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Messages - DannyK

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16
Apocalypse World / Re: Fallen Empires mount harm
« on: June 04, 2016, 02:22:08 PM »
Maybe handle it as part of the fiction? Most of the Dark Ages sources that Fallen Empires draws on don't really focus on killing horses, although they do get killed now and then. 
Also, need to distinguish between mounted gangs that get off their horses to fight battles, which is most common, and actual cavalry.

EDIT: Hidden in the description for Sword-master is a description of the benefits of fighting from horseback: +1 Harm, +1 armor against non-mounted enemies, mounted enemies get no advantage against you. 
I would think those same benefits would apply to mounted gangs fighting against gangs on foot, but who knows? If you do go with this rule, it would be a good idea for it not to apply, or not apply in full, to infantry in defensive positions or shield-walls. 
I would probably treat mounted as a tag that can be applied to gangs, and which can be lost if somebody steals their horses or, for example, if they're besieged and forced to eat them all to survive.
                                                                                 

17
Apocalypse World / Re: The Maestro D' and Barter
« on: September 20, 2014, 01:10:59 AM »
I think giving him a tank is a hard move all by itself ;)  I mean, people can't ignore that shit.

Good point. There was actually an episode of MASH all about this -- some general parks his tank next to hospital, and the doctors are frantic to get it moved or blown up or something because it's drawing all kind of attention to them.

18
Apocalypse World / Re: Expansive Hardholder "conquest"
« on: September 20, 2014, 01:09:33 AM »
It occurs to me that this is sort of how I ran my most successful AW game -- it was in a desert loosely based on an old Route 66 map, and I planted communities  semi-randomly up and down the roads, wherever there was a water source and a place to grow food.  The roads are still pretty good, and since it's Apocalypse World, there's still plenty of gasoline.  So conflict went through lots of little towns like beads on a string, and I could Announce Badness with the big bad Warlord by counting off the shithole towns he'd taken as his forces marched down Route 66. 

A setup like that, with a network of smaller communities linked by roads, would make a perfect setting for this kind of game.

19
AW:Dark Age / Re: Some setup questions
« on: September 16, 2014, 11:40:38 PM »
Not an authority, but here's my thoughts FWIW:

- Stronghold armory : a vassalage counts 40 warriors. You can have weapons for 10, for 20 or for 60. So you have the choice of having weapons for the quarter, the half, or for too much of your warriors ? Or if you take spears and bows for 20, can you arm 20 of your warriors with spears and 20 of your warriors with bows ?
This is how I interpreted it -- if you have a big force, you can use combined arms tactics by having your archers up on the walls and your spearmen defending them.  If you don't take the option of having enough weapons for everybody, I figure you've got a certain number of well-armed and -trained militia and then a levy of able-bodied householders with whatever they happen to have -- maybe just a pitchfork and a broken shield. 

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- Consequence on the war company sheet : does 40 warriors count as having archers or spears if only 10 of them are armed with it ? if 20 ?
I think you round up the largest fraction of the warriors and use that as their war stat, but I'd still let the company attack with arrows if they have archers.

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- The war captain : if he asks for his own war company, is he allowed to have one ? If yes, how do we create it ?
I saw this playbook as being "Captain of the Guards" but I guess you could give him his own war company and make them a mercenary company or something independent of the stronghold's force.

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- The blacksmith : is he necessarily an actual blacksmith ? (we didn't agree about yes or no)
I feel like he's meant to be a blacksmith, but I don't think it will break anything if he has another sturdy job that fits the Rights well.  A fletcher or mason would probably be cool too!

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- Household possessions : when we met the household creation, the PC's family suddenly got armories, fortifications, treasures, sacred shrines... Is it ok ? I felt confused because some of those seem to be in the stronghold creation choices, so could one household possess a sacred shrine or fortifications if that's not included in the stronghold sheet ?
In our play test game, I let people take whatever they wanted but encouraged people to pool households.  It seemed to work pretty well.  I figured that there's only one Stronghold or castle, but there could be lots of shrines or fortified manor houses. 

20
AW:Dark Age / Re: What Is a Right?
« on: September 16, 2014, 11:32:01 PM »
About to start my game and very, very pumped to see how Rights work in practice.
I feel like a lot of our discussion in this forum gets hung up in different conceptions of "right", mostly the modern idea of inalienable human rights versus the narrower concept of legal rights to something. Looking at the Magna Carta, I'm seeing Rights as working more in the second sense, as a way of keeping armed struggle from breaking out by respecting some minimal, essential rights belonging to powerful people. 

