Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - evilseanbot

Pages: [1] 2 3 ... 8
AW:Dark Age / Re: Playtest concerns and questions
« on: September 30, 2014, 08:54:32 PM »
Woop Vincent didn't answer for a week so I'm going to tell you my dumb thoughts and maybe we could muddle through it together.

-Looking at ask for judgement it feels like sometimes the 7-9 is the preferable outcome.

I think this is working as intended. Rolls aren't ALWAYS better the higher a value is. If you're politically well connected, you will get more results asking justice from a people with less order/formality than with high order/formality. Asking for justice from a people with no order/formality is asking for trouble though.

-Can you deny a mechanical right? Like preventing a person with the right to Confront Their Betters For Justice from rolling strong instead of good to win them over?

The way I've been playing it is that all rights create triggers for the denied your right move when something stops them from doing the fictional thing (So say you ask to talk to your betters for some justice, and the guard who hates you tells you they're busy, he's denying your right to Confront Your Betters), but I don't think it makes sense to negate someone's mechanical benefits willy nilly. Maybe it'd make sense if someone had a  Right that was like 'You have the Right to make people roll Weird to win you over instead of good (this trumps substituition)' then they'd be denying your right like that.

AW:Dark Age / Re: Initial thoughts/questions from reading the documents
« on: September 02, 2014, 02:08:40 PM »
Cool, that answers my questions pretty well.

Another two: The instructions file says "You can heal 1 harm via medicine/magic and 1 harm through resting through the season". I'm assuming that that is contradicted via specific Rights, right? (The enchantments and the healing right should allow you to heal 2 harm via magic and 2 harm via resting.)

Speaking of the healing right "Ask your gods for help in healing", after you heal someone 1 harm right now, can you heal them again? Does that take up the 1 harm via medicine/magic?

Is it cool to give NPCs Rights the way that NPCs can have Moves in AW?

AW:Dark Age / Initial thoughts/questions from reading the documents
« on: September 01, 2014, 10:11:01 PM »
* The Court Wizard's consult with the gods of their people, seems like a not very useful Right, only desirable in the case that you raise Bold above Weird, which would take 2 advancements at least.

* Seeking initiation - Is that unavailable due to Mantles not really existing yet?

* The Peasant Beauty's guaranteed 12 moves seem oddly powerful. Guaranteed 12 seems better than any other combat Right that applies to individual combat.

* If you get the better position from someone and have your weapon at their throat, can you just kill them outright or would you be inflicting Harm of some kind?

* Let's say two people want to jump another person. I'm assuming thats essentially Single Combat, with a clear possibility of aid, as opposed to a battle. So whoever's in front makes the Strong role, they get a 7-9. I'm assuming they can ask for their friends help in the fight to bump it up to a 10+. Do they get help before or after spending?

* What if someone, when denied their right decides that they actually shouldn't have that right in the first place - Can they go off script from the Denied Your Right options? Can they choose to just lose that Right?

* Good is like pleasant and/or righteous, but not necessarily either, right?

* What do players do when they go off to heal for a season? Pick up a new character in the interim? Wait for the season to pass?

Apocalypse World / Re: Touchstone translation
« on: January 31, 2013, 04:57:36 PM »
It would occur to me that due to the double-meanings/references in a lot AW playbooks, you can't really accurately translate them. It would seem the best option would be to either maintain the original english name (Which I think would be fun if I was playing a translated RPG, but maybe that's just me) or choose a new name in search of their own double-meanings/references.

What are the playbook names in the Italian game, anywho?

Apocalypse World / Re: Touchstone translation
« on: January 31, 2013, 09:53:51 AM »
Not Vincent, but I could help on a couple of these:

Maestro 'D: A combination of the terms Maestro (A master musician) and Maitre 'D (A head waiter at a restaurant)

Gunlugger: A person who lugs (Carries) guns.

Skinner: I believe this is mostly derived from using the word "Skin" to describe alluring sexuality or revealing physical appearance, similar to the phrases "Skin flick" (porn) or "skin trade" (prostituition)

the nerve core / Re: Vincents intentions regarding queer concept
« on: November 27, 2012, 07:54:41 PM »
That all sounds pretty groovy to me.

Oh gosh I don't actually have any other questions

Oh okay here's one: Was there reason why Apocalypse World was the game that has that queer-inclusive stuff written in in a powerful way? Some sort of timing issue or coinciding with what you wanted to accomplish in AW?

I'm thinking of it in comparison to DitV. I really appreciated the handling of queer issues in DitV because it was like "These judeo-christian-ish religious people think what you are doing right now is wrong." But I don't think of it as an approach that would have the same sort of wide-appeal.

the nerve core / Vincents intentions regarding queer concept
« on: November 25, 2012, 10:23:42 PM »
Heya, I was curious about something:

It seems like AW is a big hit with queer people. It seems to be pretty with it for an rpg designed by what I assumed was a married hetero dude

Was this the result of intentional design decisions to appeal to those players?

For reference I am a queer lady who tries to stuff as much homo-ing out in the game as possible.

Also, its very likely this isn't a good discussion for the internet. I'd be really mostly interested in hearing Vincent's take on the subject, and if he wants other people could chime in, thats cool too

Monsterhearts / Re: Toying with a Jekyll/Hyde skin
« on: November 11, 2012, 10:26:41 PM »
I like the idea of a Jekyll/Hyde skin.

I think the playbook is a little too "Hulk", making it be a little like Hulk is cool, but I want my Hyde to be more of a immoral lustfull sociopath and less of a berserker, which is truer to the source material / more interesting in Mosterhearts / less of the Werewolf all over again. In that regard I would rewrite the darkest self and maybe tweak a move or two.

