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Messages - weenog42

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Apocalypse World / Re: Handling PC versus PC seduce/manipulate
« on: August 16, 2012, 05:34:56 PM »
Remember that Seduce/Manipulate requires leverage.  Thats what Read a Person gets you: you learn what leverage you will need to offer.

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Dungeon World / Re: Living Dungeon World at OrcCon 2012
« on: January 30, 2012, 07:52:31 PM »
Holy Fecomancy!  Those filled up fast!  Sadly I was slow on the draw, because I was really curious to see how you were handling a living campaign.  Ah well.

I'm running 3 sessions of AW throughout the weekend, maybe it's some of you same folks?

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Apocalypse World / Re: Extended Mediography
« on: January 18, 2012, 08:36:15 PM »
The graphic novel series Y: The Last Man.

Also, while not apocalyptic, I'll take any excuse to promote the HBO series the Wire as just a damn good example of everything, but especially Fronts. Every season is basically just adding a new Front to the mix, while continuing to follow the existing ones.

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Apocalypse World / Re: Suggestions for AW Demos?
« on: January 18, 2012, 06:34:40 PM »
I had the good fortune of playing in one of Vincent's games at Pax Prime.  He did just what he said above, although we did have a Hardholder, and our second session was essentially a day of holding court, and was so PvP driven that I don't think Fronts even came into it (not that it needed them - we had a blast making our own mess!)  The bittersweetness of a con game is always that you won't get to continue the story you started (although you can certainly import pieces to a home game).

Vincent, can you comment on why you include or remove certain playbooks?  I'm planning on running some games at OrcCon, and I was considering removing:

Angel:  Having healing readily available takes the pressure off.  If I do include this, I'll probably reduce the starting Stock.
Driver:  The increased mobility is a bit much for a starter game - I like to keep things on the home front for a bit.  I'd rather not deal with Vehicle rules every game.  On the other hand, it's pretty iconic for certain settings.
Hardholder:  Between detailing the holding and their starting move, pretty much plot in a bottle.  The danger is that they may overshadow the game.
Hoarder:  Trends toward playing defensively, and having lots of Barter or Crap available takes pressure off.  If I do include, I'll start with higher Hunger.
Quarantine:  Exploring causes of the apocalypse just doesn't feel urgent when you know you only have two sessions.  They're not conceptually right for every game either.

Wondering specifically why no Battlebabe, which I consider iconic and a good "stir the pot" playbook.

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Apocalypse World / Re: When you eat someone`s heart...
« on: January 12, 2012, 07:49:46 PM »
I like the soul compelling you to do something, but +1 forward seems a bit tame.    Maybe the soul always wants you to do something, but on a 10+ you mark XP instead.  Depends on if you see this being something other PCs are likely to try, or if this is a custom move just for the faceless.

For general use, I think I'd go for something more loose, like +Weird and Open Your Brain, but instead of opening to the world's psychic maelstrom, you're opening it to mind (soul?) of the person consumed.

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Apocalypse World / Re: Form Fillable Playbooks
« on: December 06, 2011, 08:14:07 PM »
Foxit Reader is another great program for reading and saving form fillable pdfs.  I haven't used it to create sheets, however.

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Apocalypse World / Re: Types of Apocalypses and their root causes
« on: September 12, 2011, 03:45:50 PM »
My Hocus believes that the Apocalypse was directly caused by the psychic maelstrom itself, which is a reflection of human thought and feeling.  Perhaps the world was going to shit because of purely physical causes, like war, ecological disaster, what have you, but what really tore reality apart was that human negativity passed a threshold and started taking on its own agency.  His mission is to get enough followers to reverse the trend, not just keeping the maelstrom at bay, but changing its very nature into something positive.  Sort of a "Night of 1,000 Cats" idea.

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Apocalypse World / Re: When you reset Hx, learn a secret [custom move]
« on: September 07, 2011, 06:20:07 PM »
The Brainer resets Hx with my Hoarder, Burns.  Burns is, as you might expect, an old dude.  So I whisper to the Brainer that Burns has a pacemaker.  Not two shakes later, the Gunlugger hits me with a tazer.  Good times.

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Apocalypse World / Re: AW with non-p&people?
« on: September 01, 2011, 06:27:21 PM »
Asking direct questions will feel perfectly natural before too long.  If it doesn't feel natural to start, that's probably the biases of other games you've played bleeding through, which is completely unavoidable, but very manageable.   As long as your questions follow from the narrative, they can only enhance immersion.

There's no need to hint or nudge in AW.  The "softest" MC moves are usually to Announce Future Badness or Announce Offstage Badness, but you should do so in bold ways.  If you have to put a gun to the PCs heads to get them to be active, then do that - then ask "What do you do?"  At that point they'll have to do something.

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Apocalypse World / Re: AW with non-p&people?
« on: August 30, 2011, 10:09:02 PM »
I don't have experience introducing new players with AW, but, I think it would be a great introductory system.  The rules are simple, so you don't have to worry about rules lawyering or decision-paralysis.  Everything is based on the narrative.  If they buy into that, it's smooth sailing.

1 - Prompt them.  New players may be hesitant.  Fortunately, AW requires you to prompt players anyway, so it won't stick out.  Start with character gen.  After Hx is established, just ask each character a few questions.  "Why don't you trust Angels?  Tell me about the time you found love, and lost it.  Tell me about how you got that scar."  Once game starts. put them in a spot and just ask "What do you do?"

2 - Barth Forth.  New players will feel like they're out of place unless they really understand the game world.  Barth forth at every opportunity, and give the players chances to do the same by asking them questions.  Let them own the game world by helping creating it.

3 - Don't plan.  Really, don't.  I know how you feel, because this is what I'm guilty of with every other game I've ever run apart from AW.  Trust the rules - they're written the way they are for a reason.  Just hand out playbooks, do character gen as written, and follow the First Session rules.  If you feel that you must must must do homework, just reread the basic moves and MC moves.

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Apocalypse World / Re: Inflicting Harm by proxy and changing Hx
« on: August 30, 2011, 06:04:22 PM »
I would definitely do it for both in the case of harm, but not always for healing.  AW is a dangerous place, so there's plenty of opportunities to take Harm from external forces (threats), which means a Hardholder lucky enough to have an Angel could potentially gain a lot of Hx just in the normal course of play.  A PC causing direct harm to another, even using a third PC as a weapon, is a more momentous (and memorable) occasion.  Hell, I might be inclined to offer Hx if a Harholder refused healing, if doing so would cause Harm (if the PC was after 9 o'clock, for instance).

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Apocalypse World / Re: Help, Interfere, and Hx
« on: August 30, 2011, 05:44:38 PM »
You don't gain Hx for helping or interfering - but in order to help or interfere, you roll +Hx, which I believe is why the playbook mentions it there.

You may be thinking of the rule that inflicting harm on another PC causes them to gain Hx with you, and healing another PC grants you Hx with them.

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