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Messages - Johnstone

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16
Apocalypse World / Re: Critique my stealth move?
« on: May 13, 2014, 05:14:17 PM »
Three sneak attacks in a row is a bit much. Also, I don't think you need the detailed description of actions. I would make it: spend 1 hold to remain concealed when you take an action, spend all remaining hold to make a sneak attack.

17
brainstorming & development / Re: A Big Red Letter Day
« on: February 01, 2014, 09:48:46 AM »
Cool. It doesn't seem odd that sway and bonds aren't doing much, considering the team dynamic, the game being about travelling, and plus if Keys are running that space already. Your setup questions and the session keys on your newer sheets are both pretty hot, so if they ain't broke... I suppose you could maybe require the write-in keys to relate to how your setup questions were answered? Unless you get those via special means already.

The Call a Source move, huh. At some point last year I realized that having a rating is too complicated for me, and I want a binary status instead, where a source is either useful or burned (since those are the two things that matter to me). In your game the source is like bonus dice, though, so that's already less fiddly than my original idea.

I keep wanting to "standardize" when stress is applied to characters, so it's not just "GM fiat." I feel like it should be something easier to understand from just reading the rules or whatever. Haven't had much luck.

I was initially surprised you grabbed that reaction list mainly because I put arousal on it. That's not the kind of thing people like talking about (at least in a horror context), so I would have put that pretty high on my list of "things that won't end up in another game." Sounds like you got a cool scene out of it, though.

Thanks for asking those questions. It helped me refocus.

Heh. Thanks for playtesting some stuff I'm still trying to work on myself!

18
brainstorming & development / Re: A Big Red Letter Day
« on: January 31, 2014, 02:13:35 AM »
I have questions! Mainly about two things: sway and stress.

How has your group reacted to having sway (instead of Hx or Bonds)? How do they tend to use it? Is getting sway an important thing for the players, do they try and hold it over others? Are they more inclinded to go for a fast convince or manipulate instead? What did players think of the questions + statements used to generate sway in chargen? (I think these are cool)

What does stress look like in the fiction? Do PCs take stress a lot? How often do players choose reactions? What kinds of situations have PCs gotten into when trying to de-stress?

And just in general terms, I'm curious as to what role these two things have played in your game. I'm also looking forward to a new version!

19
And Honour to convince with the truth, and Passion to seduce.

20
Whoah, memories...

Why not use one move for convincing/manipulating but use one stat for when you are telling the truth, and another stat for when you are lying? I dunno what all your basic moves are, but I might combine Passion and Fury, so there's just Honour, Composure, Passion, and Insight. Use passion to seduce, convince, command, or inspire when you are telling the truth. Use insight to do the same when you are lying.

21
Apocalypse World / Re: Something about harm that i never understood
« on: November 20, 2013, 03:11:01 AM »
Correction: Sounds like zefir handled it perfectly IN THE POST-GAME FORUM POST.

Also, if they both fail: So much fun to be the MC!

22
Apocalypse World / Re: Something about harm that i never understood
« on: November 19, 2013, 07:52:29 AM »
Sounds like zefir handled it perfectly.

23
Apocalypse World / Re: Something about harm that i never understood
« on: November 10, 2013, 04:05:53 PM »
Don't split up a small gang though, unless the PCs really do manage to separate a single guy from the gang. Two guys working together as a gang is still a small gang.

24
Apocalypse World / Re: Something about harm that i never understood
« on: November 10, 2013, 04:04:47 PM »
Probably guy vs. gang, unless they are attacking just one guy and only that one guy is fighting back.

Like, if Cypress (PC) runs into The Jackals and they unload on each other, full auto, that's guy vs gang. If Cypress specifically targets only Richmond, it's still guy vs. gang if all the Jackals are firing back (but you should apply the consequences of Cypress' harm on the gang to Richmond first, because that follows from the fiction and is you being a fan). If they're not all fighting back, Cypress is probably going aggro, unless for some reason the Jackals are letting Richmond take on Cypress alone. Maybe this is the case, while the rest of the gang fights Chewy (another PC). If so, Cypress vs. Richmond is guy vs. guy, and Chewy vs. the Jackals is guy vs. gang.

If Cypress and Chewy wade right into the ranks of the Jackals waving machetes, have them both roll seize by force, guy vs. gang. However! If the gang is a medium-sized gang, and Cypress and Chewy have a good attack plan that splits the gang in two, have them each fight against a small gang, as a reward for good tactics.

