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Messages - Spwack

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31
brainstorming & development / Re: Tragic Flaws / Fatal Flaws
« on: March 23, 2017, 03:57:43 AM »
Interestingly, the above would mean that weaklings would be the most violent, the socially awkward would be stricken by love or vanity, while the most reckless would be those with historically bad luck.

32
brainstorming & development / Re: Subrosa
« on: February 26, 2017, 06:56:53 AM »
Am I correct in saying that the game can end after just 7 Subrosa or Illumen moves? I like how that constrains the system to one-shot status, very nice.

33
Monsterhearts / The Damsel - Skinning in Progress
« on: February 04, 2017, 01:07:21 PM »
Having just watched Scott Pilgrim versus the World, I realised an archetype that's missing from MH: The Damsel in distress. Sure, the Mortal is emotionally abused and co-dependent, but until you enter your Darkest Self, you never outright have to cause fights. The Damsel, on the other hand, is all about causing fights, whether they like it or not. Here's the first draft of the heavily derivative Sex Move, a couple possible Moves to choose from and the stats as I see them. The Darkest Self is just what I have written down at the moment, suggestions are very much requested.


Stats: +1 Hot, -1 Volatile, 0 Cold, 0 Dark

Special: A few days after having sex with someone for the first time, everyone ever who you’ve previously slept with gains two strings on them, and they gain one string on everyone else. You gain 1 XP whenever one of them defeats another. [Is there a better way to word this?]

Darkest Self: If they’re fighting for you, it’s time to run. Lead them on a merry chase. If they aren’t, start the fight. Seduce one, be ensnared by another, them leave them both to squabble in the mud.

Moves:
Precious - Whenever you wake up, whoever is closest to you at the time gains a string on anyone who has a connection to you. They also take +1 forward. You may ask them any one question, they must answer honestly or give you a string. Everybody knows this to be the case, so announce it.

Nut Shot - When you suddenly attack someone who is emotionally vulnerable, like staring deep into your eyes, you can roll to Lash Out Physically with Hot, and they are stunned for a moment

Rooting For You - Whenever someone fights for or because of you, you can spend any of your strings on their behalf. If two or more people are fighting over you, you may choose to grant any of them +/- 1 ongoing for the duration of the fight.

Blinding - While you are pure, you can roll to Shut Someone Down with Hot. Anyone that lays a hand on you can decide to give you the condition Tarnished , and while you have it, you can’t use this move

Ivory Tower - When someone has you imprisoned against your will, they take -2 to do anything against you that doesn’t involve keeping you there.

Femme Fatale - After spending a night close to someone, you can choose to give them the condition Secret Weakness.

34
Apocalypse World / Re: Custom Playbook - The Huntress
« on: January 28, 2017, 03:31:19 AM »
In response to the post above, what about a move that goes like "When you Read a Sitch or a Person while hunting, roll+cool, and you don't need to interact with them to do it" or something along those lines, and then switch sharp and cool? Then Keen Senses becomes +1 cool (which has it's own downsides but nevermind that, Quarantine has that anyway), and everything is fine and groovy. Would a Hunter really be that observant of people they aren't hunting? I say: No.

35
Monsterhearts / Re: Discord Game
« on: January 27, 2017, 02:28:43 AM »
I am currently running one Apocalypse World game on Discord, with mixed but for the most part positive results. In general, I encourage people to post whenever possible, with a few gentle reminders if they seem to have missed my last MC post. I'm in another four PbP games, and have a fair amount of experience with the pros and cons of the style from both sides of the screen, so to speak. The posting rate varies from multiplie back and forth interactions, to a once per day/couple days larger posts. I've found Discord works quite well for online games, as multiple channels can be used simultaneously for specific purposes. If you're interested, I'll send you an invite.

36
Monsterhearts / Discord Game
« on: January 25, 2017, 09:52:55 AM »
Anyone interested in joining my first time MCing of Monsterhearts? Discord server, PbP, any time zones, anything goes. Experience level doesn't matter at all, but if you are a veteran, patience will be required as we all get our heads around the rules. Not that that should take too long, but just FYI. Thanks!

37
Apocalypse World / Re: Battlebabe Sex Move
« on: January 04, 2017, 09:30:49 AM »
My initial thought: "When you have sex with someone, choose if their sex move doesn't happen, or if it happens twice with strings seriously attached for everyone involved."

