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Messages - As If

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31
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: July 14, 2014, 12:35:55 PM »
Ok, stepping aside from the simple fact that not all classes are suited for all campaigns, the following thoughts arise:

1. Is the Solace really hitting on every roll?  Because if not, it's Hard Move time (see niamh's post above).

2. Set up a situation where ending the violence is actually the wrong thing to do - allowing a baddie to get away with bad shit because the goodies were pacified.  That's gonna cause a whole lot of people to be upset with the Solace in ways that aren't necessarily violent.  (e.g.: "That bastard send his men out after our children and then you talked us out of killing him - now he's done it again and he has even more power than before"...) 

If you find yourself ostracized from trade in an AW scenario, you're pretty fucked, regardless of your intentions.

32
Apocalypse World / Re: Fan Fiction, "James in the Afternoon"
« on: July 14, 2014, 02:16:03 AM »
That was great.  Makes me want to recruit you for a PBF game. :-)

33
brainstorming & development / Re: Monster Force Terra
« on: July 12, 2014, 07:14:38 PM »
So I laid up MFT v4 as a two-column 9-page PDF, just to save toner and paper...

http://asifproductions.com/sites/default/files/Monster%20Force%20Terra%20version%204.pdf

I may be a dork, but I'm a CHEAP dork!

34
brainstorming & development / Re: Viking World
« on: July 12, 2014, 06:20:20 PM »
I'm enjoying reading this.  What is a "Hetman"?

35
Holy shit that sounds like an awesome campaign, derendel.

36
Apocalypse World / Re: Touchstone: Visionary move on a miss
« on: July 08, 2014, 08:24:55 PM »
Personally, I would hold it until something happened that poked a hole or otherwise possibly refuted (or at least complicated)  the Touchstone's general philosophy or worldview.  I think it's most easily applied right at that moment, to indicate "Hey - I just learned that not all people agree with me", or "I just learned that some people are very hard to convince no matter what I say."

But that's just me.

37
Apocalypse World / Re: On the barter rule...
« on: July 06, 2014, 09:13:50 PM »
You'll do fine.  It's a questioning mind that runs a good game!

Basically, 1 barter is about a month's survival.  If someone offered you a whole month's rent, food and utilities, in a world where such things are not easily assumed or replaced, you could see just how tempting that might be.  But then again, you probably wouldn't stab your mother in the head for it. :-)

38
I don't understand what the confusion is about.
There's a line between what you know and what your character knows. 

39
Apocalypse World / Re: On the barter rule...
« on: July 04, 2014, 09:07:32 PM »
I don't see a problem.  Rule Quoting:
1. (seduce/manip) "For NPCs: on a hit, they ask you to promise something first, and do it if you promise. "

but note:
2. (barter) "By default, characters have access to the barter moves, but you can limit or ignore them if you think they might not suit your Apocalypse World."
and
3. (barter) "When it’s obvious whether the character can just go buy the thing, it might be obvious that she can, or obvious that she can’t."

So by the RAW, (2) the MC can limit or ignore the barter move completely, and even if they use it (3) stabbing your mother in the head just may be something that obviously cannot be bought at any price.  And even if they actually permit it, (1) the PC still has to make a promise, and promises can be troublesome to make or break.  More fiction.

40
Apocalypse World / Re: Playbook focus: The Brainer
« on: June 26, 2014, 07:09:31 PM »
Good point.  So many guns, so little tinfoil.

41
Maestro'd -> Hocus or Touchstone
I had a Maestro'D character in a campaign that never resolved, he was the leader of a rock'n'roll circus and author of the librettos, he had a personal desire to teach "lessons" about the morals and ethics of the old world in his shows (even though his understanding of our morals and ethics was quite distorted, that's a side-point).  My ultimate intention was to give him some "epiphany" moments and have him end up being a quasi-religious figure.  But with rock'n'roll. :-)

42
Apocalypse World / Re: Text-based Apocalypse Game
« on: June 25, 2014, 07:08:36 PM »
That domain seems to be gone, Adje. :-(

43
No clocks for me, thanks.  For one thing it assumes that all threats come with 6 phases.  Egh.
I use portents from DW, like you do. 

ETA - I just read the game page.  Yeah this is a great time for some offscreen or future badness.

44
Don't show them to the players.  Just make your Fronts' moves and advance to the next phase when it feels right as a Hard Move.  The players do not need to know "a countdown has started" - that's a metagame issue.  What they should *experience* is simply that the tension is increasing and things are getting worse because (insert MC/Front moves here).

45
Apocalypse World / Re: Suggest me some "different" apocalypse :)
« on: June 24, 2014, 03:23:20 PM »
YOU ARE ATLANTEANS, the last survivors of a highly advanced civilization which was destroyed by (name it).  Once, not that long ago, your people had electricity, running water, flying machines and other wonders of science and engineering.  Now, wandering the devastated ruins of your island continent, you scavenge and fight amongst yourselves for subsistence and pieces of Atlantean Technology to aid you in survival. 

The Gods and the Demons have spoken; if you shut your eyes and relax you can hear their rumbling, buzzing voices in the back of your mind.  Some people converse with them on a regular basis, and many of these wyrd ones have come to a singular conclusion: The Continent Is Sinking.

You have less than (X) years.  Eventually you will need to build or obtain a seafaring vessel, travel across the Atlantean Ocean in your chosen direction, and find a new place to live.  But for now, it's hard enough just staying alive.

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