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Apocalypse World / Re: Driving trains, settlements, and rotating cast
« on: April 20, 2016, 06:58:24 AM »
I've talked to some players and they're not massively keen on the hold as a train. Not quite sure if they are unaware a hold can be as small as 75 people at the start. If they want a smaller train again, we can all ways set an npc as holder and reduce it to 10-20 people on board. I personally like the idea a lot more than a driver vehicle.
Game is tomorrow. Once we meet in person rather than texting, the other players have characters, and we've done some world gen, we can sort what works for everyone.
I've played quite a few AW games. Sadly never had a full campaign of regular, but I've played in some very good one shots. One shots are just more common in my area because it's hard to get a regular crew together. Had a decent length campaign of monster hearts which was fun. I've also ran games before, but only rules lite games like lasers and feelings, this will be my first AW based game form the other side of the table. I've never played long enough for things like threats to properly come into play, but I have drooled all over the concept from the 1e book. Have the 2e rules form kickstarter.
Got as much prepped as I can. Stayed in the office late last night so I could print of all the handouts. I work in a major university so they don't monitor printer usage, people use it for personal things all the time. But at the same time, I don't want people picking up sheets with the words "battle babe" on them :) Printed one copy of each playbook, 1 copy of the GM moves, 2 sets of threat sheets, and a couple of copies of the basic moves. I'm going to get some hex grids printed today for maps and such. Picking up a folder to store it all neatly this afternoon. Have some dice, pencils and erasers at home. Anything else I need?
I've got some basic skeleton setting/plot ideas on what to do so I'm not stuck, but I don't want to go too far ahead planning the setting. I had previously said they'd prefer more to be handed to them, but I'm no longer so sure that's the case. The players expressed a lot of excitement about trying the cooperate world building parts of AW.
Game is tomorrow. Once we meet in person rather than texting, the other players have characters, and we've done some world gen, we can sort what works for everyone.
I've played quite a few AW games. Sadly never had a full campaign of regular, but I've played in some very good one shots. One shots are just more common in my area because it's hard to get a regular crew together. Had a decent length campaign of monster hearts which was fun. I've also ran games before, but only rules lite games like lasers and feelings, this will be my first AW based game form the other side of the table. I've never played long enough for things like threats to properly come into play, but I have drooled all over the concept from the 1e book. Have the 2e rules form kickstarter.
Got as much prepped as I can. Stayed in the office late last night so I could print of all the handouts. I work in a major university so they don't monitor printer usage, people use it for personal things all the time. But at the same time, I don't want people picking up sheets with the words "battle babe" on them :) Printed one copy of each playbook, 1 copy of the GM moves, 2 sets of threat sheets, and a couple of copies of the basic moves. I'm going to get some hex grids printed today for maps and such. Picking up a folder to store it all neatly this afternoon. Have some dice, pencils and erasers at home. Anything else I need?
I've got some basic skeleton setting/plot ideas on what to do so I'm not stuck, but I don't want to go too far ahead planning the setting. I had previously said they'd prefer more to be handed to them, but I'm no longer so sure that's the case. The players expressed a lot of excitement about trying the cooperate world building parts of AW.