Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Paul T.

Pages: [1] 2 3 ... 48
Freebooting Venus / First Session, at last!
« on: July 29, 2019, 10:45:42 PM »
After years of wondering about the game and pitching it to people, I finally got some takers.

It was a group of rather OSR-oriented gamers who asked me to run it for them. So, tonight, we played a first session of the game. We didn't have a very long session (2 1/2 hours), so it was perfect for character creation and the resolution of the first scenario/situation.

We had a good time! There were a few minor awkward rules moments, but not too many - I reread this entire forum before running the game (!), so I was in good shape.

A big thanks, especially, to lumpley and Rafu for all the helpful examples and rules clarifications; many of them came in handy. I also used my "spell casting hack" (posted on this forum, as well, a while back), even though no one chose to take advantage of it; every single PC who chose a tablet managed to roll doubles, so they all had a rating of 3, and it's pretty unlikely to screw up your spell's purpose with three dice on the table.

I'd write more, but I'm not sure who is still reading this forum. Leave a quick reply or some specific questions, and I'll be back with more details!

Everyone enjoyed the Colour a great deal, and our starting situation turned out to be much more challenging and excited than I expected. A power Martian wizard was finally forced to retreat when the PC who was wrestling with his half-corporeal form Transferred his companions Wounds to the wizard!

Freebooting Venus / Re: Florida AP
« on: February 02, 2019, 03:41:45 PM »
Nice to see that someone is playing this game!

I also have it on my back burner, and think about playing it now and then. I would also use the original set of rules, as you did - I don't feel as confident that I would know and understand how to apply the newer version.

Keep us in the loop about how it continues; I'm curious about that.

A note on the "spices": my understanding is that you can say what a treasure is ("spices" in this case) but still not know what it's "worth". In this case, "examining" might mean inspecting, measuring, weighing, and then selling: you should still roll to see what the spices get you on the open market, so to speak.


Lots of good answers here. I appreciate it!

My recommendation is that, when you use this, you do not detail the NPCs, but choose the relations fairly "blind". At most, have the MC (or any player) describe a single distinguishing feature for each NPC. For instance, you might find out that Dremmer a) has one eye, b) is responsible for maintaining the hardhold's Reactor, c) requires the Brainer's therapy on a regular basis, and d) the Savvyhead believes that Dremmer will bring down civilization as we know it.

All of that suggests some strong hooks for the MC to develop with this NPC, and can be used, in turn, to set some "first session" scenes (for example, Dremmer coming to the Brainer for "therapy" and explaining the things his missing eye shows him).

A fellow gamer mentioned to me that my instructions to "pick 5-6 NPC names" might be misinterpreted to be taken as a personal directive - i.e. that each player should pick 5-6 names.

Unfortunately, I can no longer edit the original post, so I will clarify here:

The entire point here is that the entire group is operating with a very small list of NPC names, which each player and each PC references, so that there is a lot of crossover.

I think 5 names is probably ideal, but I could see a group agreeing to go with 6 or 4, depending on how NPC-rich they want their play environment to be.

When you set up your game, make a *communal* list of NPC names, 5 by default, and then assign these NPCs relations.

I hope that clarification helps!

Apocalypse World / Re: Waterbringer Question
« on: May 29, 2018, 10:57:56 AM »
Good question.

We've always assumed that the laws are applicable to the Waterbearer's domain (basically, the Source and its environs).

Thanks! I think they should be just as effective for a "veteran" group as a way to get to some interesting action quickly.

Please do post here if and when you put this to use - I'd love to hear how it goes.

Apocalypse World / Apocalypse World for Beginners: NPC Starter Kit
« on: May 21, 2018, 11:56:54 PM »
This is intended as a play aid for setting up a game of Apocalypse World. It might be especially well-suited for a group of beginners, or anyone looking for a little help to set up the game in the first session.

When you set up your game, pick about 5-6 of your favourite NPC names, and write them in the middle of the table.

Each player makes their character normally, adding the following to the very end of the procedure, after Hx...


For each playbook:

Choose 1, 2, or 3 of the statements below.

For every blank, pick an NPC name from the list. Or, ask the other PCs which of them it might be.

You can pick the names arbitrarily, on a whim, or carefully and intentionally.

A very few blanks are for something else, instead; the parentheses after the blank indicate what might go there.

By the end, you should have at least a handful of obvious and interesting scenes to frame. You can start to play immediately!

Example NPC list



NPC Prompts, by Playbook


* ________ needs my care and attention on a regular basis.
* ________ carries an affliction, infection, or parasite I fear could spread to the locals.
* I wish ________ would agree to work under me as my assistant or apprentice.
* ________ has access to medical supplies, implements, or knowledge I could use.
* ________ is in deep [financial/emotional] debt to me for saving their life.


