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Messages - CodexofRome

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Dungeon World / ApocWords.net
« on: April 24, 2013, 11:40:56 PM »
I'd like to introduce Apocalypse Words, http://ApocWords.net, to you Dungeon World GMs. The site is designed to be a support during prep or a game, helping to provide quick inspiration when you need it. The Dungeon World section is the most complete, but there are also pages for Apocalypse World and Call of Cthulhu.

I'll be using the DW page (http://www.apocwords.net/systems/dungeon.html), via my iPad, Saturday for my monthly session of Dungeon World. I don't intend to use the output literally all of the time, but more as inspiration when in the moment.

Take a look if you're interested and let me know if you have any questions, comments or suggestions. I've got plenty of work ahead, and I hope you find the site useful!

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Apocalypse World / ApocWords.net
« on: April 24, 2013, 11:34:05 PM »
I'm building a website, http://apocwords.net, designed to be of service to Apocalypse World MCs, either in prep or in play.  The intention is to have it on my tablet browser while I'm running a game, for instant inspiration should I need it.

The Apocalypse World page is at http://www.apocwords.net/systems/apocworld.html. The creatures function isn't live yet, and there are still several functions to be added. Much of that is explained in the development notes page.

There's also robust support from Dungeon World, and I'm adding functionality for Call of Cthulhu games.

If you find the site of any use, or if you have questions, comments or suggestions, please let me know!

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Dungeon World / Starting a New Game: What do I Need to Bring?
« on: January 22, 2013, 05:10:02 PM »
I have a new game starting Saturday. I've run AW several times, but am new to DW. I'll have a copy of the rules, dice, player sheets and extra paper.

But what else should I have with me? What would you make sure to have and why? I intend to have them start in media res in a dungeon. Do I need to have it mapped out with notes on monsters and traps?

Thanks!

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Apocalypse World / A post-apocalyptic environment is ...
« on: April 22, 2011, 10:57:07 AM »
For a series of TBA resources, I've been trying to come up with a general definition that covers, in the broadest sense, what a post-apocalyptic environment entails. For the purposes of this project, I don't want to include causes within the definition itself.

Here's the statement I'm working with.

A post-apocalyptic environment is one where there has been a significant decrease in human population, such that human society loses cohesion and technology advanced past a certain point cannot be sustained.


I'm very interested in knowing what any of you might think about this.  Thanks!

5
I wonder if CoR could enlighten us on the postgame chatter amongst the group? Did they dig it? Were they suprised at their choice of moves and actions? Did they enjoy the session? Were they as disturbed as CoR was?

Post-game, the chatter was mostly focused on game mechanics.  The two PCs behind the massacre shrugged that move off as something their characters would do.  And I mean that literally.... shrug... "I was just playing my character."  The other player's response was "if there is no law or obvious repercussion, I will generally default to the most violent (i.e. quickest) option to resolve a given situation."  

I was, as I think may be clear already, rattled by the massacre.  And rattled by being rattled, if that makes sense.  I have no doubt that the reality of a post-apocalyptic world would be terribly savage and brutal.  The forward of one of the post-apoc survival books I've recently read makes it clear the greatest danger in that environment will be humans shorn of the trappings of civilization and society.  And you don't have to look hard to find real examples of that in our world today.

[I wrote a whole lot more, and then pared it back to this.]

AW has given me more, beyond the scope of rules and plots, to think about than any game I've played.  That's a good thing, but boy do I have a headache. :)

EDIT: The hardholder player tells me he found it disturbing as well, that "he roleplaying was getting a bit close to all the bad behavior of power and fear" and "if we are just going to shoot people and take their stuff, let’s play Munchkin, at least."

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  point?

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Apocalypse World / Re: Mad Max never needs the loo
« on: April 20, 2011, 11:47:24 AM »
@CodexofRome: Do you talk about the water situation after that first session?

Yes, oh yes.  For two reasons.  First, fresh water is so vital to life, it has to be a constant concern for anyone not blessed with plenty of it.  Second, but equally important, the details we forged originally about water became fundamentals of the story, and vectors for threats.