25
Apocalypse World / Re: Something about harm that i never understood
« on: November 10, 2013, 01:56:06 PM »
Here's what I'd do:

1) Resolve each action separately: one PC, then the other. Don't combine them into a gang.

2) Resolve each action separately: one PC, then the other. Don't combine them into a single gang.

3) Resolve each action separately. If the Chopper is fighting as part of his gang, have the Chopper roll to seize by force, but trade harm for harm using only the gang. The benefits of leadership!

4) Resolve each action separately. Yes, it probably means more harm for the victim, but that's cinema for you: two protagonists hell-bent on murder is always more dangerous than a gang of thugs.

5) A battle is kind of subjective, but remember to be a fan of the PC. If it feels like an epic fight, treat it as a battle. I would probably treat any knock-down, drag-out fight involving a gang as a battle.

26
Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 10, 2013, 12:26:55 AM »
Fucking Thieves is the main thing that makes the Chopper different from the other playbooks. Unless another PC with a gang takes that move, that's the Chopper's thing. If you want your Chopper to be unique, you need to lean on the things that set him or her apart. Use Fucking Thieves all the time, it's like free shit. If somebody highlights your hard, you should be throwing items around left and right. Also remember that even if you failed, somebody stole it, so now you have a reason to track down a thief. Go rough some people up, you're a bike gang.

Another point of difference is that the Chopper's gang isn't tied down to a holding, the way the Hardholder's is. There is no necessity for them to feel loyalty to anything other than their gang and the Chopper. You can use that to your advantage when you describe what your gang is like. Make it different from the hardholder's. Don't let the MC throw the same problems at both of you.

27
Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 08, 2013, 08:20:18 PM »
Fucking Thieves.

28
Apocalypse World / Re: read a sitch and ambushes:
« on: October 17, 2013, 01:39:20 AM »
If your NPC wants to knock out the Gunlugger from behind, how you can present this situation depends on what has already happened.

If the PC has missed a roll, you can describe them getting knocked out, and that's that.

If they haven't, then you describe the NPC coming up behind the gunlugger with a bottle and ask the gunlugger: "What do you do?"

If they ignore this situation, you can describe the NPC knocking them out, exactly as if they had missed a roll.

But you can't just knock out the gunlugger from nowhere, and describing the gang standing around isn't enough of a warning to follow through with a hard move like that. "You get knocked out, that's it" is a hard move irrevocable, unalterable. "You're about to be knocked out, what are you going to do about it?" is a soft move, one you can make whenever you want, because you're giving the player the chance to react. This is basically what makes AW "fair" when there's no rolls for the GM to make on behalf of ambushing NPCs. It can also be hard to shift over to this frame of mind if you are used to other rpgs where things work more like wargames, are turn-based, and every character gets a roll to do things. Or to resist things! Because at the same time, the gunlugger doesn't get a roll unless the character actually does something. If you give the PC the soft move warning, probably they aren't going to actually read a sitch in that moment (since you have already answered that one question they want the answer to), but if they do stand around checking things out, follow through with the move and knock them out.

29
Apocalypse World / Re: Playbook expansion: The Shark
« on: August 19, 2013, 07:26:55 PM »
I really dislike anything that gives you automatic leverage (the "auto-parley move" I call it, because Dungeon World), because it takes away the MC's ability to portray the world. It should be obvious in the fiction if and when a debt can be used as leverage -- which is usually, but there can also be that one character who borrows money not because they intend to pay it back but because they want to take advantage of you before they try to kill you.

I like that list. Maybe mimic the reputation move and go with choose 1 to hold over them and on a 10+ also take +1forward against them? Then you have incentive to get more strings on them so you have more control over their life and encouragement to make follow-up moves involving them.

30
Apocalypse World / Re: Playbook expansion: The Vatlord
« on: August 19, 2013, 07:19:57 PM »
Ah, yeah, I can see your thought process a lot better now.

I suppose with choosing a threat impulse in particular, "insane" might not actually be such a bad choice to have on the list. Or even "flawed," although that might depend on how well the rest of the material/playbook/expansion puts the players in the right mindset.

Usually, I think of +1s that don't influence behaviour towards the game's agenda as being rather useless (in game-design terms), but I can see how it would make the Vatlord player feel superior to their creations, thus posing the question "if you are so superior to these people, how do you treat them?" Hm. I'd be interested to see how it worked in actual play, anyway, but yeah, that could work.

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