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Topics - Arvid

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16
Dungeon World / Clock spell list
« on: May 20, 2013, 04:13:48 AM »
Hey all! I've been playing a clock mage (Custom playbook "The Mage") for some sessions now. Me and the GM has decided to convert the character to a wizard though, so we started writing a wizard spell list for clock spells in Google Drive -> LINK

What do you think? Constructive criticism or new ideas? I'm thinking maybe there should be some more direct attack spells. The comments are currently in swedish, but feel free to comment in english.

17
Dungeon World / Clock wizard spell list
« on: May 15, 2013, 09:57:45 AM »
Hey all! I've been playing a clock mage (Custom playbook "The Mage") for some sessions now. Me and the GM has decided to convert the character to a wizard though, so we started writing a spell list for clock spells. What do you think? Constructive criticism or new ideas? I'm thinking maybe there should be some more direct attack spells.

The comments are currently in swedish, but feel free to comment in english.

https://docs.google.com/document/d/1fOUvzRnlq4U1J2AHdNEqilwjoUaPuAxbcc6L-MYuwWo/edit#

18
Dungeon World / Clock spell list
« on: May 15, 2013, 09:56:11 AM »
Hey all! I've been playing a clock mage (Custom playbook "The Mage") for some sessions now. Me and the GM has decided to convert the character to a wizard though, so we started writing a spell list for clock spells. What do you think? Constructive criticism or new ideas? I'm thinking maybe there should be some more direct attack spells.

The comments are currently in swedish, but feel free to comment in english.

https://docs.google.com/document/d/1fOUvzRnlq4U1J2AHdNEqilwjoUaPuAxbcc6L-MYuwWo/edit#

19
Dungeon World / Healing and the need for it
« on: February 11, 2013, 04:47:59 PM »
We're wrapping up our latest game of Apocalypse World, and talking about playing Dungeon World next. Looking through the classes, I'm wondering whether a cleric's healing is mandatory for a party, like in D&D? How does one need to approach healing and the need for healing in DW?

20
Apocalypse World / Dice for Apocalypse World
« on: December 15, 2012, 10:35:20 AM »
I just found a metal box in a perfect size, and now I want to stuff it with pretty dices.
What are the perfect d6:s for a game of Apocalypse World, and where to purchase them?

21
other lumpley games / Table of lumpley games
« on: June 05, 2012, 07:15:34 PM »


Feel free to correct me, I haven't actually played KPFS or IAWA.

If you could argue that Satan is present in Dogs in the Vineyard, that would make it the Perfect Lumpley!

22
Apocalypse World / Barter Books
« on: March 10, 2012, 05:32:39 AM »
I don't know, but the thing that really hits me with this video is the idea of books for barter. There is a lot of other evocative imagery and ideas as well, though.
http://www.youtube.com/watch?feature=player_embedded&v=FrHkKXFRbCI

I've been reading this absolutely fascinating book "Debt: The 5000 first years" by David Graeber, that examines debt, guilt, obligation, barter, economy, currency... I could totally see the Barter Books store as a local hardhold, the hardholder knows the value of pre-apocalyptic knowledge and thus will pay for any books presented to him.

Since a book can always be spent as tribute and trade with the hardholder, it's become an established currency among the locals. There is this advanced economy of debt, obligation and control through books. The library is at the same time a bank. Valuable books have blood on them. Do you just use books for currency, or do you read them as well? Makes a huge difference.

23
blood & guts / When someone comes to collect their due...
« on: February 05, 2012, 07:52:11 PM »
Me and Jonatan are working on a hack with an economy based on favors, represented by holding +bond over someone. When someone you owe come and ask you for something in return, I feel there should be some mechanical weight pushing you to make good on your debt.

Like, you know how seduce/manipulate requires a leverage? Repaying your debt is always a leverage.

So, how would you do this?

I ask in Blood & guts, because I feel this raises questions about player control ("My character would never do that!") and economy and stuff.

24
other lumpley games / What about Storming the Wizard's Tower?
« on: January 11, 2012, 12:06:54 PM »
Yeah, Storming! Are we going to see that game in print, and in what form? I was psyked about the system for creating towns and monsters.

