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Messages - Mr Nay

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Monster of the Week / Re: Random Modern NPC Generator
« on: August 28, 2013, 07:39:25 PM »
This is a thing of beauty, thanks for sharing.

Monster of the Week / Re: Help me prove players wrong about MoW
« on: July 07, 2012, 08:03:26 AM »
Yep, MotW is the way I prefer to play WoD.
I tend to downplay the morality/humanity tracks and play a more Blade-like, shotguns and trenchcoat kind of game.
I know it is wrong but I liked it, at least until MotW showed up.

Monster of the Week / Re: Two New Playbooks: the Beat and the Protege
« on: July 07, 2012, 07:44:25 AM »
Those are very cool, I cant wait to see them all shiny and official looking.

the nerve core / Hack descriptions?
« on: February 23, 2012, 07:53:29 AM »
This may sound really silly, but I am having problems finding a description of the AW hacks, some have a thread that explains what the hack is about, many don't, what am I missing?

Monster of the Week / Re: Retire to safety
« on: February 22, 2012, 09:14:15 AM »
I haven't played MotW far enough for it to come up, but for what it is worth I don't think I would pick it or miss it.

Necrology / Re: The (living) Heart of Necrology
« on: February 22, 2012, 09:09:32 AM »
If you haven't had any breakthroughs here a few I like, coercive, psychophage and puppeteer.

I will be picking up a copy when Necrology makes it into print.
It looks like you have captured all of the things I like about Wraith and ditched the things that stop me from playing it.   

Apocalypse World / Re: My first Apocalypse World session as MC
« on: December 17, 2011, 08:37:15 PM »
Awesome game. Keep it coming.

Apocalypse World / Re: New Character Playbook: The Wildcard
« on: June 07, 2011, 12:26:25 AM »
Is the Wildcard's luck tied to the psychic maelstrom somehow. I just love characters with luck as an ability. Have you seen the movie Intacto?

Apocalypse World / Frozen hells
« on: June 06, 2011, 11:51:58 PM »
I know that irradiated wastelands and reclaimed ruined cities are the default post apoc settings, though the sunken water logged version is pretty common too.

But what about a world in the grip of nuclear winter or a new ice age caused by a massive climate shift, the world would be as hostile as ever, but will have a kind of mammoth hunter vibe.

Has anyone gone down this route with their game or know of any fiction in this vein?

In the games I've played, the Psychic Maelstrom is usually a Front, actually, but sometimes it manifests as a Threat in specific circumstances.

In the game Tony Dowler ran, for example, the Psychic Maelstrom was the ghost of the past, which we could reach through playing rock music.  When our Hocus-led band played "Helter Skelter," we used augury to accidentally summon Charles Manson into our apocalyptic future. Charlie became a specific Threat (I think, since I wasn't running it), but he manifested from the Maelstrom.

Likewise, in my current game, the Maelstrom is related to the restless echoes of everyone who died in the apocalypse.  That's all we know at this point, but those echoes have already manifested in a number of ways, driving at least one member of the quarantine's stasis insane, haunting our faceless and now our quarantine too, and making our touchstone crazy until she learned to control the voices in her head.  Those are all threats, potentially, that are related to the Maelstrom as a front. 

Then again, when people use augury or other moves  (open your brain, healing touch, visions of death, etc.) to interface with the Maelstorm, sometimes the Maelstrom acts as a threat and makes threat moves when they fail.

That is so cool and very similar to how I imagine the psychic maelstrom.
I see it as a massive wound in the world's psychosphere caused by the death of so many sentient beings at once, kind of like a world wide mass haunting that every living person is psychically plugged into.

Apocalypse World / Types of games
« on: June 02, 2011, 09:45:58 AM »
Hi all, my paperback copy of AW arrived yesterday. Reading through I started wondering if this game will be any good for one on one and/or play by post games.
Have any of you played in either or both of the types mentioned above?

Apocalypse World / Re: Cool Game!
« on: May 02, 2011, 07:36:02 AM »
Well I was kind of fishing for a game to play in, so I can get a feel for the game in action.

But I have read the same advice from a lot of different sources on the net.
They all said something similar to you.
"Play the game as the book describes and you will get the most out of it."
If everyone is jumping off a cliff, I figure there must be some merit to it and go look over the edge. 

I am really syked to make a character for the game, but I want to sit down and chew through the book a couple of times (when it gets here) before I think of MCing a game.

Apocalypse World / Re: Scraphold
« on: May 01, 2011, 03:30:45 AM »
It sounds like you are having a hoot. I get the impression that Ms Smith is a bit of a firebrand that will make sure things stay lively.

The lack of Weird is rather, um... weird to me as it is one of the things that sold me on this game.
Not since Tribe 8 have I seen such a prevalent metaphysical force built into a post apoc setting.

Apocalypse World / Re: Cool Game!
« on: May 01, 2011, 03:18:18 AM »
Thanks JH.
Pg 188 is pretty cool, the maelstrom is such an interesting setting element for a post apocalyptic game, it reminds me of Tribe 8's river of dream.

I cut my teeth on Rifts back in the day before moving on to the World of Darkness games, so it is no mystery why I am digging this game

These days I mostly ignore the clunkier generic systems in their massive 400+ hard-covers, they tend to hurt my back when I try to read them.
What I am loving is the digest sized soft-cover indie games with their emphasis on story, minimal prep time and easy to learn rules.

Is there a pbp set up for AW somewhere on these forums

Apocalypse World / Cool Game!
« on: April 30, 2011, 10:17:04 PM »
Hi, I just preordered AW and had a look through the pdf and I have to say it really pushed the right buttons for me.

I wont get an in depth look until my copy arrives in the mail, as I find pdfs hard to read and use them for overviews and reference purposes.

But the the inclusion of the psychic maelstrom is the icing on the cake.
I love post apocalyptic settings where the survivors have a weird ability or two, but dont have to be built around those abilities. The flavour of the Moves just screams, use me.

It is nice to know that I can pick up a hands on not so psychic playbook like the Chopper and still be able to open the character's mind to the psychic maelstrom when necessary. Kudos to the designer.

Well, I only ordered a couple of days ago so I have a bit of a wait ahead of me.

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