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Messages - trayburn

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Apocalypse World / Re: Random NPC generator
« on: May 20, 2014, 03:30:46 PM »
I am fine with the body parts, wish the header was reworded .... I kept trying to figure out what you meant.

I would love to see last names. I am known for frequently call people Mr. ....

AW:Dark Age / Re: XP Question
« on: March 11, 2014, 12:04:47 PM »
Your correct! I had to download the playtest on this computer to confirm. I was remembering the xp boxes beside the stats, when they were beside the moves names under the stats.

AW:Dark Age / XP Question
« on: March 11, 2014, 10:45:43 AM »
Do you mark two xp if you roll for a move that uses a stat, one for the move the other for a stat?

I feel that you just mark one, but wanted to confirm. I am not seeing the text that says you don't mark both.

Say you Pray (roll+weird) and have marked that move for xp. If you Pray again, can you then mark weird for xp?

AW:Dark Age / Re: [Playbook Draft] The Honey-Tongued
« on: March 05, 2014, 11:50:37 AM »
This needs to be made into an official playbooks, you did a phenomenal job!

This is the exact kind of character, I have been itching to play. Varys or Little Finger from GoT.

AW:Dark Age / Re: Non-magical Variation
« on: March 05, 2014, 08:35:03 AM »

I take trayburn as saying "you seem to have crafted a specific setting, with specific names of gods and previous empires, rather than, as in apocalypse world, left things open by saying 'there was an apocalypse, there's a psychic maelstrom -- decide in play what these mean'".

So that, for instance, there's no specific name of a character, institution, place(except the quasi-place "the psychic maelstrom"), or belief system which is a mandated part of AW as opposed to an example. Your game might have mudfish and someone named Dremmer, but then again it might not. In your AW:DA game, unmodded, there's a Xristos, there was an Empire of Eagles, etc.

In other words, AW:DA is not just a ruleset, it's a ruleset with a setting, the way that, say, Runequest came to you already boxed with Glorantha.

You are correct in your assumption of what I meant.

BTW, I probably mispoke when I said "bothered." There is some wonderful stuff here, it just caught me off guard as I did not expect it. I play Shadows of Esteren, which a 100% defined setting and I love that game. That was my fault for making assumptions of how the system was going to play out before even receiving the document.

AW:Dark Age / Re: Another 'First Thoughts' Topic
« on: March 03, 2014, 06:46:00 PM »
Have you considered changing the names of the stats ? Because cool, sexy, weird seem not as fitting to the setting as to AW. I'm not suggesting Old Norse here, but maybe something more fitting

I thought the exact same thing.

AW:Dark Age / Re: Rank
« on: March 03, 2014, 06:44:45 PM »
I see that, but why choose a lower rank?

Maybe you don't want to deal with so many aspects of holding management?

Does this need to be an MC move, exploit one's rank?

AW:Dark Age / Re: Rank
« on: March 03, 2014, 04:32:51 PM »
I am curious to see a group that all wants to be Rank 1.

AW:Dark Age / Re: Rank
« on: March 03, 2014, 04:27:16 PM »
I just assumed, wrongly, that because the Ranks were set up with such specifics that they would have mechanic based tie-ins.

AW:Dark Age / Re: Non-magical Variation
« on: March 03, 2014, 04:26:13 PM »
I am calling it realms, but I am using that as a generic term for specifics than you have placed within the mechanics that define it to a particular setting.

"The Gods of the Empire of Eagles" is a specific, unlike the other term "Old Gods" which could be Viking, it could be Game of Thrones. Because this has such specifics, it guides players to have to either follow them or ignore them, rather than leaving them vague enough like "Old Gods" to create the ones that fit the setting they as MC's/ Player's want to make.

Hope that makes more sense.

AW:Dark Age / Re: Non-magical Variation
« on: March 03, 2014, 04:17:56 PM »
I agree with you on this one.  If it was to be more like vikings magic wouldn't exist, and I would also be very interested in such a variant.  What I would say though it just remove certain classes.  IF you remove the troll-killer you don't have monsters.  Also magic could just  be roleplayed as mysticism if it wanted.  I think without much trouble mysticism can be the role and it's not "magic".  Just remove Dragons and Monsters and replace with more natural occuring ideas.  In the Dark Ages, the unknowing world was magic enough. The Mongol Horde were so advanced in horse archery they were considered Centaurs.  A 7foot tall man was considered a "Giant".  Just make magic the reality of the scary life of the unknown.  To the English Vikings were monsters and so forth.  Change moral codes and you can get magic without having magic. 

Although you are right the game tends to the Game of Thrones World of fantasy when it doesn't necessarily have to be so specific.

Doing so helps with the mechanic section of things, but what bothered me more was as mentioned the specific realms relations like "The Gods of the Empire of Eagles."

AW:Dark Age / Re: Non-magical Variation
« on: March 03, 2014, 04:15:45 PM »
When I read through AW I noticed a lack of specifics. Here, I am seeing Troll Killer, Dragon Herald, Empire of Eagles, Xristos, ect....

Just saying that so far I noticed a lot more specific lore than I did in AW.

I should have altered the title, being Magic vs non magic related. When I started the thread, I was thinking very Knights and Vikings (real worldish compared to GoT), but by the time I ended the thread I took that some of the Lore could be used as fictional elements that were more myth based than factual based.

AW:Dark Age / Re: Rank
« on: March 03, 2014, 04:00:20 PM »
I see that, but why choose a lower rank?

AW:Dark Age / Non-magical Variation
« on: March 03, 2014, 03:58:40 PM »
One thing that surprised me was the mechanic relationship with a specific realm/lore.

AW and DW (I know .... not your game) at that are generic enough for the MC/GM to dictate what kind of game is being created.

The play books and the lore are tied into the mechanics, so a bit harder to do. Not bad, just surprised me.

AW:Dark Age / Rank
« on: March 03, 2014, 03:51:20 PM »
I like Rank and how it sets up a variety of items and class based thought, but how is Rank chosen?

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