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Messages - Spwack

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46
Apocalypse World / Re: How to respond to overwhelming firepower
« on: November 04, 2016, 10:03:10 AM »
Looking at the moves again, the chaotic free-for-all is also a +cool battle move. Hm. I might discuss with the Battlebabe about Seize and Defending moves going back to +hard, which does actually make sense. Any idea why Ice Cold was buffed like that?

47
Apocalypse World / Re: Custom Playbook: The Ditto
« on: November 04, 2016, 02:08:37 AM »
I feel that free.will:overruled seems... off? Just a little. What about:

"Against your creations, you can make any move against them at any distance, rolling +weird."

Manipulate, Go Aggro, Read a Person/Sitch. For bonus power add the clause:

"Any 6- is instead treated as a 7-9."

Where did Noospheric Psychrometer go? To be fair, it's now a weird playbook, but just add "When you Open Your Brain, ask one question from the Read A Person list"

48
Apocalypse World / Re: How to respond to overwhelming firepower
« on: November 04, 2016, 01:22:07 AM »
"When you have a gang, you can sucker someone, go aggro on them, or make a battle move using your gang as a weapon."

Didn't know about the changes to Ice Cold though! That is a pretty strong nerf though, a real shame. Oh well.

49
Apocalypse World / Re: How to respond to overwhelming firepower
« on: November 03, 2016, 09:32:00 PM »
Just a few correction, Ice Cold includes "When you make a battle move that calls you to roll+hard, you can roll+cool instead", which means SBF and single combat are still a cakewalk. Gangs, including NTBFW can be used for Go Aggro and every other battle move. With when that second one applies, we ruled as a group it doesn't work if it's from surprise or in too narrow an area to maneuver.

Definitely making her murder innocent bystanders for resources though! And having previously close allies start lying. Next 6- is going to be a jammed gun. Who's going to be fixing that? Thanks for all your help!

50
Apocalypse World / Re: How to respond to overwhelming firepower
« on: November 03, 2016, 11:34:36 AM »
I love the narrow chases and traps. I think I'll make the next gang very guerrilla-tactical and annoying, so when she finds the entire gang, all with guns pointed at her, bloodied and bruised, it'll be a relief to be able to just go aggro and murder everyone, it'll make for great TV. Thanks! And thanks for the link!   

51
Apocalypse World / How to respond to overwhelming firepower
« on: November 03, 2016, 09:29:22 AM »
The gist is this: Battlebabe, Ice Cold, Perfect Instincts, +3 cool, +2 sharp, Not To Be F*cked With, 2-armor and an AP shotgun. A murder-machine if I've ever seen one, capable of chewing through nearly any size of gang with regular +5 bonuses, and actively looking for goals that can be achieved with overwhelming firepower. What can I do to threaten her without wiping out the rest of the players?

52
"Keep him distracted! I need five minutes to charge the SUPER MEGA DEATH BEAM, and I can't do that while he's hitting me! Go, previously unimportant side-characters! Do your thing!"

The rest period doesn't necessarily have to be from exhaustion, just a thought. Seconded to the other guy, keen to see what this looks like when it comes out. Even if I'm not enamored with the other mechanics, that cycle does sound extremely interesting. Sneak peak plz?

53
As someone who is really interested and has no idea what is going on, I feel that Vincent (do you ever get called Vince?) said something really important and profound. Translation plz.

54
brainstorming & development / Re: Apocalypse World and Kin, on a MU*
« on: September 30, 2016, 04:15:12 AM »
I've taken one look at MUSH/MUD and I don't quiiiiite follow. How is this better than, say, Discord? Sell it to me! I feel like it would be something I'd enjoy, but I don't quite get the gist of it.

55
brainstorming & development / Idle attempts at a 40KW hack
« on: September 30, 2016, 03:51:48 AM »
Bits and pieces are stolen from other places, some stuff is just completely unchanged from AW. Basically, trying to make a humorous and bulletproof chassis for heretical shenanigans. Stats are Murder, Flee, Cogitate, Banter and Bullshit, corresponding to the appropriate AW stats. Basic moves probably won't change much, but still need to sort those out. Heres the garbage core moves of Guardsman, Scum, Psyker, Tech-Priest and Commisar. What's missing? What's garbage? What would you want to see happen next?

Guardsman (Hold the Line and one other move)

Hold the Line: When you are facing overwhelming odds with other troops, roll+murder. On a hit, you Hold. The. Line. On a 10+, choose 1, on a 7-9, MC chooses one. On a 6-, everything is fucked.

- You and everything near you has been deemed expendable by the artillery crew
- You have to Hold the Line again. This time, it’s worse though
- The order comes through: Advance
- The line breaks elsewhere

Brutality: +1 murder

Scum (Any two moves)

BITCH: +1 flee

Scumbag: Any time you deal harm, you can deal less harm to:
-   Make their life a misery (1)
-   Steal something (1 or 2)
-   Be able to run away (1)

Murderhobo: You deal +1 harm from behind and +1 harm if it’s a surprise. Stacks.

