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Messages - Jackdewitt1

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Apocalypse World / Re: My playbook - need help
« on: June 23, 2015, 03:40:05 PM »
And as far as the changes to the infirmary and go. Those are stationary places that exist either in the main town or where ever the players would think their base of operations are, am I correct? Ok, well to put it plainly -  the chances of my players going to these places are pretty slim. (For reasons I could go on and on about. But, know that we did consider taking the approach of Itmejp's The West Marches - i.e. having the players return to the 'main town' at the end of every session and decided against it.) So, instead of taking the infirmary/work space away from my players I gave them a way to create one on the fly- the rest of the rules in relation to the infirmary/work space ... Maybe the way I did it was convoluted- and I'd love your suggestions as to a better way. But, does why I did it make sense? Or am I too blind to see how stupid this is... :/
 

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Apocalypse World / Re: My playbook - need help
« on: June 23, 2015, 03:10:45 PM »
It's not twelve at the same time - it is a rotating cast consisting of twelve- each session consisting of 3 - 5 players based on everyone's availability(hence the tears - which has been renamed to dust)... So far the system is working great - but, much like the game itself I'm very willing to change when needed. And you guys have made some great points that I will absolutely take with me. (I would link you our first session recording to get your thoughts but, my mic is so bad it is almost killer.)

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Apocalypse World / Re: My playbook - need help
« on: June 18, 2015, 07:50:27 PM »
Been notified that this should be called a 'hack' and not a 'playbook'. So inb4 I get yelled at again for that small mistake in terminology.

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Apocalypse World / My playbook - need help
« on: June 18, 2015, 07:26:26 PM »
Hey everyone,
I have an interesting campaign running this summer. By ‘interesting’ I mean that I have twelve players, many of which, have full real lives (meaning that showing up to a session every week is difficult for some. My solution? Get as many players as I could and use ‘tears’ in game to explain away why one character that was there the session before has been replaced with a new one. Fun part is: all characters go through the ‘tears’(they aren’t actually tears- I just can’t think of a better word) whether they show up to next session or not. And they get ‘randomly’ placed somewhere on the map (there is a narrative that makes all of this make sense but I won’t waste too much time on that). Point is this - the narrative must always be moving forward, and certain systems within AW can slow things down (and some things are changed to make things easier on first time tabletop gamers). AW is awesome as is but some things needed to be changed for this situation. Assume everything that isn’t changed in here remains the same as in the original playbook.

Give me your thoughts, opinions, changes, all in all just tell me if any of this 'broke' the game or if you have suggestions.
-jack 

https://docs.google.com/document/d/1efaOsLYh5U68iVFAHDLYTod9_xilKWsjyZoESdbpAvE/edit?usp=sharing


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Dungeon World / Re: New DM = Need help
« on: June 17, 2015, 01:17:00 PM »
OOOHH yes thank you - thank you sooo much :)

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Dungeon World / Re: New DM = Need help
« on: June 17, 2015, 12:55:17 AM »
Ok, fair enough. How about baddie creation. I know it's 'give it moves you think fit the fiction' - which sounds awesome. But, any tips on how to do so? 

 

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Dungeon World / New DM = Need help
« on: June 15, 2015, 03:10:07 PM »
Hi, I'm DM-ing for the first time (yes I saw/am reading the beginner guide by "holdyourbreath") I need help with some stuff that may not have been covered in that guide-

How to create monsters/NPC baddies that level with players?

 Random tables - how to create/ use optimally?

AND FINALLY

HOW THE HECK AM I SUPPOSED TO DEAL WITH AN IMMOLATOR?!?!?! 
thx in advance
-jack

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