different things, only one of which is death, etc.  AP has actual hit points, and Wolf does 4 fucking harm with her Magnum Pistol.

During character creation, Sabe decided that Kim and Frost are lovers, but Wolf loves Frost.  (Sabe and Misha are a couple in real life, for what it's worth.  An adorable couple.)  So Wolf decides that Kim is in her way, kicks down the door to the infirmary (seize by force, inflict great harm on the door with her boot), goes aggro on Char, overgrown burncovered lab assistant, and shoots him right in the chest, then goes aggro on Kim.  There's some discussion about what you can do when you are went aggro on, especially when it's a +3 Hard Gunlugger who rolled 10+ against you.  Wolf's command was 'bug out,' so Kim flees- into the arms of pissed off Beastie, who's still waiting nearby.  Beastie decides to forgive her for now, and side with her versus Wolf.  Wolf comes out, sees Kim, and is mad at her.  Aggro may have been went.  Beastie picks up Kim and flees with her one way around the stripmall, and Wolf saunters around the other.  Kim is, of course, fleeing to Frost, who Wolf is now also on the way to see.

Everyone ends up in the parking lot, where Shit Head's bikers are partying.  Some of the Hardholder's boys show up.  Everyone has guns, and there's a nice big mexican standoff.  Shit Head sends one of his guys in to get Frost- it gets out that this dispute is somehow about him.

Frost gets everyone to shut up, and Wolf and Frost have a standoff of their own, which goes Frost's way.  Wolf, a woman of few words, decides that Frost is a total bitch, and decides she doesn't need him.

That was a whole exchange of moves having consequences and building on each other.  I didn't get to ask as many questions as I'd intended to- there's still a lot I don't know about the holding that I wanted to come from the players, and I don't think I have enough established to make more than a front or two, and I feel if I author more stuff than that, I'll be creating too much.  I don't know- still getting the hang of this.  Certainly a great session, everyone's eager for more, and I've already got some great ideas on how to push the characters' buttons.

11
Apocalypse World / Picking a Move from Another Playbook
« on: June 27, 2010, 09:54:52 AM »
When you pick a move from another playbook, can you choose moves that the character automatically gets (like a Hocus's Followers, or the Driver's No Shit Driver?)  I assume yes.

Can you choose another playbook's Special Sex Move?  (I assume no.)

If you change playbooks, can you still take advances/moves from your original playbook?  Do you keep your original Special Sex Move?

12
brainstorming & development / Bargain Town: Barf Forth Retail Hell
« on: June 22, 2010, 11:24:35 PM »
The Basic Moves:

When you bargain, threaten, seduce or cajole another character, roll + Charm:
Tell them what you want, and offer them something (or offer them not doing something).  For NPCs, on a hit, they'll ask you for something (maybe what you offered, maybe not), and do it if you promise.  On a 10+, you're pretty much free to do whatever you want.  On a 7-9, you need to take some action right now.
For PCs, on a 7-9 choose one of the following.  On a 10+, it's both of them:
*The earn experience if they do it.
*They take -1 forward if they don't do it.

When you do something physically risky, roll + Solid:
On a 10+, you do it, no problem.
On a 7-9, choose 2:
*You do it.
*You don't hurt yourself.
*You don't get in trouble.

When you listen for rumors, roll + Cool:
On a hit, the MC will tell you something new and interesting.  On a 10+, the MC will tell you something specific and useful.

When you read a person, roll + Savvy:
On a 10+, hold 3.  On a 7-9, hold 1.  Spend them during the conversation to ask questions:
*Are you telling the truth?
*What are you really feeling?
*What do you want from me?
*What do you want to do?
*What will it take to get you to ____?

When you read a difficult situation, roll + Savvy:
On a hit, you can ask the MC questions.  If you act on the MC's answer, take +1 forward.  On a 7-9, ask 1, on a 10+, ask 3.
*What is the biggest threat to me?
*What is most vulnerable to me?
*What should I be on the lookout for?
*Where are my threat's really located?
*Who is in control here?
*What is my best way in/out of this situation?

When you try to get another character in trouble, roll + Status:
On a hit, they get in trouble.  On a 7-9, pick one, on a 10+, pick three.
*They suffer great trouble.
*They don't know it was you.
*They know it was you, but blame someone else (MC's call who.)
*You don't catch any trouble yourself.

When you help or interfere with another character, roll + Hx:
On a hit, they take +1 (help) or -2 (interference.)
On a 7-9, you expose yourself to one of the following: Trouble, Drama, Cost, Harm, or Exertion

Special Moves

At the end of each session, choose a character who knows you better than they used to.
That character adds +1 Hx with you.  (And if it resets, earns experience.)

When you suffer harm
, you take -1 ongoing until the harm heals.

When you suffer trouble, roll + Trouble taken:
On a 10+, the MC chooses 2.  On a 7-9, the MC chooses 1.  On a miss, the MC may choose 1, but you take 1 fewer trouble.
*You're flustered, confused, and irritated.
*You lose track of something important.
*You take -1 ongoing for the rest of the day.
*You take -2 forward.
*You miss noticing something important.
*The next person to roll to interfere with you marks experience.

Trouble:
For NPC employees:
1 trouble means a verbal warning with management.
2 trouble means a written warning with management.  We're watching you.
3 trouble means you're fired.

For NPC customers:
1 trouble means no one likes you.
2 trouble means we're kicking you out of the store.
3 trouble means you're banned from the store forever.

For PCs employees:
1 trouble is no big deal.
2 trouble is a meeting with your supervisor to discuss what's going on, and how can we help you improve your behavior?
3 trouble is a verbal warning with management.
4 trouble is a written warning with management.  We're watching you.
5 trouble is your final warning before termination.
6 trouble is immediate termination.

For PC customers:
1 trouble is no big deal.
2 trouble is a refusal to provide service.
3 trouble is please leave the store, sir.
4 trouble is I'm calling the cops, right now.
5 trouble is you're banned from the store.
6 trouble is you're banned from the store, forever, and if I ever see you again, we're calling the cops to take you out of here in handcuffs, mister.

Trouble goes away over time- at the start of each session, everyone loses a point of trouble.

13
Apocalypse World / 1:1 AW- 'Last Man on Earth'
« on: June 22, 2010, 11:58:33 AM »
While AW says you should have 4 people including the MC, I'm wondering if it might make a cool one on one game.  You lose the tension between the players and the NPC/PC triangles, but everything falls on the sole protagonist.

For the steps of character creation that involve picking another player and saying something about them, I'd have instead that you name an NPC and say something about them.

Anyone try or think about this?

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