Either walk away, or burn up.

38
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: January 04, 2017, 09:22:11 AM »
The artwork, oh my. Very Fallout, matches the tone of the game perfectly. Since Ripper is my bae, I noticed that "Needs More Gun" has a reference to "Tenacious", which I haven't been able to find anywhere. Stay tuned for a playtest which may or may not occur tomorrow.

39
Apocalypse World / Gunlugger + grenades = problem
« on: December 17, 2016, 10:55:16 PM »
Basically, is the above a problem? It isn't even against large groups, she seems to have a hilarious habit of shoving live grenades into people's mouths, then kicking them away to explode. Is this even a problem? It just seems to be an unlimited solution to every problem. I've said "the next time you fail a roll involving grenades, you'll only have three left and need to buy more somehow." Is this fair? I've been using destroyed terrain as a side effect, but it seems to be overshadowing every other weapon/player completely. Is there a rule I've misinterpreted? Thanks

40
Apocalypse World / Re: Custom Playbook: The Jinx
« on: November 11, 2016, 11:25:45 AM »
When they "beg for forgiveness" do you decide if they have debased themselves enough yet?

41
Apocalypse World / Re: Arvid's Playbook Foci
« on: November 09, 2016, 10:27:52 AM »
Seconded! Just wanted to say that your writing style is really really effective in getting across some pretty tricksy ideas. Especially the questions to ask each character, it really ties everything together and just makes it click. Demonstrating how each playbook interacts with the others, and Apocalypse World in general has definitely provoked me to think more deeply about my MC style and the game itself. Looking forward to anything new that you write, and would definitely be interested in a pdf copy, rather than having all these bookmarks lying around.

42
Apocalypse World / A number of supplemental characters
« on: November 07, 2016, 02:56:18 AM »
Heyo! Just some things I've been idly making. Still in progress, especially stuff in [square brackets]. Feedback welcome!

Scoundrel (Battlebabe)
“When [something better here], you can also take any of the following as either new battlebabe moves or moves from another playbook”

Panache: When you have an appreciative or attentive audience, subtract your hot from any harm rolls, and you can roll+hot for single combat

Things just always go my way: Anyone that makes a move against you first suffers 0-harm (coincidental), NPCs should make the harm move. In addition, you can Read a Sitch, Read a Person, or Seduce/Manipulate during combat without having to worry about the logistics.

Points for Style: At the beginning of a fight, roll+cool. On a 10+, hold hot+1, on a 7-9, hold hot, on a miss, still hold hot-1, but an enemy has the drop on you. Spend hold during the fight to:
- Locate a useful element of terrain right when you needed it
- Organise a conveniently timed distraction
- Declare that an object that wasn’t being kept track of to somewhere on your person
- Maneuver an ally or enemy into a new position
- Take a single short action, uninterfered with, perhaps unnoticed
While you have any amount of hold remaining, no-one can ever stop you talking. [OR: Decide that an attack from a life-threatening enemy is AP in order to reroll this ability]

Cliffhanger: When you take a bunch of harm that might be fatal, don’t roll+harm taken, you instead are taken out of action, reduce the harm taken by two and are no longer part of this scene. If you have Panache, reduce another harm. If your audience is shocked and horrified, or triumphant and gloating, mark experience. You’ll be back later.

Quest: Pick a goal, something that you would not be able to complete on your own, without the assistance of your audience. Any time someone acts to further or subvert that goal, they mark experience. [additional benefit for owner of the move]

(Audience - Anyone or anything that is paying attention to what you are saying and has strong feelings about it one way or the other. Includes: Other players, disgruntled enemies, bystanders, possibly yourself)

Puppetmaster (Brainer)
“When your double-crossings and schemes within schemes threaten to overwhelm you, you can also take any of the following as either new brainer moves or moves from another playbook”

Chronobreak neurosis bomb: When you use in-brain puppet strings, you can roll+weird and plant the command up to three days after you’ve had time and intimacy with them.

