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Messages - zefir

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brainstorming & development / Re: Westworld Hack (Host-play)
« on: December 26, 2016, 03:15:06 PM »
Is the "attributes change when you roll something" mechanism working well? Did you play it yet? Isn't it making attributes changing too fast?

brainstorming & development / Cosmonauts - Retro Hard SF
« on: January 29, 2015, 10:36:37 AM »

I am thinking about Retro SF hack, based on the golden era SF, and leaning more in the retro hard-sf direction (my main inspirations are Polish SF writers - some early works of Stanislaw Lem, but also others - general it will have delicate soviet era flavor): atomic rockets, low techlevel computers and automata, exploration, etc.

Currently I am assuming three archetypes: coordinator & pilot (kind'a captain - can be potentially broken between two classes later on), engineer and scientist.

- every character will be picking options of the rocket, so coordinator will choose general tonnage and drive plus maybe some other options (recon rocket, recon satellites - using film rolls of course), engineer will be able to select additional equipment (ground vehicles, automata, etc), scientist will be picking science equipment ('computer', more extensive lab, thermonuclear devices for seismic tests)
- bits of equipments will be giving additional moves
- tradeoff between the size of rocket and other parameters (only smaller rocket will be able to do atmospheric manuevring) - here I have a bit of difficulty of what should be a tradeoff for larger rocket
- I want this to more or less work as PvE without "hard" conflicts between characters

Characters will be getting mission briefing, which would be kind of main threat for them. No burning, but some kind of graph for creating general mission for MC. High level option:
- exploration (new planet)
- investigation (mysterious signal, some strange activity)
- rescue mission

There will be some mission criteria: "gather information on what happened to previous mission" for instance.
When the characters uncover all important information bits, they can consider their mission done (should they know how much they need to ncover?)

But characters will also have their personal success criteria:
- coordinator: gets points for completing mission as fully as possible
- engineer: points for conserving rocket/team resources and keeping everything working and undestroyed
- scientist: gathering science data (maybe I should call it Impact Factor points?) - this can coincide with the main mission, but doesn't have to
- pilot (optional): planet/system exploration (mapping, etc.)

Moves ideas:
Remind of the Mission - social moves, allowing him to appeal to the characters sense of duty, so they focus on the mission.

Repair - fix stuff, which will eat up resources and in case of 7-9 can also need some additional stuff (cannibalise something in the rocket, gather some local resources, use up more spare parts)

Research - gather research data, in case of 7-9 could get entire team in jeopardy, break something, disturb something locally.

Explore - this I have trouble with.

- how much picks characters should have
- how much dedicated moves
- what general moves to pick for them, and what moves to leave for fiction
- should all character be able to use moves from special stuff picked by others
-- no (why?)
-- yes (won't that make them feel redundant?)
-- yes but with lower attributes ratings (maybe the better you are at 'your' stuff, the worse you are at other)
- balancing rocket size - higher 'mission cap' for larger?

How to do development:
- don't: one mission - one player wins
- additional options for rocket (with rocket size dependent on how much options players taken)
- additional character development
- larger crew with smaller specialty areas (engineer + robotics expert instead of engineer, multiple specialty scientists)

Things I missed here? Obvious issues I am not seeing?

My first hack idea, and any insights, reading suggestions, inputs - anything, will be very welcome.

Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: February 05, 2014, 05:43:07 PM »
Sounds like really interesting approach to the skin.
If you have town and want to take care of the people who lived through, it sounds like hardholder is more appropriate for this. Will you be leaving the town, or trying to rebuild?

Apocalypse World / Re: Custom moves
« on: December 11, 2013, 05:04:48 PM »
I am wondering whether someone can help me with custom move for mutant NPC. Generally she is car-gang boss, called Mustang (go figure), and she has third eye - literally.
So I decided to give her some kind of mind-control powers. And now I wonder how exactly custom move for that should work:

When Mustang uses her Third Eye on you, you roll +Weird.
On 10+ you are unmoved. On 7-9 MC keeps 1, if you lose he keeps 3.

