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Messages - Zwolfe124

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Apocalypse World / A moment of praise for The News.
« on: February 04, 2017, 03:55:11 PM »
Been reading through the extended playbooks seeing if I should open them up for my current campaign and I seriously just want to applaud the subtle choice of barter the news starts out with.

1. He starts with just 1 barter. So he can't possibly pay for his life and his shop. Obviously he is gonna pay to keep his station running which means from the start of session one he is either Hungry, Thirsty and he is losing his shit, or he is already starting in debt to a PC or NPC. A really subtle way to either tie him to a player or have him in the pocket of someone like a local drug lord or hard holder.

I'm definitely making sure that it is an available option for next campaign and will open it to my players if someone wants it .

What has been your experiences with having them in your game? Would love to see how they have changed things up for everyone .

Even though I don't know Swedish I am excited for this game to be more accessible. I hope it turns out great for you guys!

Apocalypse World / AP ammo against vehicles and gangs in a hardhold
« on: January 03, 2017, 10:19:48 AM »
Hello my fellow nerds, today's questions are brought to by a new MC who has a gunlugger and a hardholder at his table.

My gunlugger has taken the silenced sniper with AP ammo . I know that I can't challenge him directly with NPCs cause he will outright murderbot them which is great . However I do want to bring some challenges that will bring out moves beyond seize by force and sucker someone. So my first thoughts were using vehicles and gangs inside of fortified holds. But since I'm new to system I want to run it by you veterans and see how you interpret AP ammo in these cases.

Our hardholder has taken the Shit garage option so I know that is somewhere I can Push , but again I'm worried about lugger being able to one shot a tank.

Thanks all.

Apocalypse World / Does a 10+ visions of death work on PCs?
« on: December 30, 2016, 08:25:32 PM »
Hey just a smudge confused about how visions of death works. Just because the don't name PCs mentioned after the 7-9 section. I would say that it always only works in NPCs but I want to make sure that I am interpreting it right . God I love the concept of a Hocus or brainer with this move.

Apocalypse World / Re: Arvid's Playbook Foci
« on: December 29, 2016, 08:40:45 AM »
I'm gonna cast my vote on a Yes please . I'm just looking to start my first AW game and I will be MC. Your focus on the playbooks has been really inspiration to read through .

Apocalypse World / World building questions
« on: December 27, 2016, 12:57:31 PM »
Hello all, I have started the process of my first Apocalypse World. Players have been gathered , I have sent them links to the free playbook download (seriously thank you for that being free) and we have started to ask some general questions about the world, but we will be taking it slow just so that there is still more to talk about game one.

What questions have you used to build your world ?

So far I have asked if they want a wasted future , where the apocalypse happened in our future , or if current tech is gonna be the highlight .

But I'm not an innovator and would love to see what ideas you have springboarded off of , what questions have brought out discussion and conversation at your tables .

Apocalypse World / Re: Rolling a miss on a PvP move
« on: December 23, 2016, 07:10:18 PM »
Also remember that the other PC should be interfering or attempting their own move. If it's seize by force then player of Birdie should be able to make the same roll.

Take a look at page 169 in your apocalypse hymnal for a good example of how pc vs pc moves should be covered

Apocalypse World / Re: Gunlugger + grenades = problem
« on: December 18, 2016, 11:56:18 AM »
Few things that may help you . First remember to always be a fan of your player characters . The gun Lugger has picked the playbook that literally comes with "big fuck off guns", his whole deal is how to kill stuff so make sure that you keep letting him do what his playbook is designed forever.

However that said , our jobs as MCs is to keep their life's interesting so here are a few ideas. Partial successes and failures are gonna be your be your best friends here. Remember your moves every single time they use their grenades. Specifically look it "take their stuff away , make them buy and activate their stuff downside .

If he gets a 10+ on his roll then by all means everything works exactly as he wants no problem . He makes a partially success or even better a failure and suddenly you can do some fun things . For example grenades are not infinite and are area messy. Suddenly he is caught in the blast , or he is acting under fire to get the hell out of the way .

Suddenly he looks into is pouch and remembers that is running low , or announce some offscreen badness in that a few minutes later he hears an identical explosion as someone has broken into his house and stolen his box of nades.

Always be a fan first but when it's your turn to make a move , make as hard of a move as you like.

Apocalypse World / Re: Confused about Pack Alpha (Chopper)
« on: December 14, 2016, 04:06:28 PM »
Remember, it's hold 3 on a 10+, 2 on a 7+ and one on a miss. If they dont fight back, and you didnt tell them to do it, it means simply they don't hold you backing down against you. It's not weakness, it's just smarts. Otherwise you doing what they want is like you giving up the alpha chair. That might be an expensive thing to earn back. Pack Alpha has a lot to do with Reptuation, and fight back over it just might be on those terms too.

Sadly this isn't how the move works . It's 3 on a 10+ ,  choose 1 on 7-9, and someone makes a bid to replace you as alpha on a miss.

I think this move really pushes the differences between a hardholder and a chopper.

A hard holder is the captain of an army/ king of the castle. The chopper is just the biggest son of a bitch in the group. Where the hard holder provides for his people and brings stability as a figurehead of the area. , the chopper is only in charge as long as he is the strongest and doesn't personally provide more than a direction for the group to raid in.

Apocalypse World / Re: Embargo
« on: December 06, 2016, 11:21:41 AM »
I'm still rather confused by the move . Vincent called it the best trump card in the game .
To me with calling it the best trump card I would assume this move is supernatural in nature, and that if you roll a 10+ that this person is a goner , no water will satisfy and they are going to die in 3 days.

Im personally consider not running any of the extended playbooks in my first campaign except maybe faceless sense he seems to already the feeling of the game the least.

Has there ever been an official post about this being supernatural in nature ?

Apocalypse World / Re: AP: Steel City
« on: November 30, 2016, 11:26:21 PM »
Dude that was a really cool read through . Would love to see more .

What are your thoughts on the childthing? Just from my first looks I'm not a big fan , the wolves of the maelstrom seem a bit out of place and the ability to just drop into the maelstrom whenever seems off to me , but that might just be because it doesn't fit into the story I want to tell with my AW game.

Apocalypse World / Read a sitch question. Bonus points opening your brain.
« on: November 30, 2016, 09:45:31 PM »
Hello fellow nerds , I'm new to apocalypse world but hoping to start a campaign in January so wanting to make sure that I have my mutated ducks in a row.

When it comes to reading a sitch , things like "who's in control here " and "enemy's true position " in particular . Do I not allow a player to roll until their character could actually be able to deduce those things or if they choose to roll it then they get to know things right off the bAt?

It's not always the most logical thing ,but since opening your brain to the maelstrom is a thing , getting a feeling that your enemy is in X place doesn't seem to far fetched .

Bonus question. When your players want to open their brain do you often allow them to ask questions of the maelstrom? How direct should I be willing to give info from it ? I don't want it to turn into the oracle but I want it to remain a strong valid move. Would love some input from more experienced players and MCs

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