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Messages - Dionysus

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31
the preapocalypse / Harm and Healing move
« on: June 24, 2010, 05:58:21 AM »
This one is new to me.

While i like it, i dont like that it reverses the importance of the roll - Could you not change it to roll -harm with the 10+ and miss descriptions reversed? Makes it a little more dangerous, but preserves the 12 is good, 2 is bad feel of all the other rolls.

32
brainstorming & development / Re: Age of Sorrrows hack?
« on: June 24, 2010, 05:51:14 AM »
"Seduce or Manipulate - Compassion"

This is very, very funny to me.

I suppose its my weird view of how  things work - compassion is all about putting yourself in another person's shoes. Understanding them - Of course, once you understand someone else you know what buttons to press :)

The sorcery move above is pretty slick, but I wanted to avoid the "dawn, twilight, etc" as stats. Every exalted game i've played has had multiple exalt types (solar, dragon, sidereal, etc). My preference is to stick to the "being heroes", not "being solar" if that makes sense,

The Apoc World (as written, no hacks) seems to be about how the group can survive against a pretty damn hostile world.

Exalted in the Age of Sorrows (to me anyway) is at its core about the price of power and power corrupts and absolute power corrupts absolutely. Mortals have no power, and basically have no effect. The Solars were made to be the destroyers of the ultimate Gods of the setting - once they did that they then became (over time) the most corrupt and decadent monsters - because they feared no one. The Dragon Blooded were the loyal soldiers and servants of the Solars - upholders of the laws. But when they rebelled and stopped the madness of the Solars, they then became the ultimate power, and (over time) became the most corrupt and decadent monsters who built a religion to say "we are the best and most perfect, worship us".

A good hack/simplicifaction of Exalted needs to push that button - hey, you have all this awesome power and can push around people, what are ya gonna do about it? The theme behind the game is that awesome power can destroy and change things - but it always ends up a ruined wreck. All the problems of the world will not be fixed by the use of power - only changed into different problems (although it will be an EPIC and STYLISH use of power).

The basic moves should be for anyone (any exalt type etc) and be based around the virtues - (and you are right, manipulating others should be conviction based - you are enforcing your will on another person, need to figure out some moved for compassion) The use of Essence (the raw power of the setting) should be powerful, and should have some serious repercussions as well.

I really like the "add essence" for rolls. But I really think it needs to be a special move, say one archtype is the warrior - there special move is to use essense to enhance valor rolls at choice.
something like
When you choose to use essence to help sieze by force, roll + essence.
10+ pick 3
7+ pick 1
You use essence efficiently and dont draw attention.
You succeed awesomely at your chosen task
You do not have adverse side effects (destroy the scenery, etc)
You still have plenty of essence to burn.

on a fail you get the opposite of all 4.
you glow with power and are seen as an exalt.
You barely succeed at your task (equiv to 10+ on roll you are replacing)
You have adverse side effects - blow things up,
You are running low on essence, -1 forward on essence rolls until you rest.

33
Apocalypse World / Angel Kit is a move?
« on: June 23, 2010, 11:55:46 AM »
Just wondering - can others take the angel kit as a move advance?

34
the preapocalypse / Re: welcome to the preapocalypse
« on: June 23, 2010, 11:50:44 AM »
You know - a couple of things I miss:
The whole page character sheet.
Templates for the 1st session, and for Front creation.

35
brainstorming & development / Age of Sorrrows hack?
« on: June 23, 2010, 08:44:28 AM »
Howdy y'all.

One thing that's been swirling around in the back of my head - Exalted as an apocalypse world hack :)

The "Age of Sorrows" as per the Exalted story is a world that has gone through a number of apocalypses - the high mighty First age empires were destroyed, later a plague wiped out 90% of all living things, and then an invasion of wyld creatures wanting to destroy all reality...

The Bits of the game that sing to me are - the idea that a hero is somone who embodies the virtues, and that their "heroic actions" will cause them problems. Also the idea that the cycle of violence - violence begets violence, and the constant rebellion of the underdogs who then become corrupt and overturned by their own servants :)

This is the first time i've written this down, so it'll be very rough for the moment.

Anyway. The stats would be:
Compassion - allow you to understand others
Temperance - keep control from temptation and not get distracted
Conviction - The ability to impose your will
Valor - putting yourself into danger
Essense - the ability to use magic to enhance your abilities.

