Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - fnord3125

Pages: [1] 2 3
Apocalypse World / Waterbearer's Laws and Penalties
« on: October 25, 2016, 02:30:31 AM »
I've got a question regarding the Waterbearer's laws and penalties for the source.
Is it intended that each law have a specific corresponding penalty that goes with it (e.g. if you don't surrender your firearms, you suffer exile, if you don't keep your agreements you suffer forced labor, etc.) or are the penalties and laws unconnected and the waterbearer gets to decide at the moment that Lawbringer triggers which penalty to (attempt to) inflict on the criminal?

Apocalypse World / question on the Waterbearer Special
« on: October 23, 2016, 08:36:50 PM »
The waterbearer special move:
"When you and another character have sex, ask them
to do something for you. Whether they agree or
refuse in the moment, if they go on to do it, you mark

Because I'm a nit-picky weirdo, I just want to double check that it is, in fact, the waterbearer that gets to mark xp if the person they have sex with does what they want.

Monsterhearts / Changing Highlights
« on: July 24, 2016, 07:36:23 PM »
I'm playing in an online game of Monsterhearts. In my physical book and my PDFs, there is a paragraph on page 14 that says "At the start of subsequent sessions, choose highlighted stats
again. The person with the most Strings on a character and the MC both get to choose one stat to highlight."
Both my MC and another player in the group have versions of the PDF bought much more recently in which this paragraph does not appear. My MC says that highlights never change or change only when there are story reasons for them to change. I think it seems weird that this one paragraph would be removed without something being put in its place to, if nothing else, point out that highlights don't normally change.

Can anyone shed some light on this?

Apocalypse World / Changes to XP and Helping/Interfering?
« on: January 10, 2015, 01:30:18 PM »
I'm hoping to MC another game of AW pretty soon, for the first time in a few years.  I'm pretty excited!  But I'm thinking about making changes to a couple basic rules and was hoping to get some feedback from more experienced MCs.

1) The roll-based experience gain rules.  I don't really have a problem with the stat highlighting system, but sometimes it gets a bit weird if someone takes a lot of stat substitution moves, and more to the point, I really like the idea, at least on paper, of Dungeon World's approach of "mark experience whenever you fail a roll."  I like the idea of this because it mitigates some of the pain of failing a roll, and might encourage players to diversify their tactics.  If they make moves with strong stats they have a good chance of getting what they want in the fiction, if they make moves with weak stats they have a good chance of marking xp.  So I'm considering trying this in Apocalypse World.  Are there any big problems with this that I'm missing?  I know there's a move the Solace has access to that wouldn't work, or would need to be changed, but I don't think there's any other moves that reference stat highlights are there?  Does anyone think it would have a big impact on the rate of xp gain?

2) I kind of want to change how the help and interfere move works.  In the game I MC'd in the past, it almost never got used.  This might be more to do with my friends, but even just thinking about the move in the theoretical way, I can see how it's unappealing.  Making any move carries a fairly significant risk as a fail likely results in the MC making a move against you, and even the 7-9 result on help/interfere is probably just as bad.  Add to this the fact that the results of a hit are pretty minor, and it's not very appealing.  If the rules required players to make the help/interfere roll before the other roll, I don't think it would ever get used... but if they can make it after they know what the other player got, well... helping only matters if they got exactly 6 or 9.  It seems like most people aren't likely to take the risk of a failed roll to bump a partial to a full hit, so that means they're ONLY going to try to help on a 6.

Anyway, I'd like to make the help/interfere move more appealing to use, either by cutting down the risks or improving it's effect, but I don't want to make it over powered.  Does anyone have any suggestions?  Would simply increasing the effect by 1 point (i.e. +2 for helping, -3 for interfering) work without going too far, do you think? Or maybe an extra point if they get a full hit, normal effect on a partial, but no risk from a partial?

eta: I was thinking about it more and have some further ideas for tweaking help/interfere.  How about this: 10+ gives +1 to help, -2 to interfere.  You may choose to increase the effect by 1 point by exposing yourself to fire, danger, retribution, or cost. 7-9 you maybe give +1 to help or -2 to interfere but you expose yourself to fire, danger, retribution, or cost.  Or you may chicken out and choose not to help/interfere to stay safe.
This would allow players trying to play it safe to go for it and give the normal bump if they hit a 10+ and avoid risk unless they completely miss, and players willing to take on risk to help/interfere could go for it and have a greater effect if they get a full hit.

