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Messages - As If

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16
brainstorming & development / Re: Questions from a new Hacker
« on: August 28, 2014, 03:56:13 AM »
I'd say the tail is wagging the dog right now, yeah, but then again developing any complex system is always a process of oscillating between top-down views and bottom-up views, GM-facing views and Player-facing views, etc etc.  So as long as you cover all those bases in your process (over and over again), ultimately it won't so much matter which was the initial step.

17
brainstorming & development / Re: Where is Minions Inc?
« on: August 26, 2014, 02:09:47 AM »
TY Taukita!

18
blood & guts / Re: A Move for predicting weather
« on: August 11, 2014, 05:01:23 AM »
I like it because it gives the player the same subjective feeling that the character has: a feeling of absolute certainty about it.

19
blood & guts / Re: A Move for predicting weather
« on: August 10, 2014, 06:53:56 PM »
Cool idea.  I vote B.

20
Apocalypse World / Re: So wanting to play, watching movies...
« on: August 05, 2014, 06:33:09 PM »
Lots of em mentioned in here:
http://apocalypse-world.com/forums/index.php?topic=71.0

And here's a list I put together for my players...
28 Days Later
A Boy & His Dog
Blindness
Carriers
Cherry 2000
Children of Men
Damnation Alley
Death Race 2000
Desert Warrior
Doomsday
Ever Since the World Ended
I Am Legend
Jeremiah
Jericho
Mad Max
Mad Max Beyond Thunderdome
Panic in the Year Zero
Revolution
Six-String Samurai
Survivors
Tank Girl
The Book of Eli
The Colony
The Day After
The Divide
The Lost Future
The Omega Man
The Postman
The Quiet Earth
The Road
The Road Warrior
The Walking Dead
Tooth and Nail
Waterworld

21
Apocalypse World / Re: Negative Hx
« on: August 02, 2014, 06:13:02 PM »
Hx is maybe the wonkiest part of the system.  There are many hacks for it. 

But it's useful to remember that in mechanical terms, what it really represents is your ability to help or hinder a person.  So one way of reading it would be: Knowing them well enough to predict the kinds of things you could say or do, that would either give them confidence or psyche them out. 

When you have negative Hx it might be like understanding them TOTALLY WRONG, like a Christian talking to a Satanist, or a Capitalist talking to a Communist...

22
Apocalypse World / Re: What is a move?
« on: August 02, 2014, 05:56:51 AM »
FUDGE mods:
+3 Superb
+2 Great
+1 Good
+0 Fair
–1 Mediocre
–2 Poor
–3 Terrible

23
blood & guts / Re: On Damage systems
« on: July 28, 2014, 04:43:46 PM »
I feel like added crunchiness is getting in the way of the fiction, not making it more "fiction first". 
I think a simpler solution might involve a progressive cross-off list, or a set of Conditions that can be checked (like Lady Blackbird).  In other words, don't roll damage at all.  Describe it.  That's just my 2 cents.

That said, there are lots of approaches to this, and some of them have been codified into rules or subsystems.  Check out this amazing thread: http://story-games.com/forums/discussion/19273/a-descriptive-damage-hack-for-dungeon-worldworld-of-dungeons

24
brainstorming & development / Re: World of the Apes
« on: July 19, 2014, 01:47:14 AM »
Man-Tech from the Forbidden Zone?  How about a class that specializes in digging it up and figuring out how to use it?

I think you could do stat mods based on breed, if you're so inclined.  Gorillas might get + to Hard and - to Hot or Cool.  Chimps might get the opposite (+ to Cool or Hot and - to Hard).  Orangutans might get + to Sharp or Weird and - to Hard.

I think the racial/social implications were pretty clear in the movies: Gorillas = Warriors, Chimps = Workers, Orangs = Politicians/Academics/Priests.  That said, the relative balance of power within ape society did change over the course of the movie series.  Here is a fascinating breakdown of that process: http://planetoftheapes.wikia.com/wiki/Knowing_your_place_on_the_Planet_of_the_Apes

25
Apocalypse World / Re: Workspaces for non-Savvy Heads
« on: July 18, 2014, 10:24:01 PM »
I had a Maestro'D who ran a show in an abandoned cineplex.  His crew consisted of about 20 NPCs, both cast and stage crew.  We assumed the back rooms of the theater had all sorts of tech and repair equipment for the theater itself (wires, cables, speakers, microphones, audio components, projector parts, screens, and stuff for fixing these things when they broke).  Since it was a big theater (ten screens) we also assumed general maintenance tools, lifting equipment, ladders, rope, etc.  So when I made up show stuff, we could just assume it (mostly) happened as I pictured it.  None of the NPCs were "savvyheads" but they were savvy at their job, which was to "keep the show running".

Of course, all this stuff *really* showed its promise when a friendly Savvyhead PC actually did enter the maintenance room.

26
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 06:54:15 PM »
When you notice the number 23, or see 23 of something, roll +Enlightened.  On a 10+ choose two results below.  On 7-9 choose one.  All results chosen will be true.  All results not chosen may be true.
  • It's proof your enemies are watching you.
  • It's proof your friends are watching you.
  • It's a clue of vital importance that must be decoded.
  • It's a secret test for you and you alone.

27
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 06:32:49 PM »
Cool Hard Hot Sharp Weird
are replaced by
Groovy Solid Foxy Keen Enlightened

There is no Psychic Maelstrom, but there is a move that works similarly to "Open Your Brain".  It's called "Get High".

28
brainstorming & development / Re: Illuminatus! (or Illuminati)?
« on: July 16, 2014, 02:48:42 PM »
Wow, imagine!  Ok, time to get to work.  I'll start.

Instead of fundamental scarcities, all Fronts come from one of the five spheres of the Sacred Chao...
  • Chaos
  • Dischord
  • Confusion
  • Bureaucracy
  • Aftermath

29
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: July 15, 2014, 10:34:51 PM »
Agreed on both counts.  In "Arresting Skinner" not only is the time limited, but it can be targeted/untargeted, and (just as importantly) its "cinematic" verisimilitude is quite clear.  We've all seen that scene in a movie, and AR is a good model for simulating it.

I have also seen movie scenes where a "Solace"-type character calmed people down, kept them from exchanging blows, or whatever, but there's so much variance here it makes it hard to determine where to draw the line.  Isn't this really just a supercharged "Manipulate" after all?

30
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: July 15, 2014, 08:07:29 PM »
"Arresting Skinner" is another one that falls into this category.

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