Do something under fire - Conviction
Go Aggro - Valor
Sieze by Force - Valor
Seduce or Manipulate - Compassion
Read a situation - Temperance
Read a person - Compassion
Open your brain - Essense.

The Exalts (essense enhanced heroes) would have special moves that let them make a move as +essence rather than +virtue.

I would need to do a special move for the virtues - where when a situation comes up that goes with a virtue the player needs to roll..

eg - When someone is in danger or asks for help, roll+compassion.
10+ You put yourself in danger to help them (earn experience if you save them)
7-9 take -1 forward until you can no longer see them
2-6: can act normally.

or - When someone threatens you or your name, roll+valor
10+ you must fight them (earn experience if you kill them)
7-9 take -1 forward until you restore your name
2-6 you can act normally.

Still need to think about this some more, but the "big damn heroes" that get into trouble because they follow their emotions too much appeals to me :)

36
Sagas of the Icelanders / Re: Sagas of the Icelanders
« on: June 23, 2010, 08:24:06 AM »
That is bloody awesome!
As someone who lives in iceland, and has read all the eddas and sagas, I LOVE the moves :)


37
Apocalypse World / Re: [AP] Hope town
« on: June 16, 2010, 08:39:30 PM »
Hmm, went pretty well - but i get the feeling i'm being a little weak on the players...

Anyway - started with a recap - town under attack by wasteland mutants, Brewer's house under attack, and 3 players staging a getaway

New guy - Rum the Savvyhead (imagine an alcoholic Doc Brown- is woken up by the sound of heavy machingun fire. He grumbled about the noisy neighbours and opened the front door yelling to shut the hell up he opens the door on a wasteland mutant (vicious dog like person) He tries to sieze safety by wacking it over the nose with a coffeepot just inside the door - fails the rool and just manages to piss it off - it claws him across the chest as he runs and stumbled into his house. He tries to run away (maintain an untenable course) throwing furniture behind him to keep it off. Runs into his junkyard and reads the situation to find a way to hide, the best he can find is a narrow crack between some rusted car hulks - but its narrow enough to prevent the mutant from getting to him. He hides in there and waits for it to go away.

Meanwhile - back at the house, Amiette (the brainer) jumps out of an attic window to escape a couple of beast-men and fall to get majorly hurt and unconscious (player is away and wanted this to happen). Shadow (the battlebabe) acts under stress and drags Amiette into the truck. Frankie (the Driver) reads the situation but is distracted by a torn up body which crashes into the monster truck's hood and splatters blood across the windshield. They all see another beast-man at the ruined window with a torn leg hanging from its mouth. Frankie tries to get away, acting under panic for his life by driving wildly away. He gets away cleanly. Up ahead he can see Brewer waddling away for his life, with a pair of Beasties on his tail. Shadow reads the situation and sees that the Beast-men are not immediately dangerous, but actually herding people. She fires some warning shots (go aggro)from the Machine gun mounted on the roof of the truck which scare them away, and Frankie drives by and drag the massive Brewer into the car, acting under pressure to hurry while the beast men are frightened away.

After all the fighting, and driving of the night before, Frankie sees that the gas tank is getting low, and considering that they will ahve a long drive to get anywhere he wants to head back to to Rum's place to gather some spare parts and extra fuel.

Rum slowly sneaks out of his hiding place, but is still wary. He makes a dash for the junkyard gate and sees the Monster truck of Frankie and Shadow come screaming into the gate. Shadow jumps out and slams the game shut and Frankie asks for extra fuel. Rum looks in shock at the truck and then warns that one of the doggy-men is in the place. Shadow reads the sitch and sees some claw marks in the dust which lead back into the house. She sneaks in and sees a Beast-man head down in an overturned cupboard, biting at foodstuff. It bites down and growls "gaa  tiiiiiinnnnn" and throws the can of food over its shoulder. Shadow pulls out her swords and quietly puts one to the throat of the beast "time to leave".

She takes it outside, where all three have an argument over what to do next, Rum and Frankie just want to kill the beast and run away - Shadow them points out that it can understand them, and manipulates the beast into showing  it can understand by saying that she'll just shoot it, and when it flinches she says sorry, and cuts its head off.

Rum feels that the town is getting decidedly unsafe, and asks to be taken away - and he has fuel for barter They agree and Frankie starts to gather containers of fuel.

