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Messages - Chroma

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241
roleplaying theory, hardcore / Re: Stepping on Up to the Investigation
« on: March 04, 2011, 08:29:13 AM »
Personal anecdote.  A guy I knew always GMed 'solve the mystery' style  play with any game he ran.  He knew what was really going on, and apparently, if the characters examined the right things, asked the right questions and the players deducted the right conclusions from information thus acquired, we could solve the mystery!

It was the most tedious fucking process you could imagine.
Wouldn't this be an example of the GM, possibly, having a Simulationist agenda?  It sounds like the possible tedium and frustration of trying to solve a mystery or crime in real life.

242
Apocalypse World / Re: [Rules Question] Seduce for Sex
« on: March 04, 2011, 08:22:11 AM »
We understand that if you seduce someone, you are getting sex anyway. That's the nature of seduction. The question is if you can seduce someone to get sex, period, only, that's it. Specifically with reference to trying to get people who might not naturally be inclined to have sex with you, to have sex with you, without employing additional leverage.
Obviously different "in story" events may change this, but I believe, in general, that you can't use Seduce this way.

Manipulation is: do something for me, and you get a reward (i.e., something you want); if someone doesn't want that reward, the manipulation isn't going to work.  With Seduce, that reward is "sex with me"...

Does, "have sex with me, the reward is having sex with me" make sense in that context?  If the person wasn't inclined to have sex with you, then the reward isn't valid, so it doesn't work... you've got to use Manipulation and give some non-sex reward.

And if the person *does* want to have sex with you, no overt move is required at all!

243
roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 02, 2011, 01:07:04 PM »
I don't get the meaning of the scaling in absolute values. (Does Hard-1 mean I am puny and/or fragile? Is Weird-1 "normal"? Hot-1? Plane Jane or six-pack?)  This gets even stronger when I am curious about [Stat]+0 or the difference between two positive values or two negative ones. I can make a Driver with a strong body and Hard-2. Probably he/she was not enough agressive, so he became a bodybuilder to compensate.
I don't think there is any "absolute values" to the stats: they're all relative to the other player characters, as only player characters use stats or roll dice.  It's just "I'm as hard as Keeler" or "Spanner is even more weird than Bo!"

And look at the descriptions of the stats: high "Weird" doesn't just mean "freakish", it could also mean "extremely lucky"... their value and meaning comes from how you describe and play your character.

Being postive or negative doesn't mean anything other than allowing an elegant dice mechanic: it could be a range of +0 to +6 and still have the same effect.


244
Apocalypse World / Re: Merciless
« on: February 24, 2011, 11:53:44 AM »
Alls I meant is: if you don't like what you are, become a new person. Then drop what you want to change.

Do you feel that "I'm the Gunlugger, but I've learned that some human life has value, but I'm still a brutal killing machine in battle" is worthy of a playbook change just to mitigate a single move in some cases?  Even "changing" to Gunlugger again and resetting your moves?

That seems extreme to me, I'd much rather be guided by the fiction of the characters development and custom the removal/mitigation of the "Merciless" if things in play dictate that change.

245
Apocalypse World / Re: The Hoarder
« on: February 23, 2011, 08:27:30 AM »
So, Vincent released a new Apocalypse World playbook: The Hoarder.

For those who're interested, it's part of a rad $10 charity bundle (which also includes Perfect Unrevised, btw): here.

Seems somewhat humourous to release "The Hoarder" in a charity bundle... *laugh*

I'll see what I and my group can do.

246
Apocalypse World / Re: Love Letters *TO* the MC
« on: February 20, 2011, 07:01:03 PM »
Just don't ask the MC to roll dice.

Ah no... the players wanted me to give them opportunities to roll more dice... here's the moves I gave them today:

Dear Marilyn, we’ve all got secrets, some dark, some silly, and some we never want to get out… unfortunately, sometimes those secrets have a way of escaping… or chasing us down.

When you are afraid your past has caught up with you, roll+sharp:
On a 10+: Whew!  A false alarm, your secret is still safe…
On a 7-9: choose two
• someone who sounds an awful lot like Beckitt was seen out on the roads recently
• that odd little kid, Five, was spying on you, but slipped away
• the nightmares have become worse

On a miss: That fucker Beckitt is in the marketplace RIGHT NOW, and if he’s around, that means Sido can’t be far behind, and if Sido shows up, that freak is  gonna sniff you right out.  He hasn’t noticed you yet, who would suspect anyway, but Beckitt’s gonna keep nosing around unless something is done… or you run.


Love & Kisses, your MC


And:

Dear Titus, you’re well on the way to becoming an important Big Shot.  The thing is, Big Shots got things they gotta do… obligations as it were… that sometimes come from Bigger Shots.

When you get a message from Boss Jim, roll+hard:
On a 10+: Stay cool man, take +1cool forward from sheer confidence
On a 7-9: choose one
• spill the deets about an upcoming raid
• send a few Red Suns (Titus's gang) off to do something you don’t need to know about
• give this sealed letter to Doakes

On a miss: You need to kill Pearlman Jr, Henshaw’s right-hand man, and it’s gotta be messy.  Get it done, you can mark experience, screw it up, and Someone is going to be very disappointed.