25
Apocalypse World / Principles for prep?
« on: January 07, 2012, 11:59:12 AM »
There are MC principles for playing, but what about principles for prep?

Despite MC:ing two campaigns and a bunch of one-shots, I still feel like I haven't mastered fronts. I do not sit down and write them after first session, when I do write them they are a bit vague. I'm not entirely sure what exactly I'm aiming for when writing them.

Regarding prep in general, I do not have a clear idea of how to prioritize fundamental scarcity, resources, threat impulses, threat moves, countdown clocks, and stake questions. They all seem good, but all of them is just too much. I have an NPC map, but it is solely organised after group affiliation.

So, what should I keep in mind when doing prep?
What's important?

26
blood & guts / Why is go aggro a basic move?
« on: September 27, 2011, 07:35:40 PM »
What would happen if aggro wasn't in the game? How would the game work with just sieze and manipulate?

Why is go aggro an integral part of the game?

What's the difference between going aggro with a gun on a person you would rather not kill, and a person you don't care for at all?


(You don't have to sell the move to me, I think it's genius. But I do want to explore this a little)

27
Apocalypse World / Sieze by force, again
« on: September 25, 2011, 05:11:06 PM »
Ok, so I understand that sieze by force is not supposed to be the catch-all combat move, despite what the book says, (Siezing their meat, p 157) but rather a move to sieze and/or hold an object or a position. Right?

So, a character that just had had enough of Toyota and his crossbike cronies and decides to wipe them out does not necessarily go in with Sieze by force, but a combination of Sieze by force, Acting under fire and Go aggro and just dealing harm according to fiction. Right?

The problem being that to inflict terrible harm or dismay, impress and frighten, you need to sieze by force, which makes it the most sensible move for that character, regardless. Right?

Tell me if I'm right so far.


So, maybe the move should read like this:

Sieze by force
When you try to seize something by force, or to secure your hold on something, roll+hard. On a hit, your opposition yields it to you, or they persist. If they persist, the MC chooses 2 on a 7-9 and 3 on a 10+.
• you advance / they are pushed back
• they suffer terrible harm
• they inflict little harm
• they are impressed, dismayed or frightened

It is more like going aggro in that you state "I want this", and your opposition has to choice of letting you have it or make sacrifices to hold it. (Suffer terrible harm, for instance)

28
Apocalypse World / The Operator
« on: July 23, 2011, 07:04:31 AM »
Let's talk about The Operator.

It sticks out to me, I can't quite grasp it, be grabbed and inspired by it. Is the Operator flawed? I have a much harder time coming up with an inspiring Operator concept than other playbook concepts. I'd probably rather make a driver or battlebabe with the Moonlighting improvement than a straight up Operator.

Also, in a game where every playbook gets roughly three things (three moves, two moves+crap, or followers+moves) the Operator just gets two moves: Moonlighting and a choice of four other moves, all of which are rather indirect. The x2 "Add a gig and you may change your crew" improvement doesn't really excite me either.

Sure, the Operators crew or contacts can be counted as +crap, but anyone can have contacts, right? Maybe the Operator should have a move for their network or crew, just as the Hocus, the Chopper and the Hardholder has moves for their followers.

What are your thoughts on the Operator? Does it need fixin', or am I just missing something?

29
Rogue Trader: Apocalypse / Ship battle moves
« on: July 02, 2011, 11:05:11 AM »
Hey John, could you tell me about ship battles? Is there anything more to it than the battle moves in the ship doc, some overarching structure? Does a tick mean anything more than a turn, like the AW optional battle mvoes?

30
Apocalypse World / Cool playbook setups
« on: June 20, 2011, 01:56:14 PM »
This is a spinoff of the most and least popular playbook thread, and this post in particular:

Quote
If I were to pick out three iconic playbooks for AW, it would be Battlebabe, Hardholder and Brainer.

Yup. If I had to write a script to an AW movie tomorrow, they'd be all present and accounted for.

If you wrote an AW movie tomorrow, what playbook protagonist combination would you choose?

Which playbooks do you consider AW's iconic ones? (like D&D:s fighter, cleric, rogue and wizard)

Do you have a combination of playbooks that you are anxious to try out sometime, or that you are particularly pleased with how it played out?

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