All according to keikaku: Once per scene, you can roll+weird. On a hit, declare that you’ve made a move, performed some specific action or made some special preparation in the past three days, and it works more or less as you expected. On a 7-9, there might be some minor complications. On a miss, it slipped your mind. If you quietly discussed your plan with the MC beforehand, treat a miss as a 7-9, but there are definitely major complications

Pan-psychosis network interface: Advance “Open Your Brain” for everyone.

Voracious Socialite (Skinner)
“When you have firmly established your social presence in a community, you can also take any of the following as either new Skinner moves or moves from another playbook”

A friend in need: If you are a local and are in good or neutral standing with the neighbours, you can go searching for a past ally. Roll+hot. On a 10+, choose three, on a 7-9, two. On a miss, still choose one, but… well, that would ruin the surprise, wouldn’t it?
- They’ve got a room or two for you, it’s clean and secure
- They are still your buddy, they won’t make you pay or hold a grudge
- They’ve got a warning or tidbit of information for you
- They aren’t in danger from you being around them
- They won’t mind your friends too much, grudgingly or otherwise

Shutdown: You can roll+hot to get the effects of going aggro. They have to be able to communicate effectively with you, and you need leverage that would be suitable for Seducing or Manipulating them. If they force your hand, your sheer force of personality deals s-harm

Prince/ss: When someone does something interesting for you without being explicitly asked, they take +1 to do it, and if you appreciate it, they mark experience.

Noblesse oblige: When you take harm, a nearby ally can volunteer to take it for you instead. Every time they do this, they hold 1. They can spend this hold to invoke your name, whether as leverage, a threat, or a guarantee.

And a few extra, that don't quite fit anywhere (yet)

Arcana: So long as you are already rolling +weird, your moves apply to a particular type of natural phenomenon. To you, they are more like an NPC than anything. On a miss, alongside anything else, treat it as if you Opened Your Brain and missed that roll as well.

(Moves include Go Aggro, Read a Person, Seduce/Manipulate, Lost, maybe others. You can pick things that happen, like fire, or fear, or earthquakes, or gravity, or things that are, like metal or food. Harm against a natural phenomena is transient, leverage may be rare, and answers may be inscrutable. Choose carefully, your choice is reasonably permanent)

Sage: When you Open Your Brain, on a 10+, ask one question from Read a Sitch or Read a Person. An answer will come to you, eventually.


43
Apocalypse World / Re: Who's the average person of your apocalypse
« on: November 07, 2016, 02:12:28 AM »
My plan for my next setting is:

"When you drink the unfiltered water that mists down from the cavern roof, Open Your Brain"

Only madmen and geniuses drink the water that comes from above. You'll probably be fine if you drink it though. Probably. NPCs that have no choice are likely to go insane, mutate, and die horribly if they drink it enough, so I think it's a pretty neat way to link it all together.

44
Yes! However, it was in a one on one game. I grew very attached to a particular NPC, and wanted to protect them. After much trials and tribulations and one severed foot, I figured the best way was to make them into an actual character, in this case, an Angel. Now, during combat I control both of them, but when my Battlebabe and "my" Angel are talking, the MC does the other side. When they are apart, I declare moves and general goals and share narrative control, however, she's not under the crosshairs of the MC any more.

45
Apocalypse World / Re: Who's the average person of your apocalypse
« on: November 04, 2016, 10:18:12 AM »
Depends on the scale of the game. If I want it to be a hand-to-mouth continuous struggle, they are filth-digging peasants. They take around 2-harm to kill. PCs are way stronger, but this means it's just a case of having a slight chance in an oppressively uncaring world

If it's a greater scale of game, they are people. Actual people. They have names and occupations, some of them have weapons. They STILL take around 2-harm to kill. Still, the PCs are really quit strong, they are movers and shakers, they can take on big world changing struggles and be better, bigger, stronger, hotter, than all this good, big, strong, hot people that surround them.

Now, if I want to bridge into anime levels, every NPC is a wacked up psycho freak that managed to survive the apocalypse. They are insane, brilliant, individuals with over the top emotions and motives. PCs are EVEN BIGGER. Simply because of the fact that mechanically, they are that much stronger. Roleplaying-wise, this is tricky because AW doesn't normally have this kind of scale in mind, so the MC agenda has to be slightlyyy modified.

TL;DR: If you want them to be saving the town, the NPCs are all about that filth digging. If you want them to save the world, the NPCs need to be BIG.

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