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Messages - As If

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brainstorming & development / Re: MASHWorld (working title)
« on: March 20, 2015, 03:15:55 PM »
Hi Mark -- I once did this "Burnout Mechanic" for games where people had high-stress jobs.  You would need to add a couple MASH-specific events to the Burnout Points table, and then (in keeping with the theme of the book/movie/tv show) pranks and hijinks could be a way of burning off your Burnout Points. Might work for your game.

Here's the link:

Apocalypse World / Re: Generations of the Apocalypse
« on: January 11, 2015, 12:03:52 AM »
Nice work.  You might find some useful stuff in this thread here as well:

brainstorming & development / Re: Apocalypse World Prequel: Eden
« on: January 03, 2015, 03:47:47 AM »
Fascinating.  The idea of playing with the forgotten wreckage of the past in a world of abundance reminds me of "CATastrophe", which at one point was (partially) written as a PbtA hack.  Although the CATastrophe world is covered with water instead of jungle, the links on that page might give you some ideas for skills and moves.

Apocalypse World / Re: Apocalypse World AP Recording
« on: December 13, 2014, 09:05:12 AM »
Oh, I gotta listen to this.  Your world is totally cray!

brainstorming & development / Re: Creation! An Exalted Hack
« on: December 04, 2014, 08:48:30 PM »
Layup is usually done in one program and then the document is converted to PDF format.  There are PDF converters available for all popular word processing and layup programs, and many of them can print or export to PDF right off the "File" menu.  If you work in Microsoft WORD (for instance) you can search for "WORD to PDF converter" online.  Some are even free.  I use one that cost about $25 and installs as a printer on my machine.

brainstorming & development / Re: [untitled] 2.0
« on: November 15, 2014, 02:25:40 PM »
Really like the tone so far.  And the art is wonderful.

Apocalypse World / Re: Brainer Love Letter (redone)
« on: November 10, 2014, 08:06:19 PM »
I think the idea of the NPC list is a brilliant way to get a player involved in an existing campaign.  Some encapsulated history doesn't hurt either.  I think the history options are good, but I might add one or two which are less entirely negative: "You simply find them interesting and enjoy tailing them" for instance, or "You're pretty sure they have a major secret, but you don't know what it is."  If you're worried about those options being always chosen, you could drop the number of holds to 1 or 2 for those.

Apocalypse World / Re: Yet another combat move choice question
« on: November 09, 2014, 06:06:01 PM »
I think you did right. 
The decisive factor is whether or not the enemy can attack back. 
In this case he could (in fact already was intending to), so it's a Seize by Force.

Agreed.  It may be a sad fact for those of us with little visual arts talent, but it's true that no amount of clever writing can make as immediate an impression as a piece of art.

When I write pitch documents for corporate clients, I always follow 2 art rules:
1. include pictures, especially on the cover.
2. if you can get the client's logo in there, do it.

This is just as true when I write 10 pages as when I write 200 pages.

But that said, don't let artistic idealism stand in the way of the design work.  That's putting the art-before-the-horse. :-) 

The wonderful thing about standards is there's so many of them.

There are formulas for narrative structures that have been reduced to templates, and Hollywood often makes use of these templates.  Joseph Campbell's monomyth is perhaps the best-known example but literally hundreds of books exist on narrative structure and scores of them put forward their own author's unique perspective on "THE structure" as though it's the only one.

What these writers really mean to say is: "Here is a formula for creating THIS KIND of story, which I enjoy replicating."

But constantly relying on one particular formula... that feels like the opposite of art, to me.  This is why most network television is so damn predictable and boring, and why Hollywood movies use hackneyed stereotypes and "plot twists" you can see coming from a mile away.

There's nothing wrong with using formulas, per se.  Like any other tool they are ethically neutral.  For our purposes (i.e. Game Design), a formulaic plot template provides a near-perfect amount of detail for a GM to come up with a satisfying story.  Go ahead and use them.  But be aware of their differences and applications, and use the right formula for the story you're telling this time.

brainstorming & development / Re: Consensus
« on: September 18, 2014, 05:34:11 PM »
Tokala - I'm including a link to "Consensus" in my directory at and I'd like to know what name you prefer to be credited under?  (I tried PMing you but it wasn't working for me.)

Apocalypse World / Re: The Maestro D' and Barter
« on: September 16, 2014, 05:40:39 PM »
@munin, put it this way: If I pre-planned such an event, I might consider it plotting, which is a no-no.  If I telegraphed it to the players as a warning of some kind, I would consider it a string.  But if I just leave myself with the assumption that you can't move a tank without attracting trouble, then all I have to do is wait for my next MC move and think about my Fronts & NPCs.  And now there's a big-ass tank in that consideration.

Apocalypse World / Re: The Maestro D' and Barter
« on: September 16, 2014, 11:46:12 AM »
if the Maestro D' says, "Ya know, I think I'd like to have me a fully functional Abrams tank," and rolls+hot to the tune of an 11, the MC is left with a choice - does he follow the fiction or be a fan of the character?
This is where I would make more fiction follow after the event. 
1. The tank arrives.  One of your people pulled an amazing stunt to get it.
2. The next day, hot on its trail, comes an armed group of angry strangers who want their tank back.
2. The tank attracts the attention of  a local asshole you would have preferred it didn't.
2. The tank has something inside it which is going to lead to more trouble.

It's not a "string attached" because it isn't part of any negotiation for the tank.  But something does follow.  You can't expect a tank to move across the landscape without angering its previous owners or attracting some sort of attention.

brainstorming & development / Re: Can't Go Home Again- Sci-Fi Hack
« on: August 31, 2014, 07:34:04 PM »
Multiple harm types can definitely work.  Another example can be found in "Panem et Circenses" by neonchameleon:

Apocalypse World / Re: Rebel World - feedback wanted
« on: August 30, 2014, 10:43:00 PM »
Hey Eske there's a subtable about "control devices" which isn't referenced by a line in the Humanity Table.  The number of subtables is getting a little overwhelming.  Not suggesting to cut any, but how about providing some navigational aides...

Do aliens have mind control devices? [go to table H6]
Do humans have alien technology? [go to table H7]

or something like that?

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