When Mustang wants something from you, MC can spend 1 to make you do it. If you don't do it - you act under pressure.

This is how I went about it. But now I get feeling, that this move is a bit weak. The character basically has two opportunities to oppose it. First when rolling Weird, then rolling Cool. Should I add additional incentive in form of check, or go about this in different way?

Apocalypse World / Re: A bit help on custom between-session moves
« on: December 11, 2013, 04:56:30 PM »
I didn't want to make that so oppressive, so I kept 3 on success.
Hardholder and Gunlugger had 10+, Operator failed - which made things interesting.
It went pretty well, all things considered.

Apocalypse World / A bit help on custom between-session moves
« on: December 10, 2013, 10:10:09 AM »

I need to design three custom moves, that will help me determine what exactly happened between sessions.
A bit of background - the previous governor of the city is being overthrown. On the last sessions, three players (Chopper, who will be changing the playbook to Hardholder, Operator and Gunlugger) managed to destroy the gang that was supposed to help the current governor in defending his position, and Operator orchestrated alliance with Chopper and one of important town families. My idea is, they will overthrow Governor, with help with another neutral gang (called Mustangs). However - majority wants that to happen off screen (and I agree), so I wanted to design custom moves for the 3 that were on last session (2 were not present, so I will assume they return after dust settles).

What I have so far:

For Chopper and to-be Hardholder:
Roll +Hard, on 10+ keep 3, on 7-9 keep 1:
- small number of casualties in your gang
- Governor was captured (didn't run away)
- no important gang members from your gang were harmed/died
- small destructions to the town
- you enriched yourself additionally (+3 barter)

For Operator
Roll +Cool, on 10+ keep 3, on 7-9 keep 1:
- you don't get new obligation gig toward Mustangs
- no one from your team was hurt/died
- you enriched yourself (+3 barter)
- you enriched yourself (+2 barter)

For Gunlugger
Roll +Cool, on 10+ keep 3, on 7-9 keep 1:
- you didn't get hurt
- you enriched yourself (+3 barter)
- Your favorite Pub is untouched (the place that he both sleeps, and likes to drink very much - closest to home, that character has)

I am a bit at loss for more options, and I am unsure how much of them I should really include - if 5 isn't a bit too much. When they fail, or succeed partially, most of the nagative options will come to life.
Thoughts, suggestions?

Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: December 04, 2013, 10:27:16 AM »
The issue is, that both the guy that he owed them, and basically everyone connected with them is going out the window.
On the other hand, he kind of arranged the coup - bringing together one of powerful families in the city, and the chopper which plans to change his character to hardholder from next session. So putting consequences of this obligation gig on him, would feel a bit forced.

Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: December 04, 2013, 10:14:38 AM »
I will probably settle, on giving him some new obligation when occasion arises, but not giving another +1 juggling yet.
This is offset by fact that he neglected the obligation gig for three first sessions, and didn't get any consequences (I didn't get how this works clearly enough). And death of guy he owed obligation to, happened out of session, and to be honest - he had nothing to do with that.

Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: December 03, 2013, 06:45:28 AM »
Sorry to revive such an old topic, but as this was already discussed, I thought I will post it here.

My operator had debt as his obligation gig - to the local boss, who was kind-of hardholder (but NPC). Boss died, there was some fuss afterwards, and now it seems, this debt is off the table.
Does he get new obligation gig instead, or is that just descriptive - I mean, if he gets something like-a-gig in game, I should give him obligation?

Apocalypse World / Re: Healing for NPCs
« on: November 30, 2013, 08:19:29 AM »
One question that came to my mind regarding helping Choppers gang - if the gang is getting wounded as a whole, is it also healed as a whole by angel?

Apocalypse World / Re: perfect group size
« on: November 26, 2013, 01:44:16 PM »
I've got similar issues in my 5 player campaign. I've got chopper, and he is getting most of the screen time, as he is important force in the town, and his gang is engaged in many things.

