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Messages - metroidgeek21

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31
Apocalypse World / Re: Some help with mcing the game
« on: January 16, 2014, 04:12:44 PM »
Forgive me if i haven't been clear. My players are (obviously) loving the hell out of lvling so often. I however, just wanted to be sure, as MC, that I wasn't doing it wrong and giving them too much. I'm only two sessions in and enjoying the characters, and their interactions with each other and what I throw at them, and the lvling isn't an issue with me. I just wanted to be sure I wasn't being bad MC by allowing them this kind of xp gain. with that in mind, I'll keep in mind what you guys are saying, and apply it to future sessions, lest the xp gain gets out of hand lol

32
Apocalypse World / Re: Some help with mcing the game
« on: January 14, 2014, 10:13:01 PM »
thanks you all. in general reply, i merely asked about the xp gain, cause in some other systems i play leveling twice is....few and far between xD but im glad to know its a totally normal xp gain. and for the drama, thank you all for the suggestions, cause again, this is a different system. i really appreciate it ^^

33
Apocalypse World / Some help with mcing the game
« on: January 13, 2014, 08:29:46 PM »
so...my players have leveled twice in as many sessions, because I continually (inadvertently I may add) highlight skills and then accidentally have them roll them too often. I'm wondering how I may cut down on the xp gain, cause five bubbles I'm quickly realizing fills up reaaallly fast. Also, for managing pc-pc drama, that the pc doesn't want the other pc to know about, how should that be handled? typical dm-style judgement, or some other method you guys think works best?

34
so totally taking notes here. running my 2nd session soon, and this is all excellent stuff

35
Apocalypse World / Re: Question about the maelstrom
« on: January 02, 2014, 11:58:58 PM »
Thanks you guys, I'm about to run my second session this sunday, so i wanted to make sure i was in the right

36
Apocalypse World / Question about the maelstrom
« on: December 31, 2013, 06:03:18 PM »
Quick question about the maelstrom as part of a threat of a front, is it okay for an infection to also be tied to the psychic maelstrom and affect PC's that way? And also have a custom move be tied to how the infection progresses and tries making the psychic maelstrom's affect more apparent?

37
Apocalypse World / Re: Why the Maelstrom
« on: December 12, 2013, 05:53:24 PM »
dude that's sick. i hope my maelstrom can come close to even an iota of that

38
Apocalypse World / Re: Combat turns
« on: December 12, 2013, 04:30:48 PM »
jesus christ that's so ridiculous and awesome xD thanks a bunch. here's hoping everything goes well then

39
Apocalypse World / Re: Combat turns
« on: December 11, 2013, 07:36:41 PM »
So, another question (by the way running the game sunday hopefully): one, how do hocus's fortune moves work, and two: does hi-power as a tag fit handguns? and can you have five-harm handguns? (using the battlebabe's 'merciless' move here)
edit: another question: how do the 'threat' countdown clocks work?

40
Apocalypse World / Re: Combat turns
« on: December 10, 2013, 08:34:10 PM »
disregard last edit. and thanks a bunch for the threads, they are helping out a bunch. will post how it goes when we get to character creation and first session

41
Apocalypse World / Re: Combat turns
« on: December 10, 2013, 05:20:08 PM »
Thank you Diesel, i shall enrich my mind with the apocalyptica. and sorry if these are obvious questions

edit: i realize the stat lines aren't to be messed with, but.....if i do keep it, how do i explain to my players the lines arent to be screwed wtih? they like that level of customization, considering they're d&d primarily

42
Apocalypse World / Re: Combat turns
« on: December 10, 2013, 04:33:43 PM »
Thanks everyone, especially for the quick(ish :p) responses and the help. first session should run either this saturday or next, and ill be sure to say how it goes. and ill use this forum for any other questions i have, such as this one: is it possible to customize the base stats at all? and if so, how would i do it?

edit: another question, how come the battlebabe seems to be the only character with a +3 stat? is there a reason or what?

43
Apocalypse World / Re: Combat turns
« on: December 09, 2013, 09:18:05 PM »
i just got an interesting question for myself: i know you're not supposed to plan any fronts 1st session (and i'm not) but im curious as to how many fronts is good, just in general? if it helps at all, im thinking a world of disease, decay, and rot. zombies and grotesques, afflictions, just...really gross, gritty, putrid things
and question about the forum..um...can i edit the title at all?

44
Apocalypse World / Re: Combat turns
« on: December 09, 2013, 04:59:30 PM »
Thanks a bunch Alex! And yeah, they were planning on battlebabe anyway. and you also gave me a stat to roll. these guys typically play d&d so, easing them from "stats everywhere" to "eh some stats" is going to be a bit of an issue. btw, im the MC asking questions so i can run a game without falling flat on my face. first time ill be running aw as well. also, totally stealing some of those custom moves

45
Apocalypse World / Re: Combat turns
« on: December 09, 2013, 04:18:34 PM »
Thanks a bunch everyone. And, I might just jack this to ask general questions about play, like so: i've pitched the idea to my friends (and i don't yet have the pdfs, i plan on buying them if it goes over well, ive been looking at the free stuff on the apocalypse world website), and they seem to like it. However, one wants to be a "fast" character. considering there's no speed stat or anything, is that just up to my discretion to decide how "fast" they can be? or how should i solve that as mc? i apologize if its a stupid question lol

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