21
AW:Dark Age / Re: MCing Agenda: Denying Rights?
« on: September 16, 2014, 11:25:17 PM »
Thanks, Vincent.  As an MC, some of the Rights make me want to deny them, and some make me want to see the character exercise them.  Like the Smith's right to demand justice from his betters by rolling +Strong -- I like that one so much, I made my own PC in the hopes that I'll get someone to co-MC me just so I can do that.

22
Apocalypse World / Re: Expansive Hardholder "conquest"
« on: September 16, 2014, 11:18:12 PM »
Yeah, I like that. Sort of a crossbreed of Hardholder and Operator, where the gigs are whole towns. 
 I think it could work. You know how most AW games start with a sketch map: here's your town, up north are some cannibal bastards, to the east are a bunch of disease-ridden farmers, and here's ruined city full of bandits and stuff.  In a game with a Tyrant, you start of with your town plus a couple of towns, and each of them has their own crap to deal with and problematic neighbors. 

And then you've already defined the setting more, and it will be easy-peasy to make NPC-PC-NPC triangles with the Tyrant, because the Operator's got a gig running back and forth to the other holdings, and the Gunlugger just shot up one of the little holdings because they pissed him off, and maybe the Savvyhead found a cache of ancient disk drives in another holding and is trying to keep it quiet so she doesn't have to share it with the Tyrant.  I would totally play this!

23
Apocalypse World / Re: The Maestro D' and Barter
« on: September 16, 2014, 11:11:56 PM »
Theoretically, sure, the Maestro D' could just conjuring things up using that move until he'd built himself the Wehrmacht; the things running counter to that are the social pressure not to be a dick, and the MC's principles of being true to his prep.  I don't think any of the AW play books is completely dick-proof but a few of them, like the Hoarder and this one, are especially abusable. 

24
Apocalypse World / Re: Expansive Hardholder "conquest"
« on: September 11, 2014, 12:59:29 AM »
I've been thinking about creating a Warlord Playbook that would be "man with an army" the way Driver is "man with a car" or Hocus is "man with a cult" -- an actual standing army, with sergeants and rules and marching order would be an unusual and fragile thing in Apocalypse World!

I think there are two, maybe three things that the Warlord or Emperor has to be able to do:
1) Conquer new lands -- maybe a modified version of the Hardholder's military move, you'd probably play this out but eventually you need to leave a stooge in charge and go home to check on the treasury.
2) Manage your stooges -- maybe a modified version of the Operator's gig -- create an NPC lieutenant that you're putting in charge of Joe's Town, roll every session to see if they're still scared of you and doing their jobs.  It could be one of those Moves where on 10+ you choose 3, on 7-9 you choose 1, with results like "the stooge remains loyal, the stooge is keeping the territory pacified, the stooge isn't stealing from the locals and keeping it for himself". 
3) Hold power -- an Emperor needs secret police of some sort, to protect him from disaffected subjects and from greedy officials who are skimming from the top, and especially from generals who decide they want to be Emperor, too. 

If you look at Roman history, you see a lot of Caesars blowing these rolls and getting their legions wiped out, or having whole provinces rise up in rebellion, or getting banked by a fresh-faced general riding the high of victory. 

I could totally see an Apocalypse World game in this kind of setting, but it might be a little mismatched in terms of scale -- one PC is trying to conquer the whole Napa valley for his California Empire, while another, back in the ruins of Sacramento, just wants to fix up his movie theater and sell real popcorn with fake butter. 

25
Apocalypse World / Re: The Maestro D' and Barter
« on: September 11, 2014, 12:41:03 AM »
I've run games with a Maestro D' in them before, and the Barter question didn't really come up that much.  I figure a guy running an establishment is going to be able to support himself on the margins anyway. Just like how the Hardholder doesn't have to worry about having a place to live or paying for dinner. 

The Maestro has plenty of other stuff to worry about, like keeping his employees from stealing, keeping NPCs from taking his place over or shooting up the joint, and maintenance.  In the games I've played, the Maestro D' did a lot with favors, giving the Savvyhead a coveted box seat in exchange for help with the spotlights, that sort of thing.  I guess you could make them pay "rent" of a barter a week, but I don't see the need.  THere's lot of opportunities to make them pay for stuff.

26
AW:Dark Age / Re: Denied right
« on: September 06, 2014, 08:49:42 PM »
I am not an authority, but it seems clear to me that Rights are real things IC in the game setting. If you have the right to claim.a sacrifice every year, that's your legal right and denying it might be a big deal. If you asked a neutral third party in the setting, like a wise old NPC, he/she would say the character has that right.  The thing is that the AWDA setting doesn't have lawyers where you can sue somebody, you have to start a fight, or plead your case to another strongman who might intervene, or pray for the gods to avenge the wrong done you.  And all of those are real options.