Now I'm intentionally trying to bump up threads of other characters, and that worked out quite nicely. I definitely go with approach that Arvid wrote about - if I manage to create interesting scene, that's great - if in the long run scenes manage to connect into good story - even better. But I would much more prefer having mediocre story made up from good scenes, then other way around - as from my experience, most fun comes from having good scenes with your character in them.

Apocalypse World / Re: Our hardholder broke tonight.
« on: November 25, 2013, 04:43:54 PM »
So! I've been thinking.

We're currently in "season 2" of our game, and last session was "first session" all over again — second season pilot, if you will. I'm currently building up fronts and I'm thinking about Uncle.

The maelstrom wasn't that important last season, so here it is: the maelstrom is definitively a front this time. Also, the chopper introduced a new warlord and managed to piss her off right of the bat, so a war is in sight with Uncle's compound. Which is home to a very, very dangerous cult leader in ties with the maelstrom — the aforementioned brainer-turned-hocus.

What if the warlord comes to Uncle at the start of the next session and offer him an alliance to properly destroy the maelstrom? What if most of Uncle's people are definitively not down with that, what with Verm the White (the brainer/hocus) being the protector and prophet of the maelstrom and all that? How would Uncle, Verm and all the other PCs, who are slowly but surely becoming more and more weird but still attached to Uncle's people and compound, react to whatever would happen?

I'm curious to find out. What do you people think?

Will you share how it went?

Apocalypse World / Re: Taking away the PC's Stuff
« on: November 25, 2013, 04:42:43 PM »
Well, my gamers are not that old school - but things being taken away by environment seem like not that much fun. That's why I had doubts about that approach.

If someone steals the cloak, or anything - that's nice hook for something more to happen. There instantly is a score to settle, and conflict. Harsh environment doesn't offer that.

The choice is important thing of course, but in case of 'style' items, the issue is, that I can imagine sitaution, that item is not important to the character, but is important for player - cause it makes the character cool for him. And then he is posed with hard choice, act like the character would, and lose the item, or break out of role. I think this is area where MC needs to tread carefully.

Apocalypse World / Re: Taking away the PC's Stuff
« on: November 25, 2013, 03:34:31 PM »

Seems totally legit to me. I mean, we're not talking about the Driver's car or something, here. Your starting equipment is not sacrosanct, it's not all automatically 'what makes the PC interesting'. Now maybe this coat WAS one of those things, it's hard to say from the example. But it sounds like a classic case of 'activate their stuff's downside' to me -- the downside of luxury clothing is that it doesn't tend to deal well with jungle bushwhacking. And in this case the player had a choice, as befits a 7-9 result.

Depends on how much emphasis that skinner is putting on elegance and luxury, but I see your point. I'm just very wary of taking away things that form a basis of the character. I would thing twice before taking away gunlugger guns, part of chopper gang, and in case of skinner, that goes to the luxury items.
But maybe I'm too lenient? Not sure really.

Apocalypse World / Re: Help with Fronts - peer review?
« on: November 25, 2013, 03:31:14 PM »
A move with a 10+ result that is 'nothing happens' is probably* not a good move. How is this move better than simply making regular MC moves on misses that otherwise involve the TDN, the Maelstrom, etc., and describing those moves in terms of the Threat that the defense network represents? (Threat: Landscape, Impulse: To Rain Down Hell?)

Well, for me this is also kind of reactive threat move. This killsats will activate mainly when players fiddle with the maelstorm or hitech. I can play this out with my moves, but I saw the fronts/threats moves, as something that helps you order the things you have - even if it could be covered by existing MC moves.

So when players try to get something out of maelstorm and fail, instead of dealing other things, I can use the killsats.

Maybe when they succeed, I could throw something in for them? I was basing on the threat moves from the rulebook, what is there, has basically "no effect" on 10+.

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