Apocalypse World / Re: Playbook Playtest: The Shieldbearer
« on: November 11, 2012, 10:05:13 PM »
1) Keeper of the old ways bothers me in that forcing too much of a PC's action - particularly in that it seems unnecessary, in that the first two you could accomplish in some kind of of modification to Read a Person.

2) The playbook fits pretty well in AW. Its definitely reads as a justice-oriented character FROM THE APOCALYPSE, as opposed to, "oh hey there's a cop in the group."

It loses points from not having anything to do with bondage masks or psychadelic horror or apocalypse bubble bath or burning man, though.

If there's something that I would criticize on a conceptual level, its that I think the moves define too much of the internal beliefs of a character - Compared to say, the Hocus or the Touchstone, which also imply internal beliefs for the character, but define the character morever on what they are capable of doing - leaving how they want to use that power more in the hands of the player.

3) The playbooks stuff seems to hit the theme pretty well.

4) I like Getting Shit Done a lot, its probably my favorite Move for the book. I would actually suggest changing the special move to ("When someone has sex with you, they tell you of an injustice committed against them, and Getting Shit Done is triggered, whether you have the move or not.")

The Regiment / Re: First game / A couple of rules questions
« on: November 10, 2012, 06:18:16 AM »
More questions!

1) The Officers' Logistics: So it sounds like its similar to Wealth / Fortunes... sooo... what's surplus? 3ish gear? a Unit Supply? What's troubles? No toilet paper? The only food left is completely tasteless? Half the squad's sick?

2) Would you suggest using "gangs" against PCs, like in AW? If there's an abstract group of 15ish dudes that throw javelins agaisnst a squad containing two pcs standing together, is that a javelin attack rolled against each PC, with the VOF increased by 1 because its a bigger group? Do gangs take damage like a normal Enemy, 3 hits and they're out? Do they have damage reduction like gangs in AW?

3) End of session checklist... Is this "Do the Hxy thing from AW but for Bond, and also give them XP for stuff. Figure it out yourself." or is their an end of session checklist I'm missing?

4) I find the PCs interested in socially dealing with neutral NPC parties... allying with them, intimidating them... is that something that is intentionally not very rules-addressed? I kinda want the partisan move from 1.0... was that move removed because it was sucky in play, or because it just never came up?

5) How much Gear do people start off with? How much unit Supply? Does it default to "Not enough"?

The Regiment / Re: First game / A couple of rules questions
« on: November 08, 2012, 06:01:03 PM »
1) Okey dokey, so 4th advancements that say "+1 grit" and "1-tough" mean "permanent grit +1", "1 expendable tough"? Cool.

3) If you say so! I will probably try to emphasize that long ranges and medieval armor penetration are totally awesome, because again, I want to make sure to emphasize "It is good to have guns when no one else has them"

Finite Ammo: The PCs have the possibility of being resupplied, but its contigent on raiding ancient treasures (And some combination of corporate realpolitik) to send back to their original timeline - The PCs are part of a quirky time traveling mercenary organization that isn't super flush on funds but is capable of sending supplies at considerable cost.

The Regiment / First game / A couple of rules questions
« on: November 08, 2012, 02:03:02 AM »
I'm running my first session of The Regiment tomorrow. I'm using kind of a funky setting: Time travelers taking over ancient rome with modern weaponry.

A couple of rules questions:

* Is it intended that grit be a permanent attribute and tough be expended per use?

* Awww, no moves from other playbooks unless you're the Commando? But they're so neat.

* I'm trying to stat up swords and javelins and junk. I want to make the inferiority of ancient weapons kind of a big deal (It is about a bunch of dudes with machineguns taking over rome), but it doesn't make sense to me for swords to be less effective than combat knives, so, I'm thinking swords are 2d tight quick, javelins are 1d close expend. Unless it breaks the system to have 1d weapons.

Apocalypse World / Re: New Playbook: Firebug
« on: September 11, 2012, 06:35:52 PM »
I agree with a lot of the criticism but I also think this could be a nifty playbook once it gets polished.

I'm confused about this line:

"Brainers who have sex with you cannot use their deep brain scan as it is overpowered"

* Are you saying Deep Brain Scan is overpowered when used against anybody?

* Are you saying Deep Brain Scan is overpowered when used against the Firebug specificly?

* Are you saying Burning Torment's reaction to Deep Brain Scan is overpowered when you're able to do it via having sex?

Apocalypse World / Re: Handling PC versus PC seduce/manipulate
« on: August 06, 2012, 07:01:30 PM »
I would say you want to roll Seduce/Manipulation when a request is made emotionally appealing.

Example: If the Gunlugger offers the Chopper some Barter to do the job right now, that's not even Manipulation, that's giving someone Barter with strings attached, which is almost always better (Automatic 10+) Because even socially stunted weirdos can make people's eye waters with a sack of dough (Actual sack, actual dough)

If he doesn't offer the barter like that (If I was playing, I would be all "OFFER THE BARTER! OFFER THE BARTER!") MAYBE any part of the negotiation is Manipulation, MAYBE any part of it isn't. If someone is like "Hey would you like a job at my compound" That isn't manipulation. If someone is like "Hey do you want to be a ROCKSTAR overlord at my LAST BASTION OF CIVILIZATION that is filled with DELIGHTFUL MALE ESCORTS. We have a CHOCOLATE FOUNTAIN" than that is manipulation.

You should also consider prompting people to make Sharp roll to Read a Person and figure out How To Get Them To Do What You Want.

But at the same time, the Moves can't cover all situations where you think people are dragging a scene's length. Sometimes people are just doing things that aren't Moves for a long time (Like *Possibly* in this case). In that case, you've got to cut scenes around to make sure everyone gets adequate time and the interesting parts are moved to (But be respectful, and keep in mind that this could be the interesting parts for that player.)

Pages: [1] 2 3 ... 8