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Messages - TiresiasBC

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brainstorming & development / Re: Eclipse Phase World
« on: August 04, 2013, 04:07:50 PM »
That is an interesting suggestion. I'll have to think about it.

I'd switched to calling it Transhuman World in the interim. I find it much preferable to Eclipse Phase World, but it's still pretty dry.

brainstorming & development / Eclipse Phase World
« on: July 30, 2013, 05:06:39 PM »
For those who don't know, Eclipse Phase is a hard scifi game of transhumanism, conspiracy, and horror. The Singularity has occurred and went horribly wrong. The survivors have put the pieces back together in very different ways. Humanity has transcended its old limits, but faces existential threats from within and without.

I've hacked together a first draft of basic moves and the GM-facing side of the game.

My friend had an idea about dividing Ego and Morph into two separate Playbook lists that stack. I don't have any character generation rules yet, or I'd post the whole thing here for feedback.

Instead, I want to ask you three questions: what do you think the core of an Eclipse Phase experience is? I've got my ideas, but I want to hear yours.

What is the biggest difference between the actions an Eclipse Phase character undertakes and those of an Apocalypse World character?

And lastly: what is a better title than "Eclipse Phase World" for getting across what this hack is trying to be? (That is, a hack preserving the feel and core experience of Eclipse Phase in a much slimmer package.) I really hate the name Eclipse Phase World.

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: March 11, 2013, 11:34:01 PM »
It happened yesterday, and it went splendidly, largely due to the excellent advice and preparation I received from kind Apocalypse World players on the Internet. Thank you!

It was also crucial that I had the chance to run it a week before.  That game also went well, so well that it is becoming an ongoing game. We'll be playing again this Thursday.

I was amazed at how well asking lots of questions works with enthusiastic role players. I presented each player with a few questions about the world and their place in it, gave them "love letters" with moves to kick start the action... and it all just snowballed.

I did not consult the moves list often.I studied it in advance, though, and it helped me think of interesting failure results.

Directly addressing characters has a power greater than anticipated. I had always tried to do that, but I used tent cards to ensure I addressed the character every time, and it really enhanced engagement.

It was everything I hoped for. Thanks for all the assistance!

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 20, 2013, 08:43:34 PM »
Thanks, everybody!

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 16, 2013, 12:23:51 AM »
Yeah.  Some moves,  like Separate Them,  would never even occur to me without the list. I intend to have it printed out and next to me, along with my fronts.

I'm not sure what other materials I'll really need  beyond the playbooks.  Thinking small folding name placards to set in front of each player,  note cards,  and paper.

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 15, 2013, 09:13:16 AM »
@Paul T.:

Excellent point about PC-PC conflict. I think I'm more okay with how to handle that than with anything else, given some of the extreme player-versus-player examples in the book.

The second is what I'm leaning towards right now. I just need to stuff myself full of apocalyptica and concoct a few unsolved situations, all with leading questions (and perhaps custom moves in love letters).

I was reading the Extended Mediography thread, and something popped out at me. The holding that was sterile (because they made their cookware out of salvaged lead pipes) and thus steals children to maintain their community is going to be at least one threat. It's too good to pass up.


I've primarily been a GM for my few years as a tabletop gamer. So I'm not too worried about the basics. I am worried that strict adherence to the MC moves will get in the way of my instincts, but I'm trying to familiarize myself with the MC moves by coming up with hypotheticals and deciding what move is appropriate as a response to a miss.

Thanks for the encouragement!

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 14, 2013, 03:05:09 PM »
 Thanks for the materials and suggestions.

Is there anything else you think I should know,  folks?

Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 11, 2013, 10:22:04 PM »
 Thanks for the tips.

Your point about a First Session is a good one, but I fear the situation of folks drawing a blank - particularly me.  Having something prepared to throw at them, even if I end up ignoring it entirely,  would be reassuring.

Traditional con game advice would be to start with an immersive situation to hook folks with action and to have pregenerated  characters ready.  That this seems to me to be contrary to Apocalypse World's  whole ethos  is  stumping  me.

I suppose I could offer only as many playbooks as there will be players  to ensure I will have a holding's problems to deal with or an operator's gig gone wrong.

I would love help with a con scenario that is simpler.  Hatchet City struck me as something I might not yet be able to handle,  but I do want to have action to drop the players into in case I freeze up at the moment of truth. PM me for my email address if there are bits to send  asking that aren't purely text or links.

I tend towards an improvisational style,  anyway, but the MC  moves are so specific that I worry I will be  over-analyzing  or interrupting my normal creative flow.  But immersing myself in apocalyptica  should help with that,  too.

 Thanks for the insights!

Apocalypse World / Running AW at a Convention with Zero Experience
« on: February 11, 2013, 02:21:43 AM »
I've wanted to play and run Apocalypse World for some time now, and I have the opportunity to run a game or two at DC Game Day.

Awesome, right?

Except Apocalypse World is unlike any game I've ever played before.

It's really, really different. And I'm leery of trying to teach a game at a con that I've never played or run myself.

My experience playing and running RPGs is limited to D&D 4E, Burning Wheel, Freemarket, Mouse Guard, and 13th Age. I do not have a local gaming group right now, and unless the stars align perfectly, I will not have the chance to play or run AW before Game Day.

What I'm looking for with this post is:
  • an informed opinion about whether flying blind like this is a bad idea;
  • ways to learn more about how to run the game than I will get from simply rereading it;
  • opinions about the best con scenario (is it Hatchet City? If not, what's better?)

I've been searching for beginner's guides on the forum, too, and educating myself in that way.

Please share your wisdom and experience, O forum-posters, that I may spread the Apocalypse with others and avoid tainting the experience.

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