Love & Kisses, your MC

247
Apocalypse World / Love Letters *TO* the MC
« on: February 18, 2011, 10:47:21 PM »
So, MCed my very first session of Apocalypse World last Sunday and it went swimmingly.  Six players and all made interesting characters that I'm really excited to see in play.  I hope to share more details soon, but something interesting came up post-game... I, as MC, got love letters from two of the players!  Was wondering if anyone else had experienced this and what they'd done.

Me, I'm taking them as golden platters and running full bore!  *laugh*

It had been revealed in play that Titus, the Chopper, had killed the previous gang boss, Boss Jim in a duel, but the specifics had not been spelled out, so, after the game, the player suggested that it had been a kind of Kansas City Shuffle where Titus had actually cut a deal with Boss Jim, who was actually in cohoots with a rival hardholder while working security for the PC Hardholder, and had faked the death with a mutilated body.  "And that's the 'obligation' hanging over my gang", was the player's suggestion.

And Marilyn, the Skinner, revealed to me that she wasn't really a she and wanted to be on the run and "hiding in plain sight" from powerful and dangerous pursuers.

I've never had players *ask* for trouble before in other games, so I'm quite excited about this opportunity.


248
Apocalypse World / Re: Custom Moves Compendium
« on: February 15, 2011, 07:07:09 PM »
Here's on for our druggy Angel "X"... yes, his name is "X"... what do people think?

Hey X, you’re a generally mellow guy, but sometimes you need to blunt the harsh edges around you; here’s something just for you:

When you use chillstabs recreationally, roll+hard:
On a 10+: choose one
On a 7-9: choose two
  • take +1cool forward
  • take -1sharp ongoing until you shake it off
  • damn, all out… no more chills until you resupply… that might be tough on patients
  • soooo sleepy… pass out for a while, blissed out and happy

On a miss: I’ll pick one or two… and ask you to fill in a segment on your addiction countdown

Love and kisses, Your MC

249
blood & guts / Re: Anatomy of Go Aggro
« on: January 24, 2011, 05:50:13 PM »
Right. Which means, if I tie you up and go aggro to interrogate you, I'm sort of negating some of the wiggle-room (after-all, how can you barricade yourself, or get out of my way if you're tied up) you have on a 7-9.

Millions gets this hard look in her eyes like steel doors are snapping shut and nothing's going to come out, seems she's resisted torture before... what do you do?  (Barricade)

Kettle's eyes roll into the back of his head and he slumps down, down and out... seems he's suffered torture before... what do you do? (Out of the way)

Speak not its name...

250
the nerve core / Re: Borked
« on: January 19, 2011, 10:43:45 AM »
This degree of borked is new, right?  But for the past two days, I've occasionally been told that some thread that hasn't been added to in six months has new stuff and when I click on it, nothing.  Maybe it's related?
There had been a veritable flood of spam posts recently, though they all seem to have been cleaned up.

That "activity" may be behind your "New post" notifications.

251
blood & guts / Re: Lessons in Playtesting
« on: January 17, 2011, 02:08:39 PM »
I promise to get back to this thread for reals soon!

-Vincent
*poke*

I love hearing about the "Days Before"...

252
Apocalypse World / Re: The Finder
« on: January 12, 2011, 07:48:20 AM »
- Choose a character who stiffed you.  Whatever number they give you, give it a +2.
Wouldn't it be better to just give that person a straight Hx+3? (As in, "You *know* they are a weasel!")

By *adding* 2 to what they say, you're potentially marking experience during character generation... that doesn't sit right with me.

253
Apocalypse World / Re: Slave Playbook: Mindshare effectiveness?
« on: January 11, 2011, 11:47:41 AM »
There's lots of different kinds of slavery out there.  It sounds like you're thinking of something like a Janissary, or someone under a magical geas. 

But maybe you should change the name a bit, the word "slave" in the USA tends to refer to our own shameful history and that's really not what you're talking about at all.
Sorry to resurrect, but I'm new around here.

If you're going the Janissary or "skilled minion" route, how about "The Bonded" or "The Bound"?

I think this could be a rather interesting playbook.

254
the nerve core / Re: Jumpy text box
« on: January 07, 2011, 10:44:14 PM »
I'm coming down with a case of jumpy text box - the same thing I caught on the Forge a while back. Something about line breaks messes with the interface, and makes the text box jump around when you're typing. I'm using IE, and I haven't seen the same problem when I use Firefox.

If you're running IE8, make sure you enable "Compatibility Mode" for the forum site, should fix your problem right up!

255
Yes, misdirect and all that, but if a roll is failed, another problem is introduced and for some of my players, they won't roll a Read unless they've felt that they've controlled the surrounding fiction adequately. "I'm not going to read him here on the rooftop 'Let's take this meeting into my fortified office, where I have better control of the surroundings'".

In other words, in some cases, there can develop a un/conscious tendency to actively fight misdirection, as if making it harder for the MC to misdirect will make the hurt less painful.
But doesn't that just allow for more f*ckery?

"Wow, I guess it's true what they're saying out there Keeler, you really *are* afraid of me."

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