Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - As If

Pages: 1 ... 7 8 [9] 10
121
Cool.. Updated the playbook.  Clear your cache or relaunch your browser to retrieve it.

122
Apocalypse World / Re: Runaway Weird
« on: March 18, 2014, 02:33:47 AM »
Sounds to me like she's moving toward a Front that approaches via the Maelstrom. :-)

123
I made a playbook.  Letter-sized trifold.  http://asifproductions.com/sites/default/files/PANEM_TEMPLATE.pdf

Can you clarify this rule for me please?  The sentence is a little awkward...
"Children may only take moves from adult careers or being an adult after five advances."

ETA: That should say "Legal sized trifold".

124
I'll be running this campaign starting this week, with an added twist: The game will be preceded by a game of "Watch the World Die" (a collaborative apocalypse generation game I'm working on).  The same players will be in both games.  Gameplay will go like this:

1. Begin playing WTWD. The world situation worsens. At a certain point it becomes evident that it's time for people to get into Vaults. Pause the WTWD game.

2. As a group, create one of these Vaults. Pull out a large map of your city. As a group, answer these questions: Where might a Vault be built? (locate it on the map) What would the interior look like? What sort of stuff would be in there? Remember it has to be self-contained and sustainable for at least fifty years.

3. Resume playing WTWD. Continue until the Great Dying occurs. Fade to black.

4. As a group, talk about what happens in the Vault over the course of fifty years, sealed off from the outside world. There's no need for great detail or specific events unless desired, but let this sink in: At least two generations of people have been born and raised inside the Vault. People who were around 30 when they went into the vault are now dead or extremely aged, and anyone who was older then is dead by now. People who went in as infants are 50 years old now, and their children are old enough to have children of their own.

4. Fade up: "Fifty years later..." Begin playing Apocalypse:Emergence from question 4 of the ORIGIN chapter, using the map of your city.

125
Really enjoying reading what you've done here, and I hope to have some AP for these rules soon!  I like the idea of the Stress mechanic, I'm looking forward to playtesting that in particular.

126
Apocalypse World / Re: playbooks
« on: March 12, 2014, 03:17:56 PM »
All I can say is, contact Joe and find out!

127
Apocalypse World / Re: playbooks
« on: March 12, 2014, 11:33:34 AM »
Probably the best assemblage of AW playbooks and hacks is http://nerdwerds.blogspot.com/2012/12/all-of-playbooks.html
The Grotesque is there.

128
Apocalypse World / What Does 50 Years Look Like? [salton sea photos]
« on: March 12, 2014, 05:49:48 AM »
Look up photos of Salton City in California.  Created by accidental flooding in 1905, the Salton Sea became a minor-league tourist destination in the 30's, and in the 50's a small city for the leisure class was built there, flourishing for a couple decades.  But the sinking water level and high salinity eventually caused the water to become toxic, killing off thousands of fish each year and making it unsafe for recreation.  As the tourists fled, so did the locals.  Today Salton City is a precise indicator of what 50 years in the desert looks like.

http://www.flickr.com/groups/saltonsea/
http://www.panoramio.com/photo/68925438
http://blog.roadtrippers.com/haunting-photos-californias-post-apocalyptic-salton-riviera/

129
brainstorming & development / Re: Opposed stats?
« on: March 09, 2014, 06:18:11 AM »
Yeah, but Pendragon needed that structure to ensure that players were behaving like chivalrous knights.

130
brainstorming & development / Re: Opposed stats?
« on: March 09, 2014, 01:35:50 AM »
>> GUTsiness/CAUtion and HARdness/COMpassion.

Looking it at it from a player's perspective:
(a) you're making me do math
(b) I think GUTsiness is HARD and HARDness is COOL
(c) shouldn't I roleplay things like caution and compassion?  Are we going to actually roll to see whether my character is compassionate enough to save his dying buddy or something?

Looking at it from an MC's perspective:
There's no reason to keep that math running on the PC anyway.  I can't think of a situation where I'd do this, but if you really want to you can always apply it at the moment of play.  e.g.: "Ok, you're trying to guide the twisty wire through the electrically-charged tiny hole in the three-inch plate while the cold water is rising around your ankles...  You need to be cautious here, except you're gutsy +3 so you're really bad at being cautious, so...  (MC does a little math)  You're at a +0."

