Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Judd

Pages: 1 ... 10 11 [12] 13 14
166
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 08, 2010, 11:31:38 AM »
I decided to consolidate what was going to be 4 fronts into 4 threats all in one front.

My main worry is that the first game took place in Pole, with the players leaving in a hurry.

So, other than Dog head, I am making a bunch of shit up, not based on the players' character sheets, just cold, outta the blue.  I'm thinking that is fine, that some threats will fade into th back for a while while others surge forward and I have the countdowns to figure out what is happening hither and yon.

I have one more threat to throw out there, the Brutes from Kip-town but any advice or thoughts (custom moves, etc.) is appreciated.

167
Apocalypse World / Re: Another Go Aggro vs. Seize by Force question
« on: September 08, 2010, 06:40:56 AM »
Sometimes I have trouble when a PC just wants to punch someone in the face, or just shoot them or stab them in the face.

I'm not sure what to do when the motivations are really simple.  As in, "I want that bastard NPC to die/fall down hard/bleed."

168
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 07, 2010, 10:54:49 PM »
One more threat to get down, the feud concerning the Hudson river bridges.

I'll write that up tomorrow.

169
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 07, 2010, 10:52:24 PM »
Threat 3  - Landscape

Called: ENNE, the Radioactive Religion (Energy Nuclear Northeast)

Kind: Furnace
Impulse: to consume things

Description and Cast: Enne Point Cultists follow a complicated engineering religion, looking for a mathematician messiah who will light up the Hudson River Valley, led by a sentient radiation from within the Indian Point Nuclear Facility.

Custom Moves:

roll + weird the first time you go near Enne or have intimate contact with a cultist

10+ you fight off the radiation and realize there is something sentient and hungry at Death Point

7-9 You are reistant, start countdown at 00

Miss, start countdown at 09, lose all of your hair and your eyes glow green.

Every session you are sick:
roll + weird
10+ the radiation sickness/possession is gone, you have fought it off

7-9 the sickness stays the same, at a standstill

Miss, the radiation possession advances

Countdown:
The Radiation/Religion Sickness
00-03: Dreams of Enne, mild nausea
03-06: Loss of appetite, hear Enne's teachings whenever you are sober.
06-09: Hair loss, eyes glow green when you are angry, vomiting up most food
09-10: Teeth begin falling out, eyes begin to glow green, intimate contact is now contagious, lucid dreams of Enne are frequent
10-11: Bald, vomiting blood, eyes glow brilliant green, can contact Enne by opening your mind to the psychic maelstrom
12: Begin your final pilgrimage to Enne's plant/temple to become one with the radiation

The Plant's Meltdown
00-03: Plant goes into meltdown, no cultists are sure how to contain their god.
03-06: Radiation is 5 miles around the plant.
06-09: Radiation is 10 miles around the plant.
09-10: Radiation is 30 miles around the plant.
10-11: Begins to seep into the Hudson during certain tidal periods
12: Radiation floods the Hudson

170
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 07, 2010, 10:36:11 PM »
Threat 2 - West Point Myth

Kind: Affliction/Delusion

Impulse: to dominate people's choices and actions

Descriptions and Cast: It is always a friend of a friend in some other distant hold or village who saw a tank or troops with legit uniforms or knows a warlord who killed someone for being an army spy...

Custom Move:

On a 10+ you find evidence that there is no army left at the Point and that it is all a myth.

7-9, you know it is a myth but someone now thinks that you are an army spy.

On a miss, the MC chooses someone who you are sure is a spy.  +1 forward in accusing and convincing others of their guilt.

Countdown:

00-03: Drunk gang thugs grumble rumors around the fire
03-06: Stories about troop movements begin to get told as fact.
06-09: A play or song or pamphlet begins to be circulated.
09-10: Newcomers are driven out of a hold for being army spies
10-11: Mission to the Point does not return.
12 Witch hunts begin in earnest, people are killed.

171
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 07, 2010, 10:18:19 PM »
Front is called: Hudson River Valley on the knife's edge.

Expresses: War

Dark Future/Agenda: The valley folk scramble for control and security before winter settles in.

Stakes: Will Dog head take over Pole, thus controlling land routes in and out of the city.

Will the nuclear plant irradiate the Hudson?

Will Kispie control the river?

Threat 1 - Warlord

Kind: Slaver
Impulse: own and sell people

Description and Cast: Dog head wants to take over Pole, thus controlling land routes and trade for all city scavenging.  Ultimately, he wants to run slaves up and down the Hudson and eventually, up and down the eastern seaboard.

Custom Move:

In NYC
roll + sharp
12+ Avoid patrols and choose 2 from list
10+ Avoid patrols and choose 1 from list
7-9 spot patrol...prep or flee?
Miss ambushed by patrol

List
  • Find 15 escaped slaved, still with collars
    Full tanker without a semi to pull it (doesn't Dog head's driver, drive a semi?)
    One of Dog head's patrols unready for your ambush
    One of Millions' scouting patrols, led by Chin, grateful to find friendly faces

Countdown
00-03: Scouts and spies sent back and forth, some minor violence
03-06: Dog head begins marshaling forces.
06-09: Dog head makes a big slave sale to fund the coming feud.
09-10: First attack against Pole, a test of its defenses.
10-11: Ultimatum given to Millions.
12: Pole under siege, total war.

