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Messages - Chroma

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211
Apocalypse World / Re: Playbooks?
« on: May 23, 2011, 08:36:51 AM »
[edit]I made my own little player books, containing a riff-raff of info they might need. Might not be very good, but still, what do you think...

I think you should take "to do it, do it" to heart and extrapolate that "to learn to play Apocalypse World, play Apocalypse World"... it's the easiest way and I'd even say it's a *better* way to learn to play, for non-MC players, than reading the book.

The tri-fold Moves playbook in the playbook .pdf is a little less intimidating than 12 pages of "read these rules", I'd say.  It's much easier, in my experience, to explain things and answer questions as players are looking at the character playbooks during a first session than doing a pre-game explanation.

And, don't worry about a lack of action; the MC moves *demand* action... and your players will shock you with their actions in response... that snowball with grow and grow and grow!  *laugh*

Best of luck exploring Apocalypse World!

212
Apocalypse World / Re: Playbooks?
« on: May 21, 2011, 02:32:54 PM »
Just wondering, is there a player playbook?

The "Moves" playbook is, essentially, the player's guide to AW and can be found near the end of the above mentioned .pdf.

213
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: May 04, 2011, 01:44:05 PM »
-Getting gigs could work, but a Viper having a sort of job isn´t exactly part of my concept. Maybe if the group explains it as getting a crew and putting them to work...

Don't look at it as a "job", but as the Viper working behind the scenes to get things done... either directly, or through their crew... bringing home the sweet jingle...

The player will do it to do it and it'll all be cool...

Quote
-A sharp +1 (+3 max) to replace the other advancement would be nice. It was a move I thought the viper lacked, but recently I saw the Angel and he´s got it as an advancement, not a special move.

It's not a move for the Angel so that other PCs can't snag it as a "Move from another playbook"... but it's totally valid as an advancement!

214
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: May 04, 2011, 08:28:47 AM »
i'm having difficulty seeing the "get a gang" and "get a holding' options as ones that make sense for this character.

I have to agree with this... I could see getting gigs and a crew as a replacement for at least one of those options.

215
Apocalypse World / Re: Skinners and "Lost"
« on: May 01, 2011, 10:13:40 AM »
Oops, double post.

216
Apocalypse World / Re: Skinners and "Lost"
« on: May 01, 2011, 10:12:13 AM »
Also, always remember to do it, do it... when the Skinner's player, or whomever has the move, says "I whisper the name to the maelstrom" the MC should say, "Cool, how do you do that?" and then run with the way they do it.

The very weird Savvyhead in our game took this move and issues their whispers like commands to the people wanted... it's not going over so well with the targets... especially PC targets!  *laugh*

Of course, they've also whispered the name of someone they know to be dead... that person hasn't shown up... yet...

217
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: April 30, 2011, 07:27:18 AM »
"Hi, I'm the Viper."

I guess it depends on your age...

"The Viper is coming..."

Part 1

Part 2

Punchline - if you want to cut to the chase...

218
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 01:18:14 PM »
Vincent recently ran a great game that started every weekly session with love letters. But that's me. What's your reason, Jay?

Whoa! There are MCs that don't start every session with Love Letters!?  

I try to have something for every PC, or a group of PCs, every session!  Even if it's something as simple as "Dear Chopper, things are going smoooooth."  They're often reminders of stuff that happened the previous session, long term goals PCs are trying to put in play, or unexpected options that come to mind after thinking about the session.  I hadn't thought of not doing them each session!

219
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: April 29, 2011, 10:29:30 AM »
I agree that the name's needing an upgrade, but Chroma's suggestions sound kinda benign.

Sounding benign is the name of the game!  *laugh*  

It's putting a friendly and trustworthy face forward... then backstab!

220
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: April 28, 2011, 04:19:13 PM »
Interesting playbook concept!

Good sammaritan: when you help somebody without asking for retribution,
I think you mean "restitution" here... but asking for retribution for being helpful is very Apocalypse World... *laugh*

One thing I hate: the name.  Doesn't seem to fit at all, doesn't roll off the tongue (pardon me), and I can't see someone introducing themselves as, "Hi, I'm the local Viper's Tongue..."

Perhaps one of the following: The Architect, The Broker, The Cipher, or The Diplomat

221
Apocalypse World / [Rules] Changing playbooks and the ungiven future
« on: April 28, 2011, 01:15:54 PM »
Hey all!

Recently had our Savvyhead change to a Hoarder on their 6th improvement and it raised a question about whether they still had access to ungiven future advances or whether they'd have to do get another five improvements as the new character type before they opened up again or were they always available once one gets to their initial 6th advancement.

I'm partial to having the PC need to gain the five improvements as the new character, settling in to their new role/outlook/life, but I'd like to hear other thoughts and could be easily swayed.

222
Apocalypse World / Re: Campaign seed: The Untouchables
« on: April 28, 2011, 09:09:24 AM »
Thoughts? Reactions?

I really like this idea, it's similar to something I was thinking about for my next AW game, but I was considering having the inhabitants not, initially, even aware there is something "outside" the City.

My main question is how you set this up with the players.  Do you have pre-game/char-gen Love Letters premade?  Do you just discuss it beforehand with all the players involved?  Curious how you're going to "enforce" the concept as the players' answers to early questions may radically change things.

223
Apocalypse World / Re: Playbook, sorta.
« on: April 19, 2011, 03:28:54 PM »
Very well done, got a good laugh out of me!

224
Apocalypse World / Re: different advanced improvements?
« on: April 18, 2011, 10:38:23 PM »
Not that I think opening all the moves is terrible, I just think it's better if you only get to pick 3 of the super-opportunities to make available to your character going forward.
Wow, I'm totally implementing this in my next AW game!

225
Apocalypse World / Re: Countdown Clocks & Prep for play
« on: April 13, 2011, 09:35:38 PM »
And where do Love Letters come into play, in that it's quite easy to put a character right into a situation they may not have consented to? I'm really very curious what you all think about this! Where is the line for you?

That line... might not even exist!  *laugh*

I've got an upcoming love letter for a PC boils down to two options for them: swear alliegance or die.

The PC in question has been doped up, restrained and handed over to an enemy, essentially, trussed up with a bow... all by another PC; the captive PC certainly didn't consent to any of this, but when you put your life in the hands of a pissed off Angel, you're never sure where you'll wake up.

The love letter will allow for an option between two moves: 1) submit, but cut a deal or 2) don't submit and be executed on the spot... but at least you stood by your principles.  It was a shocking turn of events, but the story simply progressed this way; the icing on the cake being the Angel reminiding everyone that they had designated the captured PC as "someone doomed to destruction" and everyone oohed and ahhed and how it had turned out.

The thing is, you *always* have to allow a player options, even in *almost* untenable situations... I'm really looking forward to see what the player does.

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