Dungeon World / Villager level up class selection
« on: December 01, 2012, 07:07:09 AM »
I was just re-reading the Villager playbook today, and I was wondering... should the Villager not be able to level up to ANY class?  It has a specific set of classes listed (that excludes, IIRC, the Bard and Druid) and I couldn't think of any particular reason why.  It occurred to me that those classes may not have been written at the time of the Villager's writing.  But it also occurred to me that I may not have thought of something.

So... should a Villager leveling up really have access to all available classes, or is there a good reason for only the particular classes on the sheet?

blood & guts / modular playbooks
« on: September 15, 2012, 12:31:49 AM »
For some reason i keep brainstorming about ideas for AW hacks based on old world of darkness games.this started with wraith (i have a subforum for that here, though i haven't used it for a long time), then i toyed with werewolf ideas for awhile, now I'm back on wraith.

One idea i had while on the werewolf kick was modular playbooks. One of the big parts of chargen in the old wod game was picking which group you belonged to for 3 different kinds of groups ( a tribe,  moon phase, and whether you were born to wolf, human, our were parents) and this would affect you're starting stats as well as which magic powers you had easy access to. Thinking about this gave me the idea to do something similar for the hack. Rather than picking one big playbook, you could answer a couple questions, and each answer would give you access to a small set of moves and adjust your stats a bit. In practice, of course, there would still be a group of  playbooks, since there would be a limited number of combinations, but i kind odd liked the idea.

As i said, I'm focused on the wraith stuff again, but I'm thinking about trying this idea there, too (though so far the only question I've thought of is "who do you blame for your death?"), but I'm wondering if there are any really big disadvantages to this that i haven't thought of? The only major one I've thought of so far its I'd lose out on handy, cool, easily self-contained playbooks. What am i missing? 

brainstorming & development / Published Hacks
« on: August 17, 2012, 06:08:58 AM »
What hacks have been taken all the way to being commercially published in a physical form, or are going to be soon?

I have Monsterhearts, and I backed Dungeon World.  I found out about Monster of the Week too late to back it, sadly, and that's what spurred me to post this.

Are there others out there that I ought to know about?

Apocalypse World / Limited Edition Playbooks and the Forge Bookshelf
« on: April 07, 2011, 05:11:57 PM »
Okay, so like, I've got all the limited edition playbooks.  Some I've acquired "legitimately" some I've acquired through trading.

I noticed today that they're all on the Forge bookshelf, but I don't have access to any of them except the Maestro D' (since I was a preorder-er).  I'm not exactly super-concerned about losing my files, but I was wondering if it was possible to gain access to the others on the bookshelf, at least the ones I acquired through the official means (which, in my case, is the Quarantine and the Hoarder) and if so, how would I go about making this happen?

Apocalypse World / Fucking gig and sex moves
« on: January 11, 2011, 05:05:49 PM »
Apologies if this question has already been raised, but I haven't been keeping up with this board like I used to. (and a search didn't help me much)

So I was wondering: so characters sex moves kick in if they roll for the fucking gig?  On one hand this seems like a silly question ("Is sex happening?  Of course it does!") but on the other hand it seems like gigs are meant to keep things simple, and maybe having the sex move trigger would over complicate things.

Apocalypse World / We Shall Be Changed!
« on: September 02, 2010, 09:48:15 AM »
This post doesn't have much to do with anything.

I was listening to Cop Shoot Cop yesterday, cuz I was in that kind of mood, and I heard the song We Shall Be Changed.

I really want to play that Hocus.

I wish I could link to the song, but it seems to be too obscure for my internet skills.  It totally feels like an angry Apocalypse World cult leader preaching to his followers, at least to me.

blood & guts / Misses and the "generalization" of moves
« on: August 19, 2010, 02:50:18 PM »
Awhile back, in the Monsterhearts forum, Vincent said this:

The "on a miss" clauses jump out at me. I found when I was designing my basic moves that if I had to write "on a miss...," it meant that I hadn't fully generalized the move to myself. It meant that I was designing an instance of the move, not the underlying move I was shooting for.

I asked if he might be able to expand on that, since I found it interesting (and I've been writing "miss clauses" in my own hack) but I think that he probably missed that request.  If you're willing, Vincent, I'd love to hear more about this concept.