Meanwhile Rum is worried about the furry beasts that are outside, so he goes back into his workshop and jury rigs a rough flamethrower - while Shadow interrogates Brewer. Brewer wants to get away from all this rust and destruction, and only starts to talk once Shadow rams a dirty, blood stained pistol into his mouth. He knows that the beasts attack from time to time, and that they are the sick of the town - who are cast out as he doesn't want even their dead, sick bodies to be soiling the town.

Frankie looks up from refuelling the car as he hears people screaming outside - Shadow goes to take a look and can see the Beast-men sheparding a mod of people like cattle down the street towards the front gates.

Run comes out wearing his contraption of petrol tanks and pressure pipes - and hears the growling outside the gates. He's fed up and sticks the nozzle out of the gates and fires off his flamethrower trying to burn the beats and frighten them away (Sieze by force) He utterly fails, and the flames burst over the fence and creep back up the stream of fuel - licking over the tank strapped to his back. Rum panics and literally acts under fire pulling off the tank and trying to throw it over the fence, but its already too hot and he drops it on the ground. Everyone panics and tries to hide. Rum runs and hides behind the truck. Shadow has Brewer on the ground from his interrogation, and just rolls behind brewer's massive bulk. Frankie jump in the truck and drives it as far forward to get away from the explosion - leaving Run exposed when the tank explodes - he drops and rolls and gets away with only some blackened hair and skin - but Brewer is now well done BBQ meat.

With the explosion knocking down the gates, they are now staring at the pile of panicked people and beast-men. Shadow jumps up onto the truck and fires the machine gun into the air above the crowd, making them panic and run screaming - the beast men growling and running off to re-collect them.

gah - getting late. will continue tomorrow.
But - basically i keep feeling that i wasn't following the principles close enough, and this game didn't spark quite as much as our last session - perhaps it was the new player and the savvyhead - I was really unsure as to how the whole rules of making stuff works.

38
Apocalypse World / [AP] Hope town
« on: June 16, 2010, 12:26:39 PM »
Wish me luck - session 4 coming up. New player joining and one player not present. Fingers crossed it goes well. more posting after the session.

39
Apocalypse World / Re: [custom move] reasonable??
« on: June 11, 2010, 12:52:12 PM »
gah! just noticed I forgot to put the stat in the move.

its supposed to be roll+cool

40
Apocalypse World / Re: [custom move] reasonable??
« on: June 11, 2010, 12:47:12 PM »
Yep, that's the intention.
When the Battlebabe is in the middle of a battle, she spots an opportunity and watches the target until he drops his guard, then strikes.

But of course, you are risking someone coming along and whacking you upside the head while you are waiting..

It was put on the table at the end of last session when our battlebabe had an advance, but didn't know what to spend it on (and also wanted some "cool stat" fighty move")

41
Apocalypse World / [custom move] reasonable??
« on: June 11, 2010, 04:58:47 AM »
Howdy all.

Our battlebabe is getting annoyed at how, while awesome at intimidation, she is useless when the shit actually hits the fan.

The question came up - can there be a move to use cool to do damage? we looked through the sheets and found nothing, but the idea has been tingling at the back of my head a while now.

Any chance people here could either a) help me out, or b) tell me why its a bad idea.

I was thinking of something like
Eye of the Storm
When in battle you can wait for the perfect moment to inflict harm On a 10+ you inflict +1 harm. On a 7-9 you inflict harm but your lack of attention to everything else causes you to be in an untenable position. On a miss you are taken by surprise and take +1 harm.

Does that seem appropriate for AW?

42
Apocalypse World / Re: Subsystems
« on: June 09, 2010, 03:39:09 PM »
Yes, thanks to those answers - especially the idea of "say my plans, but not directly" makes it much clearer :)

We've done two "one shot" sessions. And this is now 3 sessions of a "arc", with the same characters.

Something we're getting to see though, is even when the players "fail" rolls, it still leads to awesome things. Our driver was a case in point - he launched a bike up a cart and into a second storey bacony to take out a sniper. Then he tried to jump across to the roof of a neighbouring house - he failed and fell through takeing damage, and having the old couple living inside set upon him with a frying pan. He was then under fire from a thug on the street as well. He grabbed the frying pan, beating up the old lady in the process, and then ran out into the street and beat up the thug with the frying pan (daredevil provided armor from incidental fire)...