ETA: Actually I thought of a couple situations where I might apply similar logic to a die roll, but I would use it as a mechanic for a custom move leveling a particular Threat against a particular Stat.  You could do it against any Stat, really.  Maybe there's a scene where the Battlebabe really really has to keep these babies entertained or else they're gonna scream, so the MC calls for a Silly roll.  "What's Silly?"  "The opposite of Hot."  So jiggling a stat bonus in the opposite direction might be potentially useful as an MC mechanic.  But I still don't think it works as a PC Stat.

131
I plan to run this is as a "Your Hometown" campaign.  This is something I did years ago with "Aftermath!" and it was ridiculously cool (especially given such a crunchy system).  The best thing to use is one of those Thomas Brothers' map books of your city, but one of those large folding maps will do fine.  This replaces steps 2 and 3 of the ORIGIN chapter (in A:E).  You will also have to modify the questions from step 1 a little bit.  Everything else pretty much runs as planned!

132
I think arscott is onto something here.  There's nothing saying you have to offer all secret types to all playbooks.  You could give a list of 3 secret types to the Driver and list of 3 different ones to the Battlebabe.  This also allows you to massage the secret types a little to suit each playbook, while still keeping them pretty abstract.  Then tell your players "choose 1 of your 3 secret types and embellish it".

133
Perhaps the problem is that you're drawing these secret classes a little too abstractly?  I can think of several different types of quests or deserters, for instance, which wouldn't exclude and shouldn't necessarily preclude each other.  Meanwhile, here are some more I thought of:

-Special Services: Character was involved in covert intelligence or military operations which were involved in the end of the world
-Politics: Character was involved in or responsible for political decisions which helped lead to the end of the world
-Insane in the Membrane: Character was institutionalized due to a complex psychological aberration which still exists

134
Apocalypse World / Re: Dying of Thirst
« on: March 04, 2014, 11:06:38 AM »
Definitely an optional rule, and probably locational as well.  It was suggested by a question at rpg.stackexchange.
http://rpg.stackexchange.com/questions/34485/a-system-that-allows-for-a-gritty-fast-simple-post-apocalyptic-setting

Living in Las Vegas, it's one aspect of the post-collapse my players and I happen to think about a lot.

135
Apocalypse World / Dying of Thirst
« on: March 04, 2014, 09:48:23 AM »
The human body requires roughly 1 liter of water a day to survive.  The average person can survive three to five days without water.  Our heroes, of course, are not average people, but we don't want to throw all verisimilitude out the window.  Therefore I propose for your consideration:

DYING OF THIRST RULES

For each day you go without food and water, you suffer 1 harm.  Your mouth is dry and your eyes are sunken.

When you have gone three full days without food and water, you begin dying of thirst.  You have stopped urinating.  You are lethargic and irritable.  Roll +hard every day when you wake up.  On a 10+ you keep it together by sheer will.  On a 7-9, choose one Thirst Symptom and the MC holds it to be played as the next Hard Move if you fail another roll within the next 24 hours.

When you've gone five full days without food and water, you really don't feel like moving.  All stats except weird are -1.  Continue to roll +hard every day when you wake up, but the results are different now:  On a 10+ you keep it together by sheer will.  On a 7-9, choose one Thirst Symptom and the MC will hold it to be played at any time within the next 24 hours.  On a fail, in addition to the resulting Hard Move, the MC will choose a Thirst Symptom and hold it to be played at any time within the next 24 hours.

THIRST SYMPTOMS:
  • Vomiting
  • Diarrhea
  • Fainting
  • Dizziness
  • Minor Heart Attack

REHYDRATION:
Consumption of 1 liter of water will remove all harm and symptoms caused by thirst.  This takes only a few minutes.

FOOD BUT NO WATER

Water is extracted from food during digestion, so if the character is eating food but not getting water, the rules are different:

For every 48 hours you get food but no water, you suffer 1 harm.

When you have gone six full days in this condition, you are lethargic and irritable.  Roll +hard every day when you wake up.  On a 10+ you keep it together by sheer will.  On a 7-9, choose one symptom and the MC holds it to be played as the next Hard Move if you fail another roll within the next 24 hours.

When you've gone ten full days in this condition, you really don't feel like moving.  All stats except weird are -1.  Roll +hard every day when you wake up.  On a 10+ you keep it together by sheer will.  On a 7-9, choose one symptom and the MC will hold it to be played at any time within the next 24 hours.  On a fail, in addition to the resulting Hard Move, the MC will choose a symptom and hold it to be played at any time within the next 24 hours.

Pages: 1 ... 7 8 [9] 10