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Messages - CoveredInFish

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Only thing I would have an eye on is to keep things scarce. In my first game as MC I allowed the players a lots of cool stuff they authored in the world and - while it was cool - it was hard to keep up the scarcity as most immanent threat. So, yes, the BB has a bar, but its really only a broken shed, a table and some dirty glasses - barf apocalyptica.

Oh .. and one player in said game wasnt as creative and didnt get so much cool assets and felt left behind later on. I didnt realized that in time, but it came back to bite me later.


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The Regiment / Re: Bonds?
« on: February 13, 2013, 07:01:43 AM »
Tranks, that helps me out.

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The Regiment / Bonds?
« on: February 12, 2013, 03:31:54 PM »
Hi,

I'm not sure I get bonds correctly. I know AW well and some other hacks, but only skimmed DW yet. As far as my research told me bonds stems from DW?

So my understanding is that you define connections/bonds you have with other characters (to one character you have two bonds, to 2 other chars one bond). Each bond is a sentence that describes how these characters are connected (like "Oh boy, that recruit is so green, I'll have an eye on him")

In DW there are prewritten bonds in the playbooks, but it encourages to write your own. I assume The Regiment (at least now) goes all the "write your own" way?

Am I right so far? Or is BOND much more like Hx from AW - once its determined its mostly a numeric value? Are there any helpful posts out there how to write good bonds?

Are there any other uses for bonds than the AID move and the XP gain on bond +4?

I totally know that this is an alpha version, so it might be just a matter of "not done yet", but both Hx and DW-bonds give you lots of guidance to fill your backstory (creativity kickstart). Is this left out on purpose here?

Other than this topic I'm really excited about this (especially colonial marines, as I dont dig WW2 much). The VOF/damage part took me a bit to figure out and I have to see how the battle plans will work in play but I think I reached a solid understanding there. Just bonds missing ...

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Apocalypse World / Re: Going too far?
« on: January 05, 2013, 11:21:44 AM »
I think that John Harper's article about "Crossing the line" has some importance here.

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I find it most useful to answer those questions fiction-first. Does it make sense that Chaplain hits both with his action - then cool, share the harm, or let both get harmed fully. There is no much danger here in handling it either ways - a bit more harm to your NPC (you watch them through crosshairs anyway) - no big deal. 

On the other hand the game gets clunky when you make it rules-first and try to have the fiction follow that. (It might work in this case, but as often it wont)

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You might want to read the Dead Weight hack here in the forum. Its unfinished and abandoned (as far as I know) but I found it very inspiring. Its a bit more specific setting though ...

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Apocalypse World / Re: Some questions about moves and combat
« on: December 20, 2012, 10:16:34 AM »
If I ask them, they answer something like "i'm seizing the life of the raiders" or "i'm seizing the moment" (example written in rulebook !)... the kind of magic answer which always works, but seems a little too easy.

If players state just a move name I ask them "cool, how do you do that?" to ground the move in the fiction. When they answer that you will have a better feeling if this is really the move they called and what to do on a miss.

EDIT: if I had read carefully what gregpogor had posted I might have considered posting this - its pretty much the same advice.

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Apocalypse World / Re: Some questions about moves and combat
« on: December 19, 2012, 11:03:25 AM »
Maybe its good to re-state that "firing a gun" is not a move. It totally depends on the circumstances whether it triggers seize by force, go aggro or even no roll at all. Its much more important to find out what the player tries to achieve to find out what move to choose then to find out his action.

Before you call for a roll ask more questions.

It also depends on the "zoom level" you want to apply to the scene. A gang shootout could be handled with a single seize-by-force plus some help/hinder rolls. But the same scene - when you think its more important - could be handled by several moves of go aggro, act under fire, seize etc ... all the moves snowball.

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Monsterhearts / Re: The Mortal's Lover
« on: December 12, 2012, 12:01:40 PM »
I assume its written that way to signify that this one chosen lover the mortal has is meant here - not any random lover the mortal could have have. So even if you would tell a story with the mortal torn between two love interests there would always be only one lover.

I dont think its some kind of condition (nor move).

But this is just my understanding.

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Monsterhearts / Re: Do I roll enough?
« on: December 05, 2012, 08:06:22 PM »
Turning people on doesnt happen that much ... although we triggered 3-4 sex moves in our 15 hours of play. Lashing out happened maybe 2-3 times.

I think it does happen .. and when I clearly reckon that I call for the roll. Sometimes I just give in, see no need for a roll, but when I do so there probably is none justified. Dunno

This just hardens my fear to cheat my players of roll opportunities (not that they complain)?!

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Monsterhearts / Re: Do I roll enough?
« on: November 19, 2012, 06:32:10 PM »
Hmm ... there we might have something.

The way we play the players narrate what they do and sometimes I say "hey isnt that _MOVE_?" The players rarely or never ask for a move/roll.

It could be because I'm the facilitator (is that the word?) - the guy who owns and knows the rules. But they have all the moves in front of them (I printed them as playing cards) ... so they know what they can do.

Maybe I'm kind of afraid that I miss moves and overrule them and with that I cheat them advances and random play development.

Let me say again that we dont have a problem with the way we play and love it and it works great -- but I really like to broaden my horizon.


EDIT: removed that annoying marquee effect I accidently created. sry

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Monsterhearts / Re: Do I roll enough?
« on: November 19, 2012, 09:10:37 AM »
Oh, I dont worry too much. :) The game as we play it is great for us - no real need to change a thing. I'm just curious if other people do it differently (esp. in that aspect)


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Monsterhearts / Do I roll enough?
« on: November 18, 2012, 07:13:09 PM »
I  just had my third session of monsterhearts (I'm MC) and the game is great. Its surprising and entertaining and full of awesome character play. It has great momentum and we really enjoy it.

But we dont have very much rules interaction. I called for 4 or 5 basic moves in a 5-6h session. We rarely use strings and never use conditions.

We had much fun with Darkest Self ... that worked great.

So

1) I'm wondering if we play it wrong.

We are fine the way it works - the setup is amazing and when we call for the rules they do bring the game forward. So .. I'm not really asking if we should change our game - its great, we have lots of fun. I just wonder if other MH games run differently and if we might miss something.

2) the way we play the players dont earn much experience ...  with 4 players and 3 long sessions we just had 3 advances.

If the way we play creates less experience than usual I think I should hand out some bonus experience.

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Monsterhearts / Re: Slow beginnings
« on: October 11, 2012, 06:14:47 AM »
Yeah, I had trouble with the start too.

Set-up was great, and then I had to come up with the first scenes. And ... nothing. Totally blocked. I went with "follow them through an ordinary day" and had two pretty boring scenes. But then it started and conflict was found and it all sped up into a fantastic session.

I experienced the same with The Mountainwitch and I wonder if this slow start is actually necessary to develop a comfort with character and setting to build the scene for the later play. Dunno.

Joe gave good advice here though and I might benefit next time I start a new MH campaign.

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