Psyker (Utter Bullshit, one area of “expertise”)

Utter Bullshit: Roll+bullshit, on a 10+ you pretty much do what you set out to do, but there’s a catch. On a 7-9, the MC will tell you what will happen if you go through with it, its not pretty. If you bail out, MC picks a catch. On a 6-. Ha.

Catches:
-   Take -1 bullshit forward
-   You attract the attention of something bullshit
-   You let something bullshit through
-   Your request is hilariously misinterpreted
-   Everything is on fire/covered in crap/alien viscera/whatever

Disciplines: Biomancy, Divination, Pyromancy, Telekinesis, Telepathy

“Why is a raven like a writing desk?”: +1 bullshit

Tech-Priest (“Fix”, important gear and a workspace)

“Fix”: Roll+cogitate, hold 3 on a 10+, hold 1 on a 7-9
-   Fix a thing
-   Make a thing work even if it’s broken
-   Make a shitty version of a thing

Glimpses of the Lost and Perfect: +1 cogitate

Workspace is as a Savvyhead

Commisar (“Leadership”, has a gang)

Leadership: Literally exactly the same as pack alpha from the Chopper

Authorised Insanity: +1 hard

56
Gory gamist glory is right. It would actually be worthwhile somehow automating that. Spreadsheets anyone? XD

Someone who is better at figuring stuff out than me should took a very close look at that herb list, because it's too good a feature to be mucked up with exploits and drudgery. It deserves better than my untrained eye. Love it.

I feel that Trance points got the short end of the stick. Maybe something to do with creating shrines, zones of control, interesting cosmic devices? Idk. A good start. Maybe they are just really powerful abilities and I haven't looked into it deeply enough.

57
REDWALL.

This is 100% perfect for Redwall.

My few bits of feedback on a quick readthrough would be to put the moves that are class-specific in with the classes, rather than scattered throughout the default moves. Stuff that requires Trance Points should go where they are supposed to. Second would be to put the list of herbs (which is an AWESOME idea. These are spells right? Sweeeeet) at the end rather than in the middle. It's a lot of highly specific content that is used rarely, but definitely required.

While it's clear there's a lot of work been done here, the large tables required for constantly (?) varying percentile rolls make me quiver with fear. At the very least, they would need to be printed along with every single character sheet. Messy, but very required.

I would thoroughly recommend having at least a few combat examples being given on the same page, as it was quite a challenge to follow the maths.

My personal opinion (which doesn't mean it's correct) is that percentile dice are excellent for randomly determining loot, location etc. on a d100 table. Combat? Slow, messy, annoying. Just a thought... Oh, and Kick damage being 1/2-1d6+1? Pleas no. 1d6-1. Something. Anything.

That last paragraph was pretty harsh. Overall, I think this game is charming, as you say. I haven't given it a close look as I'm pressed for time, so take everything with a pinch of salt.

EDIT: Herbalists Guidebook is top. Truly excellent. I don't exactly have a full grasp on the herb system, but if I was playing, I would most definitely be the party member wandering around at the back, diligently notating every herb, getting poisoned a bunch, then dumping some toxic concoction on the BBEG so I can get back to work. Keep it up.

58
brainstorming & development / Re: Alternative death rule
« on: September 21, 2016, 09:35:06 PM »
1. More generic than specific. Everything dies eventually.

2. Exactly. Not so much offering Death a bargain as giving up most (or all) of your prized possessions, treasures, stats and limbs for a few more days in the sun. I'm trying to get a desperate feel to it, as it should be.

59
brainstorming & development / Alternative death rule
« on: September 07, 2016, 07:05:18 AM »
When you take a fatal blow, you die. Unless of course, you say you don't want to. In which case, say what you sacrifice, it has to make sense*. It could be:

- A point in a stat
- A limb or part of a limb
- An unscarred piece of flesh (it's now scarred, duh, and not a cool scar either)
- A bodily function (a non-vital one, but one that's really annoying, like sight or bowel control)
- Dignity/social standing
- Material wealth
- Anything else you can think of

You lose whatever it is, permanently**. If the DM thinks you've paid your dues, you're unconscious and messed up, but no longer bleeding to death. If they don't, repeat the above move, or die.

Optional: You only have one opportunity to bid on your life, and you must sacrifice whatever amount of things you deem expendable.

Optional: The DM doesn't have to tell you if you survived or not until someone tries to resuscitate you.

Optional: Bluffing. Somehow. Figure it out.

*If it doesn't make sense, you lose it, and it does nothing.

**Not really permanently, but at least for two campaign arcs. You nearly died, man.

Thoughts?

60
brainstorming & development / Re: The Shambling Dead
« on: September 06, 2016, 08:58:02 AM »
One thing that's really popular in the zombie apocalypse genre is interpersonal relationships under pressure. What would you think of stealing the Strings mechanic from Monsterhearts? Just a though.

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