* Serious money is on the table for me to kill _________.
* _________ sees me as a rival, and is looking to prove (or find out) who's the top dog between us.
* _________ is terrified or awed by me.
* _________ is my lover.
* At night, the maelstrom speaks to me in _________'s voice, [soothing/cajoling/frightening/daring] me.


* I messed up _________'s brain so bad they barely know what's up and what's down.
* _________ is terrified of me, and wants me gone, the sooner the better.
* _________ desperately wants my services, to [fix ________, someone they care about / get revenge on ________, someone they're not allowed to kill].
* _________ needs my "therapy" on a regular basis.
* _________ worships me for what I can do.


* _________ was once a member of my gang, not long ago. (On what terms did they leave? Did you kick them out, or what?)
* _________ has the know-how, equipment, or facilities to maintain and repair road hogs.
* _________ is the most capable member of my gang, hands down.
* _________ desperately wishes to join the gang.
* I had to teach _________ a lesson recently, after they got in my way.


* _________ has the skills, facilities, or tools to maintain my vehicle.
* _________ has seen places beyond what I have traveled, and knows their peril.
* _________ is having trouble transporting or trading goods reliably.
* I am often needed to help _________ get where they want to go.
* _________ has a vehicle which is more __________ [adjective] than mine.


* I fear that ________ cannot fend for her/himself. I would protect them with my life.
* My trigger-finger itches to bring ________ down. (And why have you not been able to yet?)
* _________ needs me for protection, for they fear _________ [another name from the list, a new name, a PC, a faction, a group, or an affliction].
* _________ provides me with [ammunition/medical care/both].
* The maelstrom has shown me visions: I know now that _________ cannot be brought down by my bullets.


* ________ is the former hardholder. (How did you take over from them, and how do people feel about that?)
* ________ is my second-in-command. (What makes them indispensable to you? What worries you about them?)
* ________ is a thorn in my side, constantly angling for my position. (How are they dangerous?)
* I wish I had __________ by my side, as my partner, confidante, advisor, or right hand.
* _________ is the most important or indispensable person in my holding, because only they can control/understand/maintain the _________ [valuable resource, device, or location].


* _________ is on the verge of accepting the Faith, if only I could push them over the edge.
* _________ is a Believer, but comes to me in secret, and doesn't wish it known.
* I rely on _________, for no one knows what's happening with my followers better than them.
* _________ was once a member of the cult, before they got kicked out.
* _________ wants the cult gone, for we embody everything they stand against.
* I desperately need to turn _________ into a believer.


* _________ wants my establishment gone.
* I owe _________ for helping me build, set up, or secure it.
* _________ wants in on it.
* _________ is my best/worst regular.
* I want to own or possess _________; they would be the beating heart of my establishment.


* _________ is hoarding some technology, knowledge, or skilled labour I'd love to get my hands on.
* _________ helps supply me with water, food, and tech or energy, which keeps my workspace running.
* _________ is always in need of my expertise.
* It's because of _________ that my workspace is secure (perhaps from tech-hungry scumbags, or other threats).
* The maelstrom has told me that _________ is the harbinger of destruction, decay, and barbarism, threatening to erase all knowledge, sophistication, and hope from this world.


* I can't let _________ keep doing what they're doing (or about to do).
* _________ is obsessed with me, to a frightening degree. Who knows what they might do, or what they want from me?
* I've got ________ wrapped around my little finger.
* _________ has something I want, very badly. (What is it?)
* I have foreseen that _________ and I will one day bear a child; the maelstrom's whispers bring the child's name to me on the wind everywhere I turn.

Very cool.

I just played Dream Askew for the first time last weekend, using the playtest version linked here.

It was good!

Apocalypse World / Re: NPC Name Habit
« on: March 21, 2018, 06:29:23 PM »
I understand! If you ever get around to it, though, I think it will be very warmly received. An excellent idea.

Apocalypse World / Re: NPC Name Habit
« on: March 16, 2018, 11:59:59 AM »

I wonder if anything ever came of sharing your picture+name generator for NPCs? That would be glorious! Please share, if you ever get around to it.

Great, sounds like we're all on the same page now.

Basically, the conditions you're describing are exactly what we saw in our game: the PC had the jump on the NPC, and was just looking to buy a few moments of time.

Still, the "grab someone from behind" is a bit of a funny thing, mechanically, in AW.

Some good thoughts here; it's fun to see how differently each person sees the situation and its resolution.

I very much like Ebok's angle: not making it a move at all - the grapple just happens. I think that would usually be my preferred way of handling this. However, that doesn't take into account the table dynamic we had at the time, which was the PC already trying a few things which didn't work, and now being backed into a corner: she had to act NOW or it would be too late. This meant that all the players were looking at me, implicitly asking, "Can she do it [perhaps fast enough]?"

