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Messages - cromlyngames

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1
brainstorming & development / Re: Daydreaming about Cyberpunk A.W.
« on: July 06, 2020, 11:42:47 AM »
Looks fun. It's hard to comment more.

There might be bits in Cyber Peripherals you can mine, but I admit it ended up with too many moving parts for my taste - regrounding favours in barter the way you have seems neater.

2
lumpley, would it be ok if I include a copy of the AW2e threat map example  in the skeleton world document?

It's a lovely visual approach to notes that I've not seen elsewhere.

3
brainstorming & development / Re: Making a new game?
« on: June 21, 2020, 01:21:46 PM »
I'm not quite finished yet, but I'm getting there. Thanks so much, I'll definitely shoot you an email when I'm ready!

Looking forward to seeing it. Let me know if you need a playtester

4
First pass at 'ideas for structure and content' for the  equipment and GM help sections added.

Not happy with it yet, but there's do much variance between games I'm not sure anyone is sure.

I do need to figure out the pattern between threat types and game theme still.

Feedback as ever appriciated.

5
nice solid edit done on first draft. added a move to the Glom Playbook.

6
Fleshed out tags, added commentary and first wave of spell check.

Added the Skeleton World rpg as an example of using the guide.

Sections to add. Gm assistance on settings, equipment  clocks, threats, fronts, maps ect.

7
Lost a version so a little behind.

Information on playbook design spacing, move building my way, inserts early draft xp and very early guide to tags.


8
Added playbook spacing guide and the barest start of custom move writing.

Spellchecked too.

Huge update due soon. Just twiddling formating!

9
brainstorming & development / Re: Escape the Dungeon
« on: August 06, 2018, 06:09:18 PM »
Changes:

Added outline GM moves. Added a few rules clarifications based on playtester questions.


A few more playtest tweaks still to be added. A request to improve BANDITS and SMUGGLERS so they have a bit more oopmhh as moves.

As always: pdf can be found here: https://github.com/cromlyngames/EscapeTheDungeon/blob/master/escape_the_dungeon_v0001.pdf

Before and after changes to the text: https://github.com/cromlyngames/EscapeTheDungeon/commit/70ceaf676025f689e6c16fa4ad67f96449ed4f54

10
brainstorming & development / Re: Cyber_Peripherals
« on: March 09, 2018, 05:33:25 AM »
further note to self. add this approach to aid/interfere: https://plus.google.com/+JeremyStrandberg/posts/4jG7t9GUzUU

11
brainstorming & development / Re: Cyber_Peripherals
« on: January 06, 2018, 02:46:35 PM »
You know what? I think you're right. Xp moves for free for everyone!

I'm trying to keep the game sprawl comaptible, and the sprawl takes 10xp per upgrade move. Sources of xp in the sprawl are rolling fails, certain playbook moves and hitting directives ( these are mini keys setup when you create the character, designed to create tension between 'optimal' play for your character progression and 'optimal' play for team mission completetion).

So there's quite a few sources of xp flowing into that 10xp per upgrade slot, and I want to stay aligned with that. I wanted them to be optional so people could choose if they wanted their character to go down that narrow path implied by the move.

---
"Start with the vertical" - whenever i set the scene in a cyberpunk game, there's a ceiling, or spires, or balconeys overlooking you or fog rolling below, or a nest of gunky pipes above...

--
Basic moves - credit on nearly any of these goes to Lumpley, Magpie Games and O'Connel. There's very little of my own work in here. I agree the 6- on Fast Talk is a bit friendly, but at the same time this is a story about a community, not an action film. You can play a fast talking salesman or a stern old grandmother who both get by with their tounge not fists. It needs testing.

"Right, time to skim the Sprawl
- Immediately, I can see that you’ve boosted Fast Talk and made Playing Hardball much more dangerous." - what edition of the sprawl do you have? I may be out of date (much like the sprawl Driver is based on 1eAW, not 2e).

'Max moves' - Section could be called Rare Moves. It was Climax Moves, but then I added "exchange bodily fluids" to the main basic move sets.

Playbook typos - noted. will fix. Will take out the +- row, didn't realise the potential confusion there.

Goon - Chopper with territory? pretty much. The Werewolf of Urban Shadows was a key inspiration, along with some anachist friends and VA-11 HALL-A. Agreed that Street Politics is weak in falvour at the moment.

Prole -  Clock off is weak. agreed. Prole has same number of moves but less starting crap/text at this point in time. This is beacuase there's the option of the vehicle and I've not written that section of rulebook yet :)
I'll probably replace Clock Off with a Late Night Cabbie type move.







 

12
brainstorming & development / Re: Cyber_Peripherals
« on: December 24, 2017, 10:04:40 AM »
Added the Veteran, NGOwned and Waif playbooks.

NGOwned is probably the most cynical playbook I've ever written.
You looked down from the spire at the heaving heaving jungle and heard a call. Maybe priveleged guilt; youthful rebellion or an eye for an opportunity. Anyhow, you're here and you're going to help.

Waif
Growing up sucks, but so does being a kid. You're relatively powerless, reliant on blunt-nose adults and still finding your way. At least tech is easy.


13
https://github.com/cromlyngames/Skeleton_world/blob/master/Skeleton_world.pdf

hosted on the Github repo here: https://github.com/cromlyngames/Skeleton_world/



This document describes some ways to make  a Powered By the Apocalypse game.
It should support reskins, GM's looking for setting ideas, and help building a custom class.
It also supports deep hacks that play with the fundamentals of the game.

There's three ways to use this document. One is around a table and build the game the table wants to play together. Another is to pick and choose bits from it to help you explore an idea. I like to pick randomly at each stage, forcing just the right amount of constraints that there can only be one solution for each thing from stat to archetype to individual move, taking me outside where I can get normally.

It's a write up of the way I've developed for writing hacks. It's personal, and will need fleshing out. If there's an example you want, or a different way of doing it that you want added, please let me know :)

14
brainstorming & development / Re: Cyber_Peripherals
« on: November 12, 2017, 01:50:38 PM »
Heh, your waffle is great feedback and has made the other stuff better. That's not something to get sick of:)

I should probably post Piratey Planets here too at some point...

15
brainstorming & development / Re: Cyber_Peripherals
« on: November 05, 2017, 11:08:05 AM »
First pass of typos in the main book complete.

Playbooks first version completed:
Breaker
Trader
Goon
Prole
Outcast

I've added a sex move. Dammit. If you can't address it in this genre when can you?


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