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Messages - David Jay

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Apocalypse World / Re: Interesting Place Names
« on: July 22, 2013, 11:20:26 PM »
Our apocalypse took place in a mostly flooded, equatorial central Florida. We main holding was in the University of Central Florida (most of the players' former school and workplace) and most of the names were taken from the area:

Versity City (main holding)
Lockheed (military city)
The Strips (airport)
Inktown (home of the psychic tree squids)
Jessup (one of the highest concentration of alligators IRL, spawning ground of mutant gator-ish things in ApoWo)
Magic Kingdom (Disney's creeping fascist empire)
Drownedtown (flooded downtown Orlando)

Apocalypse World / Re: GM Screen
« on: July 22, 2013, 10:57:05 PM »
I've always gone screenless and never had any kind of problem.  The only notes you really need to keep are the fronts, and the MC move of "showing future badness" makes you read from them anyway (sort of). 

If you're just looking for the info that you'd usually find on a GM screen, the last page of this works great for that:

Apocalypse World / Re: Going too far?
« on: March 02, 2013, 03:40:55 PM »
Hey friends,
First of all, thanks for all the advice a while ago.  I don't think I expressed that enough. 
A bit of an update: Thanks to the advice here I didn't go through with my plan.  The gator attack happened, but I ran it using the battle rules (as if it was a 3 armored large gang) and it turned out pretty interesting. 
We continued along (using a few other suggestions here, most notably the ammunition shortage, why didn't that occur to me sooner?) and last week we had our last game.  For the climax we ended up doing something similar to what I had in mind for the gator attack.   
Right before the battle I told the other players that once they hunkered down into their positions, if they wanted to move they had to cross off something from my mystery list (in addition to rolling as normal).  Whenever they took any amount of damage, they could negate it by crossing off something from my list.  If they every failed a roll during the battle, they had to cross off TWO things from my list.
They didn't know until they had reason to see it, but each line of this list had a good thing and a bad thing (or in two cases just a really good thing).  Bad things included various NPCs from the enemy side, various NPCs that had recently betrayed them, and really good things that they enemies had.  Good things included things like 1/3 of the combined gang (that was there three times of course), NPCs they really liked, and (my favorite) "your favorite limb."  The really good things were an NPC child ward of the gunlugger and an unrequited love of the Maestro'd. 
I think there were 10 or so lines altogether.  My favorite moment was when it came down to the ward, the love, and your favorite limb/[npc turncoat] and the Maestro'd failed a roll on the last round of the battle.  He took a long time before finally choosing to lose his arm and save the ward.  He narrated saving the girl (I should note that the gunlugger and maestro'd characters sort of hated each other, so this was all the more heroic) from a grenade or something, but exploding his arm in the process.  The game reflected the meta-game decision, it was pretty awesome.
After the game I asked if that list was ok, and the gunlugger and maestro'd really loved it.  The chopper was less enthusiastic about it (he lost all but one of this 30ish strong gang), but he said he liked it too. 
Anyway, sorry for that huge block of text, but I'm glad you talked me down from using this a while ago.  It seemed to work really well as a closing to a game though (although very modified from what I had in my the first time).
Thanks again!

Apocalypse World / Re: Going too far?
« on: January 08, 2013, 12:43:28 AM »
Wow, thanks for all the advice!  I didn't expect that such a quick and thorough response.  You folks are awesome.  

Anyway, yeah I think there's a consensus that this wouldn't be such a fun idea.  After reading through these during lunch today I've been trying to figure out what led me to that idea.  This might just derail my own topic, but I think my problem is that it's really hard to throw "adequate" challenges at my players here in the "late" game (I think we're on game 7 or 8).  

A couple games ago I asked the three players what they were trying to get out of the game and/or what they'd like to get out of it (this is the first "non-traditional" RPG for all of us).  Two of them said they just wanted to get to the violence and that all the character stuff wasn't important.  Not the response I would have hoped for, but not the end of the world either.  

The problem is that there's a nearly maxed out Gunlugger (with his own holding + gang), a Chopper (plus his second character, a Brainer turned Hoarder), and an Operator turned Maestro'd with his posse that might as well count as a third gang.  

We've been building toward a conflict with the neighboring holding, but I feel it won't be much of a climax (they took out a well armored gang lead by a tank without too much problem last game).  

Annnnyway.  Too long; didn't read--what are some good ways to deal with late game players that are itching for a fight and not so interested in their npc relationships (at least in a way that's clear to me) without "going too far?"  

Apocalypse World / Going too far?
« on: January 05, 2013, 12:13:12 AM »
I'm thinking of doing something rather cruel next game but I fear I might be overstepping.  I thought I'd run it by you friendly forumers first.

We ended the last game with "And after that night everyone heals up and the city is relatively quiet ... until the gator attacks."

We also decided to start winding down the campaign (two or three more sessions). 

Anyway, my plan for next session is, instead of using history to highlight stats, I was going to have each player pick an NPC that is "important" to their character.  Then I'd pick one for that character too (using Hx as would be done with highlighting).

So then the four characters would have a stack of eight NPCs that are all important to them in some way. 

Then comes the cruel part:  I'd ask them each to pick an NPC from the stack that survives the gator attack. 

I want some of their cherished NPCs to meet their tragic ends to gear up for the upcoming climax and this seemed like a pretty good way to get their without forcing it too much.  Is that taking too much agency from them?  If your MC did this, would you hate or like it?

Thanks for any insight you can offer!

Apocalypse World / Re: Last Child playbook (again)
« on: August 16, 2012, 10:22:41 PM »
When I started reading this I was already dreading the sex move.  But, now that I've read it, it's brilliant!  I love, love, love that the other character decides what to keep when changing books. 

Great job!

Apocalypse World / Re: A big ass name list.
« on: August 14, 2012, 01:08:15 PM »
If you're sending out photo PMs, I'll take one too if you don't mind.

This sounds like an amazing idea.  Thanks for the names too while I'm at it.

Apocalypse World / Re: Help With Fronts and Threats
« on: April 03, 2012, 12:57:08 PM »
The tarot card idea is amazing.  I will probably have to steal that. 

I mostly wanted to point that out, but I guess I can at least make an attempt at your question. 

A good way to get people interested in groups (or anything) is to give them choices.  Off the top of my head, maybe there is a more pragmatic npc that thinks the hardholder isn't planning enough for winter and/or just thinks the hardholder is a terrible leader in general.  Maybe this npc gets a few others to listen to him and a tiny faction is born. 

As the new faction gets bigger/louder (perhaps aided by the fallout from the winter) the PCs get to choose who they should back as leader.  Make sure to make them both seem like good candidates though.  If you go down this route, make sure that the current leader of the caravan is still redeemable or likable even after his (her?) unfortunate decision that leads to rough times. 

There are probably a million other ways to get the PCs more attached to npcs, but I for one love the quasi-political stuff.  It might work for a player or two of yours too.

Apocalypse World / [AP] Uni City
« on: April 02, 2012, 01:16:30 PM »
Hi there.  I've had AW for a few weeks but couldn't find anyone to actually play with.  One day it dawned on me that the rules system would make a perfect device for a fledgling writer.  I just so happen to be a fledgling writer myself so I've been trying it out and posting the results over on my blog. 
--> //

We have four characters set up in the remnants of my old undergrad college (Uni City, get it?).  I've been "playing" one character at a time as the protagonist (but they can and often do run into the other three "PCs") and writing down notes and rolls of what happens.  Then I prose up the notes and post them. 

Let me know what you think (and feel free to give me pointers/tell me this is a good or terrible idea). 

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