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Messages - mllaneza

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brainstorming & development / The Florida Game
« on: March 01, 2013, 08:51:32 PM »
I'm in a sufficiently early stage of this hack that I haven't even picked names for my stats, but here's The Florida Game.

Why the Florida Game ?
Florida in 1960 had an amazing number of things going on. A presidential election is underway, Cuba is heating up, the Comintern is recruiting, Soviet military intelligence is spying, Batista's people want their island back, a huge hurricane is on its way. And that leaves out small town political corruption, organized and disorganized crime, broken hearts, business deals gone badly wrong, and every other complication.
The actual thrust of this playset is to do a contemporary Apoc Engine game. I'm drawing on the Trais McGee novels and other tarnished white knights like Jim Rockford, Thomas Magnum and the rest of that rare breed.
I chose 1960
This hack has one main conceit: one player, one GM. Very few RPGs work well with only one PC. This one will be balanced for that from the start.

What's it gonna be ?
Step one is to make an actually playable AW hack out of this. Step two is to make a standalone game using the rule book from my secret project hack. Step three is finishing the campaign stuff for two styles (free form, and pick a staring date and go through the almanac).

Then what ?
I'm publishing this !

Why should anyone care, err What does this hack give back ?
Protagonists in this sort of story are have where they live and what they drive as prominent characteristics. McGee combined both in a houseboat, Magnum PI isn't the same story without the mansion and the Ferrari, that short-lived show about the guy in the South Pacific with a surplus PBY Catalina had the plane... And so on. So character creation will involve spending some choices on housing and mode of transport. I fully intend these to be an easy steal for other games. Then there's whatever in your background that you d t like to talk about but gave you the experience and self confidence to be e protagonist of your own story. By setting the game in 1960, veterans of WW2 or Korea are in their mid 30s and at their prime.

Where is it, where is it !!!
https://docs.google.com/document/d/1MzbNRxktphEUNVjjfbfDijbLlz_e-ga1dC0EJ331cVQ/mobilebasic

Enjoy !

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blood & guts / Re: modular playbooks
« on: September 24, 2012, 05:11:08 AM »
My take on niche protection and playset construction is to allow the group a number of ways to cover all the basic roles in the group. One playbook will be good at combat with an option to also be a decent mechanic and gunsmith; another has good negotiation skills - with a certain sort - and is lethal in a dark alley; a third has good general social skills, a little psi, and wings; a fourth is a combat role that has leadership skills to pull together a militia out of any local population with a cause. By designing each playbook to have a definite primary and one or two secondary roles I think I end up encouraging group diversity. With 10 or so playbooks I don't ever expect to see two groups with the same mix of characters.

The bad news is I need to write another playbook with some medical skills.

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blood & guts / Re: The lack of a "speed" stat
« on: September 24, 2012, 05:00:39 AM »
I have an AW hack working up, using mostly the same stats as AW. I'm using a catch-all move similar to Defy Danger and making my basic +cool move more like just being so cool you take over the scene for a minute. For my +any move, I have it defined so that all of your physical abilities are lumped under +hard because a character that is physically gifted in some way usually also uses that gift in a fight. my move looks like this:

Grace under pressure (any)
When you act in the face of an imminent threat roll as follows

   
  • If you rely on your physical abilities or combat skills, roll +hard
  • When you think your way through, roll +sharp
  • When you carry on with grit, willpower or attitude, roll +cool
  • When you sweet talk your way out, roll +charm
  • If you rely on tools or technology, roll +tech.
  • If you rely on your psychic talents,roll +psi

On a 10+ you succeed and don't end up in a worse situation. On a 7-9 you don't get away clean, the GM will tell you what it cost you, the next fix you're in, or give you a hard choice. On a miss the GM makes as hard a move as she sees fit.

4
Dungeon World / Re: So, does Load use Strength or STR?
« on: August 28, 2012, 12:44:03 AM »
I'm torn on this. On the one hand, the Ranger can't carry everything she gets at start, on the other hand dropping your backpack to fight makes a lot of sense. What's pushing me away from the latter position is that the Ranger should be able to march cross country carrying that much without taking a penalty to their Perilous Journey rolls.

My current position is that Load Base + half Strength (round down) is the way to go. This isn't a "get stuff" game at its heart, but player characters and carrying away everything that isn't nailed down has been a tradition since 1974.

5
Dungeon World / Re: Confused and need help
« on: August 27, 2012, 07:06:30 PM »
I know when I first read DW I was like "how is there no initiative for combat??". But then what rpg has initiative for social interactions?


Diaspora actually. The designers extended the "opposed rolls, maneuvers and consequences on a zone map" FATE combat and ported it directly to social conflicts and murder mysteries.

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Dungeon World / Re: Hit and Miss
« on: August 27, 2012, 07:01:14 PM »
Apocalypse World repeatedly emphasizes that as the GM you make as hard a move as you like. There's no requirement to kill or maim someone, but anything is on the table.

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Dungeon World / Re: My problem at being the GM
« on: August 27, 2012, 06:54:03 PM »
It sounds like what you want is for the player to say "I cast magic missile" and then immediately roll on their own. If they do that, they are skipping stakes/move negotiation.

Maybe not just go ahead and roll, but the ideal DW player will know they're making a move and have their dice in their hand and be ready to roll when the DM is paying attention and expecting a die roll.

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Dungeon World / Re: New Class: The Battlemind
« on: August 27, 2012, 06:43:22 PM »
I posted some stuff on Syntax Error, here it is in one place.

Bonds:
For some reason I ended up making one for a Dark Sun DW game, which explains #5 and informed #2.

The sacred chants speak of someone much like ____________, but what their path will be cannot be heard.

I gave ____________ water when they were thirsty.

____________ has a kind soul, this violence must be troubling to them.

It is sad to think, but ____________ is not the sort of person to sacrifice themselves for others.

____________ has the aura of the Defiler about them.


Load: 6+ Str/Strength/half Strength as appropriate to your game
Equipment: Robe, sandals, begging bowl, small bag with 5 rations (1wt)

Moves:

Hidden Dragon
When you momentarily confuse your opponent, roll +Focus. On a 10+ you exploit the opportunity to disappear, put yourself anywhere within reach unnoticed by your opponent. On a 7-9 your opponent loses track of you but you only gain a fleeting advantage and something else is going to trip you up as established. On a miss, you’re caught vulnerable.

Boot to the Head
When you stand your ground against a wave of mooks, roll +focus and make the sound effect for each mook. On a 10+ all the mooks go down from a boot to the head. On a 7-9 you drop all the mooks but choose one.
* Lose an article of clothing
* Lose a weapon
* They get an attack in
On a Miss, the DM makes the Hard Move you have coming for actually using this.

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