It was clear that none of us felt it was at all a given, and that there was very little time to act here - it was in the middle of a scramble/chase, so it would be over within a second or two, and just grabbing this guy hard enough to restrain him would be sufficient to resolve the situation.

Having said that, it seems to me that the two of you are actually in agreement:

But if you're trying to avoid Harm all the way around? Nah, man, that's Cool. As in, "hoping that cooler heads prevail." There's nothing that says that Cool can't involve physical contact or violence, but in my opinion it's the ultimate intent behind what you're trying to achieve (i.e. hurting or not hurting Dremmer as you keep him outside) that matters most.

If I wanted to do cool, it would look more like this: You grab the tackle the NPC as they try to break into the home. While holding on them you scream for the guy to RUN AWAY. Let us assume he does and starts to flee. NPC now likes you a lot less, and they're going to fight you off and go kill that fucker. Roll cool to hold him down long enough.

10 + You do it.
7-9 You manage to give the NPC a head start but you got elbowed in the face when the NPC finally gets you off. 0-harm, roll harm move. Or any other halfway you did it! But you're not holding him anymore and the sitch is still rolling downhill.
Miss, You fail, you got gut /groin punched, then decked in the nose, through blurry vision and a shit load of pain you see the NPC catch his target, and then shoot him, stab him, or kick the ever-loving shit out of him, as per the fiction.

That's the same solution, isn't it? A straightforward "act under fire".

This has been quite interesting to ponder.

I agree that "acting under fire" is probably the most "by-the-book" approach to this situation.

It didn't sit right with me at that moment, because, first, I'm always leery of using "act under fire" for everything and all the time (tempting; it being such a versatile move), and, second, it seemed a little odd to say what the "fire" here was. Him getting into the cabin?

I always try to think of "the character should be able to succeed and for the fire to still strike" on a 7-9, and that wasn't a good fit here. (I know the move doesn't *always* have to act this way, but it's an easy way to think of logical and "obvious" 7-9 outcomes.)

We also considered:

* An MC move. (Always a good option to remember; here it might have been, "You won't be able to restrain him without hurting him/him biting your arm, do you still want to do it?")

* Seize by force.

This is, after all, literally about seizing something or someone by force.

Unfortunately, this was tricky because a) neither side was really interested in hurting the other, b) it didn't seem to represent the character's position of power appropriately (it was part of her stated intent here to prevent violence, as well as not to get hurt - quite the opposite of launching into a painful face-to-face fight or battle), and c) in 2nd Ed, Seize by Force can succeed even on a miss, which would make the roll rather boring in this instance (especially since significant harm wasn't on the table).

* Go aggro

This one appealed to me, since this was definitely a "threat of violence being used to control someone's behaviour". It wasn't clear how we would rationalize the harm, though - s-harm? 0-harm? In the fiction, the PC was definitely threatening 0-harm (she very intentionally wanted to avoid hurting the guy), and that doesn't mesh well with the move - why wouldn't the NPC choose to suck it up, right?

A tricky one, and one I'm still pondering. More thoughts and opinions welcome! Some excellent discussion so far.

Apocalypse World / Rules question: what move for restraining someone?
« on: March 06, 2018, 11:44:02 PM »
I recently started running a game of AW, and we had a situation come up which was a bit of head-scratcher (surprisingly; normally we don't struggle with this kind of thing, since we've all played a bunch of AW).

I'd like to hear some opinions on what might work well, and what you would do with your home group.

The situation is as follows:

A violent individual is trying to catch a thief, who is hiding inside a house.

The PC thinks it's a case of mistaken identity: the thief they're looking for is someone else! The person inside is someone they don't want to get hurt.

Now, this violent individual - let's say Dremmer - is in a rage, and doesn't care about the PC - he just wants to get in there and get at the person inside, who he thinks stole from him.

The PC is standing behind the violent individual at the door to the house. She doesn't want to hurt Dremmer, but she does want to protect her friend, inside. She says, "I reach out from behind, and put my pipe (she's carrying one, just in case!) around this guy's neck. I want to keep him from going inside!"

How would you resolve this? The PC wants to stop Dremmer from getting inside, and she's willing to be physical with him, but not willing to hurt him. Dremmer is pissed, but he's not looking to hurt the PC, or even really paying any attention to her - he's focused on his target.

It feels like it's a move of some sort (if not, what MC move would you respond with?), and several options are possible, but the choice isn't obvious. Sure, we can always fall back on "act under fire", but, with the fire being "he gets into the house", that feels a bit... not quite right.

I'd love to hear some takes on this. How would you handle it, at your table?

Pages: [1] 2 3 ... 48