My players had decided they'd catch rainfall during the rainy season and store it in boilers and vats that had been liberated from nearby breweries and industries.  For the dry season, they had a well that had been drilled down to the aquifer.  It was established that people living in Tabernacle would come in the morning to get their draw of well water, and that's where the next couple of sessions would begin, in the morning, watching over the water distribution.

Two threats involving water got more play than almost anything else.

The first was an environmental threat, a large marsh that even in the dry season never quite dried up.  The marsh is a couple of miles from Tabernacle, situated in between the site of a small nuclear reactor at a research university and the headquarters of what had been the world's most popular soft-drink.  To me, that added up to a big soup of chemicals and mutated bacteria, something that could be a big problem if it got into the aquifer.

[We're playing in our own backyards, in Atlanta, so this is the Coke HQ and the reactor at Georgia Tech.  The real reactor in question, was actually shut down and de-fueled before the 96 Olympics.  And two of the players work at the Coke HQ in RL.]

The second threat was from the primary front, the enemy at Big Rock.  Barnabas sent his reclusive brainer, Zip Gorgeous to infiltrate Tabernacle.  Zip sold himself as a chemist who could help them create explosives, something they ate up like candy.  They sent him out, along with Flint, one of the Chopper's gang, for protection, to get the supplies he needed.  Zip puppet-stringed Flint, who was caught red-handed (having been puppet-stringed) poisoning Junktown's well.  That put an end to alliance talks.

8
Third session.


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Apocalypse World / Re: Mad Max never needs the loo
« on: April 20, 2011, 12:34:35 AM »
In setting up for the game I've been running, I did a lot of reading to get a feel for what life would be like.  (The World Without Us, by Alan Weisman, is an excellent resource http://www.worldwithoutus.com/index2.html).  So when we've played, I often begin the session by asking the players questions about the "minutia" as you call it.  Questions like, "where do you get water from and how do you make it safe to drink?" have gone a long way towards framing the story, creating potential story elements, and putting the players in an apocalyptic state of mind.


10
Game night tonight, and two of my players, both reasonable adults, did something, in-character, that I really found disturbing.  I've been playing rpgs since the 70s, and I can't remember ever being shocked by something like it.

Tabernacle, the players hardhold, was under serious pressure, at war with Big Rock, another settlement.  It started when Big Rock got caught stealing women from a third, small settlement under Tabernacle's protection.  Big Rock demands submission and tribute.  Tabernacle refuses, hits hard at Big Rock's farms with two gangs (one from the hold, another a biker gang).  Big Rock strikes back by picking off Tabernacle scouts, implicating Tabernacle in the poisoning of Junktown's well, setting a wildfire that threatened Tabernacle on one side while attacking from the other.

In the midst of it all, a teenage girl with visions of a better world leads a third of Tabernacle's people, and almost all from the third, small settlement, maybe a hundred men, women and children away to the west to find safety and peace. They don't get far before Fang, Crater (the PCs) and Crater's bike gang track them down... and shoot them down in cold blood. 

Yikes.  On one level, in game, I can see it happening post-apoc and I'm sure similar atrocities are probably easy to find throughout history.  On another level, it really blew me away. 

Ever had that happen?

11
Apocalypse World / Re: New MC: Need feedback on custom stuff
« on: April 09, 2011, 08:17:23 PM »
This is merely my opinion, though. :)

Yes, and thanks for it.   Your points are well made and I appreciate the feed back!

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Apocalypse World / New MC: Need feedback on custom stuff
« on: April 09, 2011, 05:07:58 PM »
So, the first session I ran went very well I think.  Two PCs, more joining next week.  One of the PCs, Parson, is a hardholder, and runs Tabernacle.  His right hand man is Fang, a gunlugger PC.  Very quickly, they got into a conflict with Big Rock, a larger settlement run by a charismatic warlord named Barnabas.  They took Shazza, Barnasbas' emissary, captive. 

