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Topics - Suna

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Apocalypse World / RULES QUESTION: battlebabes in group sex
« on: February 07, 2011, 06:33:10 PM »
Suppose you have one such scene (threesome, orgy, any intercourse in which more than two player characters are involved).
What happens? Does the Battlebabe nullify the move other characters make to each other? Or just the ones that are done to her (or him)?
Like, if a battlebabe has sex with a Brainer and a Skinner, does the Brainer still read the Skinner's mind as if she had deep brain scan?

And what if a Battlebabe is hooked by a Maestro D' in their establishment together with other characters? Does the Battlebabe nullify their special move?
If so, whoa, what a party killer...

brainstorming & development / End of Line (Tron hack)
« on: January 12, 2011, 07:46:26 AM »
I know, hacks based on hype over movies tend to drift away and end up as abandoned project, but it's been a while since I thought of making a game or hack that makes you play in the world of Tron (and it's recent sequel Tron Legacy).

So here's my initial ideas. I'm not an informatics expert, so probably the way I'm rephrasing the basic stats and moves will cause more than one brow raising. I'd love to hear your ideas on the first render I did:

Weird=Meta (it's used when a program interfaces with his user)


basic moves:
when you attack another program (go aggro)
when you try to scan a charged situation
when you act outside of parameters (when you act under fire)
when you try to scan another program's functions
when you interface with another program (seduce or manipulate; an exchange between programs would here be meant to be a manipulation attempt. The code of both programs tend to change, and I'd like to try and reflect that in-game).

peripheral moves:
when you try to crack a code
when you try to rewrite another program (seize by force)

There is no barter.
Color codes are going to be related to the program type (playbooks). Certain type of programs (a keygen, for instance) would limit the choice. From the movie and videogames:

blue: believer (in users)
orange: nonbeliever (usurper)
red: MCP
yellow: hacking program
green: virus

These would be the basic patterns I recognized.

Any thoughts or suggestions so far?
Next would be figuring out which program types should be playable and with what type of dedicated moves..

Apocalypse World / Collecting pitches, ideas, bits of inspiration
« on: January 11, 2011, 08:53:32 AM »
I'd like to create of collection of imagery that could inspire games of AW, to which everyone can contribute, rather than having sparse threads (unless it's about AP).
Do you have some interesting culture that the character might face as a front? Or front ideas? Pitch suggestions?
If it's about color of the setting, would you like to share it here?
(Vincent, I hope this is not too much of an autocratic move. If it is, you tell me and I'll roll +Cool. On a 10+... alright, I'll stop here)

Let me start the thread with the idea I'll be suggesting to my players during next game, if I see it fitting with their imagery and characters.

The bees have reached extinction. As Einstein also suggested, this takes to the death of the planet. All flowers and plants depending on pollination disappear, fruit becomes more and more rare. It's the heritage of the past, and canned fruit becomes a rarity and more valuable than gold.
Farming economies collapse altogether. Famine and disease spread. Malnutrition and scurvy. Humans evolve to survive, they manage to somehow overcome the new change in their diet. They become something else. Forests whither, grow twisted and wilderness engulfs cities. The weather also changes, and radiations from the sun penetrate an altered atmosphere that no longer is sustained by the photosynthesis cycle as it used to be. Species become extinct one after the other.
Radiated gases give birth to a widespread fog that seems to move on its own will. The Fog twists things and causes disease, cancer, and other disquieting things in its passage, amongst which the Maelstrom. Nobody knows the exact connection between the Maelstrom and the Fog, but they appeared simultaneously and people have grown to believe in a link between the two.
The Others are those people who have been exposed to the Fog, but somehow managed to survive, albeit twisted in their soul and, sometimes, in their body.

Apocalypse World / Are modifiers cumulative?
« on: December 21, 2010, 04:14:13 PM »
Pretty straightforward. If I take 1 ongoing and, say, some other situation makes me take 1 ongoing, do I take 2 ongoing?
If I take 1 ongoing and then something gives me 1 forward, do i take 2 in my next roll and 1 ongoing until the first condition fades off?
Or do such conditions overwrite each other?
Same question for negative modifiers.

I'm sorry but I can find no mention in the manual, maybe I'm searching the wrong chapter...

Apocalypse World / "Hold X", how does exactly the mechanic work?
« on: December 10, 2010, 03:40:20 AM »
Hi. I have a question. Some moves say "hold x", and then tells you how to spend what you're holding. My question is whether the held numbers must be spent at the very moment in which the move is done or can be stored and used later.

The Brainer deep brain scan says "Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1".

"While you're reading them" makes me think "ok, I do the move, and since I'm reading them right now, I must spend what I'm holding right here and now" but I'd like to be sure. Same goes with all moves which say "hold x".

Apocalypse World / Props: modifier cards, does it make sense?
« on: December 03, 2010, 04:06:08 AM »
Hi. I'm going to finally play Apocalypse World with some friends of mine (we'll be doing a three-days full immersion, playing the entire day), and I was thinking, since I'm a total prop geek and I like colorful cards, sheets, etc. and I've been doing modifier and condition cards for D&D4Ed. (like, a card saying "+1 AC" or "+1 damage", "stunned: description of the condition") and I was thinking of doing that for Apocalypse World, because it could be handy to remember that you've got that +1 ongoing or -1 ongoing, plus the forward bonuses.
With Poison'd, I've been creating the cruel fortune cards in the past.
I'm now thinking about it, and it probably would make sense to create the moves' cards too... but apart from ongoing and forward modifiers, are there any other modifiers you deem worth being created?
Thanks for any advice you can provide.

Oh and, Vincent. Know that my envy of your genius with game designing knows no limits :-P

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