I'd also like to hear the thoughts about others on it, as well, of course.

Apocalypse World / The Harm Move - EVERY time?
« on: August 09, 2010, 05:11:44 PM »
Should be having players make the Harm Move every single time anyone "harms" them regardless of how much actual harm they take?  There is, I believe, an example in the book of a player making the Harm Move even when her armor negated all the damage, so thus far in my game, I've been having the players make it every single time they are hit by a weapon or fist or bullet, even if they don't actually suffer Harm.  But last time it occurred to me that even if you're only adding 0 to the move, that's still a better than 50% chance of having something bad happen, which seems a bit harsh.

And what have more armor than the harm rating of the weapon?  Should they make the harm move and subtract from the roll?

Apocalypse World / Obligation Gigs: How do people get 'em?
« on: August 05, 2010, 01:15:54 PM »
So the Operator starts with an obligation gig and gets more if he has sex with someone.

How else do people get obligation gigs?  Can I, as MC, just tell someone that something is going to be an obligation gig if it seems appropriate, or what?

I was re-reading the optional battle moves just now in preparation for my groups third session.  Since the first I've promised that in the future I'll allow the optional battle moves in the future so that we can try out slightly more complex, tactical combat.

there is a line, however, in the description of  maintain an untenable position or course that confuses me.

"When you maintain an untenable position or course,
roll+hard. On a 10+, you can hold it, and for 3 ticks you’ll come
under only incidental fire, even past 9:00. On a 7–9, you can
hold it, and for a tick you’ll come under only incidental fire.
Either way you can abandon it before your time is up to avoid
concentrated fire

Emphasis mine.
This just doesn't make sense to me.  If you hit, you get a period of time (3 or 1 ticks) during which you only receive incidental rather than concentrated fire.  But you can give up your untenable position or course before that time is up to avoid concentrated fire... which you wouldn't be taking anyway.

What am I missing?

Necrology / The chains of the soul
« on: August 04, 2010, 09:38:48 PM »
Let's talk about chains.  I think these are going to be crucial, so I would definitely enjoy hearing feedback.

In Wraith, characters have Passions -- important feelings and stuff they want to makes sure gets done, even though they're dead; stuff like Finish My Novel, Protect My Wife, Preserve My Childhood Home, Revenge Myself Upon My Murderer; stuff like that, all with some emotion that helps clarify it; you can have Protect My Wife - Love, but you can also have Protect My Wife - Jealousy
Wraith characters also have Fetters -- important people, places, or things; stuff like My Wife, My Childhood Home, My Unfinished Manuscript, etc.
Passions and Fetters got ratings, and they didn't have to be related.  I always felt they were best if they WERE related, however, and I still feel this way.

Thus, I'm combining them into something I'm just calling, at least for the moment, Chains.

A chain is something that is tying your ghost to this world, either saving it from falling into the pit, or preventing it from moving on to paradise (or something else) but definitely keeping it where it is.  It's an obsession.  It is, to be honest, the reason your ghost exists.

At the moment I'm thinking chains will work something like gigs do in AW proper.  But they'll probably be more like obligation gigs (or like a combination of obligation and paying gigs) and they might have some gear-like tags attached to them.

I'm thinking they look something like this:
Love - Protect My Wife
An emotion, a verb, and a noun

It also needs to be clear, in a case like this, what the wife needs protection from.  So maybe there needs to be an object with each chain as well?

Love - Protect My Wife from her abusive new boyfriend

The player needs to choose at least 1 of his or her chains to attend to at the beginning of each session.  I'm not sure yet what the roll will be for them.  Possibly it will vary.  If there is a set list of emotions or other elements, maybe it will be based on those.
At any rate, I'm thinking the results break down something like this, based on the above example:
10+ Your wife either doesn't need your protection, or you see positive changes due to previous interventions, your choice.  Describe what happens and, if you wish, take comfort in your chains.
7-9 Something bad is happening, but you're there when it goes down!  Deal with the situation just like anything else in the game.  If you succeed in protecting her, you may be able to take comfort in your chains once things are over.
Miss- Something bad goes down but you weren't there when it happened.  You arrive too late to intervene.  Deal with the aftermath as you wish, but regardless you are too distraught over feelings of helplessness to take comfort in your chains.

Pages: [1] 2 3