This next session, Big Rock is clearly Front #1 for the game.  I think I've got the idea of what to do, but I'm hoping you'll look this over and point out the flaws. 


Threat 1
Barnabas (Warlord/Slaver)
Cast: Barnabas, Shazza, Fuse
Description: Barnabas will dominate the Metro, enslaving those who don’t submit to his power.  In this Threat, he's reacting to the capture of Shazza and going to put the pressure on until Tabernacle submits or is destroyed.

Custom Move: Ambush!
If you're on the move beyond Tabernacle territory, Roll+Sharp. On a 10+ nothing happens. On a miss, 4-harm from an ambush. On a 7-9, choose one:
  • Spot the ambush and go back   
  • 2-harm from the ambush

Countdown: To War!
For each of the following events, advance the clock one:
  • Refusal to release Shazza
  • Capture Fuse
  • Capture Zip Gorgeous
  • Refusal to submit to Barnabas’ rule
  • Spotted in Big Rock Territory
  • Ambushed by Big Rock gang
  • Kill any Big Rock people
Events:
  • 3:00: Warn Junktown to break ties with Tabernacle
  • 6:00: Send Zip Gorgeous to Tabernacle to initiate the attack on Junktown
  • 9:00: Send Raid to attack the Tunnel People
  • 10:00: Capture Tabernacle NPCs who wander outside Tabernacle
  • 11:00: Recon Tabernacle
  • 12:00: Full on attack on Tabernacle

Threat 2
Cast: Zip Gorgeous
Zip Gorgeous (Grotesque/Mind Fucker)
Description: Zip is Barnabas’ brainer. He’s going to infiltrate Tabernacle and mind fuck someone into poisoning Junktown’s water well. He’ll choose an NPC, unless a PC confronts him and loses.
Special: Zip’s threat is triggered when the Barnabas threat countdown reaches 6:00

Custom Move: Mind Fucked
Applies to PC's only.  If you confront Zip Gorgeous, roll+weird. The fucker digs into your mind. On a 10+, you know it, but shut him down before he gets in and before you know what he was up to. On a miss, you disappear for two days and don’t remember why. On a 7-9, you don’t know why or how, but the next thing you know, it’s a day later and you’re standing next to an open manhole cover near Junktown with a jug of something green and icky in your hand.

Countdown: Poisoned Water
Every two days after this threat is triggered, advance the clock by one.
Events:
  • 3:00 – Zip arrives in Tabernacle
  • 6:00 – Zip mindfucks an NPC (or a PC, see above)
  • 9:00 – The mindfucked person disappears from Tabernacle
  • 10:00 – The well is poisoned/people are getting sick
  • 11:00 – Foster sends word he needs help
  • 12:00 – A third of the folks in Junktown die

Threat 3  *** UNFINISHED ***
Big Rock Castle (Landscape/Fortress)
Description: The castle is a rambling, makeshift fortress and prison, built atop Big Rock. The people kidnapped by Barnabas’ gang are held in several large pits until they can be broken and moved out on the farms.
Cast: Barnabas, Fuse, Zip Gorgeous, possibly Shazza

Custom Move: Navigating the Castle!
As you move through the Castle, roll+sharp. On a 7+, you move deeper into the fortress. On a miss, you set off a trap and choose two. On a 7-9, you set off a trap and choose one:
  • You take 2-harm (ap)
  • You set off an alarm
  • A guard appears in front of you
Countdown Clock
For each successful Navigating the Castle move, advance the clock
Events
  • 3:00
  • 6:00
  • 9:00
  • 12:00: The hostages/slaves are freed


I'm not finished with, and not happy about, the third threat at this point.  I'm not sure exactly what to to do with it, other than possible use it to kill all the hostages held in Big Rock if the PCs don't react or don't stop it.

Any comments or suggestions about these would be highly appreciated!

More details about the story that's developing can be found here: http://www.obsidianportal.com/campaign/ashes-of-winter/wikis/main-page.

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