But we're doing a session a week, and trying to fit in as many sessions as wel can :)

43
Apocalypse World / Re: Maps
« on: June 09, 2010, 02:31:19 PM »
Oh heck yes!
Our first map was just on a whiteboard. Camp site, hills, a road with an arrow to "Zoo Hope town", and the players ran with it and ended up at the town.

Second session I showed a map of the town, and they went visiting the bar, the gates with guns, the junkyard and mechanic, and the Greenhouse Gardens.

They were killing people, intimidating, bashing heads and making deals with everyone - and now I'm really starting to look to draw in some of the surrounding towns as well.

But a lot of the time we are adding to the maps in conjuction to the results of rolls and fiction.

44
Apocalypse World / Re: Subsystems
« on: June 09, 2010, 02:24:15 PM »
Heh.. Its a nice lie :) But I see where you are coming from, and I've noticed it HEAVILY in the game we are playing.

I've got the playtest version. The one that says "warning this is a playtest document - not a finished game" in the front :)

Our group has played a lot of Ecalted, WoD and Vampire games in the past few years - I tried some other games (In a Wicked age, Prime Time, Dogs in the Vinyard, Mouseguard) But all of the pretty much failed for the group. I believe that we've had a tendancy to play the game at a little distance. Everyone tends to know everything that is going on, and we've tended to be trying to "tell a story" and place a lot of importance in "plot".  But similarly, a lot of time we've been not quite "in character", but talking about "my character makes a flowery speech to get the acceptance of NPC X" type thing.

AW really has brought us deep "in character", and it has been awesome. The problem is (i think) our tendancy for the player to act at a distance, while the rules really want us to be "in the trenches".

With things like "seize by force", it is noticeable straight away who is an "old timer" and who is the "newbie" to the group. The regulars talk about "I want to attack that NPC", while the newbie is talking about "I cover my friend by grabbing the attention of NPC with a few shots)

The biggest trouble, espeicially my "old timers" are having is that they feel frustrated at the limited choices of the moves. I think i'm to blame as much, as I tend to answer the questions directly to the players, rather than the characters :(


The examples that came to the front most of all were:
===
Ready: "Young girl, where are your parents? Aren't they worried about you?"
Shadow: "I'm an orphan. I worry about myself.
R: "How about a guardian? Friends? Isn't there anyone to look after you?"
S - Looking meaningfully at the pile of guns "I can look after myself", moved to get up
R: "Wait, wait young one. You need to be careful of those injuries. You should rest here the night"

Now, Shadow wants to know why the doc wants to keep her there and rolls "read a person"
Is he telling the truth - yes, the injuries were bad, she needs rest
(frustration)
Shadow then opens her mind to the Psychic Maelstrom - she gets an impression of voices "Hungry.... Blooooood"
(still frustration - I haven't told her why the doctor is acting that way)
===

and

===
Another scene, Amiette our Brainer has seduced Brewer (a overweight dandy who surrounds himself with beauty, and is the local source of fresh meat, vegetables, and fruits)

She sneaks into his room and arrays herself seductively on the bed, when Brewer lumbers into the room the rolls to seduce him (10), and wants him to sleep with her. Brewer takes one look at her and immediately starts divesting himself and lowers himself onto the bed.

The player then says that she wants to find out what he's really up to, She does her sex move and deep brain scans him - (frustration) cant find a question that she really wants answered. She goes with
"What are your secret pains". - Brewer surrounds himself with beauty and polite manners as he is deathly afraid of violence and mess, afraid of how he will react to it".
===

At Story Games, some others have provided some answers for me, which give me a better feel... but still :) What were you intending with those moves and questions.

And what am I doing wrong?

45
Apocalypse World / Re: Subsystems
« on: June 09, 2010, 11:26:56 AM »
Apologies for jumping in - but this is almost exactly what i was wanting to ask.

I'm having some.. trouble... wrapping my head around the "social" moves. Reading a person and reading a sitch. I really wanted to get a better idea of your intention to having those limited questions that would be answered.

From discussions at Story Games, and your comments up above - it seems that you want the players and GM to be able to nudge the story in a particular direction, but not be able to ever really "place" the story - ie, partial control but never get exactly what they want.

Of course, i might be totally wrong - hence the questions as I'm unsure.

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