But I'm pretty sure that Denied Rights have nothing to do with OOC interactions or the player getting pissed off. That's a whole different thing.

27
AW:Dark Age / Re: PbP Playtest
« on: September 04, 2014, 05:18:50 PM »
I do all my gaming via PbP, mostly on RPG.net, and would be willing to MC if one is needed.  I'll drop a note to Lumpley to see if he minds. I've run AW previously online and it was cool!

28
Apocalypse World / Re: Expansive Hardholder "conquest"
« on: September 02, 2014, 12:30:34 AM »
I think this is a very interesting approach.  It's quite logical that a Hardholder might want to make the jump to warlord.

Another approach, if you wanted to keep things small-scale and gritty, is to make the player define, repeatedly, what they mean by "conquest" and "control."  It's one thing to send a militia of guys with rifles into the next town to shoot the mayor, and another to have that other town remain calm and provide benefits back to your holding.  Who's left in charge of the town -- a local guy who promises to be loyal to the Hardholder, or one of the Hardholder's men, maybe with his own little army to keep him in control? 

Maybe the Hardholder will reinvent the feudal system, start disarming the populace and build a fortress for himself and his guys. 

If he succeeds, then run a follow-up game set in one of the towns that the Hardholder PC conquered and pacified.

29
Monsterhearts / Re: MH in different settings?
« on: August 26, 2014, 12:07:54 AM »
I'm visiting colleges now with my son and it strikes me that a small college would be a perfect setting for Monsterhearts -- just as Buffy made a perfect transition to college days, so would MH.  You could have a mundane liberal arts college or a specialized college for magic, depending on taste, sort of a Monsterwarts as the kids say.  I think college might be an interesting change from high school since you have the same kind of dysfunction but few parents to keep things in check.

I've also thought it would be a lot of fun to play "Monsterhearts Hospital", like Gray's Anatomy with vampires and stuff.  You could have fun running with or against type.  I figure that since MH doesn't really have any stats for intelligence or competency, you could arbitrarily choose your character's specialty and skill level and just run with it.  Maybe your Vampire ED doc is actually crappy at his job, but mind-wipes people into forgetting his mistakes.  Or the ghost is the best damn diagnostician in the entire hospital, so even mundane doctors go to the chapel when they're stumped to talk about their cases and the ghost whispers in their ear, saving the patient without getting any credit for it. 

30
Apocalypse World / Re: Suggest me some "different" apocalypse :)
« on: August 22, 2014, 02:01:00 AM »
I've been thinking lately of a couple of  interesting ones:

-One is inspired by New Wave Science Fiction -- the characters find themselves in a biological landscape, everything around them is some kind of tissue or organ, only impossibly large and baroque.  There's a huge 3D space of twisty little passages with a constant wind blowing in and out to represent the lungs, for example; somewhere else, there's an endless forest of trees crackling with lightning, representing the brain.  The rivers are full of giant blood cells and deadly antibodies.  Anyone who falls into the heart is liable to be washed away and find themselves in desolate landscapes without any human presence at all. I'd run this in a heartbeat, but I can't figure out where to take it from there -- whose body is it, and what are the PC's doing there? 

--Another is inspired by the cool Dungeon World setting, Inverse World, where everybody lives on floating rocks above a golden sun, and the rain comes up from below, then drips back again.  Inverse World is a setting where things just work like that, but I really like the idea of playing in a setting where the apocalypse was gravity suddenly reversing -- most of the people and animals were outside, behaving normally when gravity failed and they took the long fall.  Some lucky people were inside or on the underside of rocks or in airships or could fly, and so some small fraction of the population survived to colonize what were formerly the barren undersides of the worlds, eternally in darkness since the sun is now below them.  (This is actually part of the Inverted World setting -- farmers grow crops that hang down from the underside of floating rocks, since that's the only part of the land that has both sunlight and rain.  Being a farmer is dangerous work.)

Some of the planetoids and floating islands themselves broke up under the strain, shattering into dust and dangerous flying meteors.  Hell, maybe most of civilization once lived on some great floating continents, most of which have now shattered.  But if you've got ship, you could cruise along the underside of a dead land, cautiously climbing out into upside-down towers and buildings that still somehow cling to bedrock, looking for treasure and daring the wrath of the insane, cannabilistic apes who have colonized the inverted ruins....
I'd probably have the PCs come from either a dying little rock in the fringes, or an ancient airship left over from the Great Breakdown, constantly in need of repairs, constantly moving through the wreckage like a steampunk version of Battlestar Galactica.

By the way, I have a severe phobia of falling, so this is the scariest possible Apocalypse for me... your mileage may vary.

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