172
Apocalypse World / Re: Just Outside the City: In and out of Pole.
« on: September 07, 2010, 12:14:28 AM »
I still can't believe you cheated on me.

Nice AP thread though.

*sigh*

Pete is my housemate.  Let me explain the above post in the way of a short play:

Judd:  I started a game without you on Friday nights, Pete.  I feel like I am cheating on you.

Pete:  That's silly.  What are you playing?

Judd: Apocalypse World.

Pete: Apocalypse World!  I'm giving you your ring back!  You aren't the man I married!

173
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 06, 2010, 01:32:41 AM »
I am writing up the various forces that are grinding the Hudson River Valley area of Duchess County up as one front with 4 threats.  It is coming along pretty well, using the examples in the book as guidance.  I will post up the Fronts as soon as I have them.

About 3 of four are done.

174
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 05, 2010, 01:09:39 AM »
Glendower,

I wasn't looking for folks to do my barfing for me, more just looking for nudges in the right direction.

Thank you for the enthusiasm, though.

175
Apocalypse World / Re: Just Outside the City: In and out of Pole.
« on: September 04, 2010, 04:00:10 PM »
Pointed questions are fun.  I like ones like, "Who have you slept with in this town, why are you looking forward to seeing them again, and what is making you dread it?"  ;)

Dag, you just made one of my questions better.

176
Apocalypse World / Re: Just Outside the City: In and out of Pole.
« on: September 04, 2010, 03:47:42 PM »
Thanks nemomeme (may I know your name, please?).  I am glad the AP worked for you and that you could picture shit.  I had one of those moments where the players at up once I mentioned telephone poles, something so common in a new context helped everyone get there.

Yeah, Shit-head...I fear for the boy.  I really do. 

I am a brainstorming fronts with threats and I am just making shit up.  I am using the scant bits that came up in game but because we didn't have people with strong ties to an area, we didn't make up a whole lot.  Dog head, an unnamed rival gang, the city...not much, so I am making shit up left and right, which I think will be fine.

Before they go into the next town, I am going to ask some pointed questions to link them to it in a bit more of an emotional way.  Should be keen.

177
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 04, 2010, 03:25:50 PM »
I see, I think I started to create 3 different fronts with 1 threat each or something.

How many fronts should we create?

Just 1?

178
Apocalypse World / Outside the City: Crafting Fronts.
« on: September 04, 2010, 02:19:09 PM »
Padriac, J.J., K.K., Barry, Brandy, you probably should not read this.



I got home and got excited.  My buddy, Witt, was in town and we sat up and talked about gaming and life and shit.  I started asking questions about New York City, about where our game taking place just outside The City, could be set.  He mentioned Duchess County and we were off and running.

Maps, links, bookmarking shit, reading wikipedia and so on.  I'm thinking of printing out a Revolutionary War era map and marking it up with a sharpie.

The Hudson River has some fun toys.  West Point.  The Indian Point Nuclear Plant.  Spook Rock.  Crazy tides with brackish water.

I vaguely remembered how to make Fronts.  I jotted shit down.

Death Point: site of nuclear reactor and the descendants of the engineers who have tried to mitigate the radiation leakage who now fight a religious war against the fading plant's inner workings.

Landscape: Furnace
With doomsday clock that will note when the radiation entirely destroys the Hudson River.

Army Point: At first this was going to be a front, but after talking it over with Witt, we decided that the army of West Point is a myth.  Some guy in some hold was killed because he was a spy for the army.  A tank was seen in the woods by X.  That kinda shit.

Kip-town: A hold built around a bridge and lots but lots of cargo containers (the FDR mid-Hudson bridge in Poughkeepsie, NY).

Brutes -> Hunting Pack
The bastards sent from Kip-town to destroy all bridges and barges that can get across the river so that Kipsie has control of all river crossings.

Coop: Projects in Brooklyn ruled by Dog Head.  Fear of him played a prominent role in the first game.  I thought he should be among the fronts.

Warlord -> Slaver
Moving slaves up and down the river and maybe even down the coast.

So, those are the vague ideas put vaguely into Front-like shapes.  Now I'll re-read the Fronts and Threats chapter and sharpen it all up before next game.

To be continued.  Thoughts appreciated.

179
Apocalypse World / Re: Just Outside the City: In and out of Pole.
« on: September 04, 2010, 12:03:22 PM »
One More

Shit, I forgot about one more cool die roll. 

Bullit wakes up in his car and I tell him that he dreamed of the first offensive driving his daddy ever taught him, the first thing he ever taught him about killing other folk car-to-car on the highway.  Barry grabs two model cars and describes a maneuver, getting behind the car and giving a little nudge into a turn, once they are broadside, opening fire on the driver's side door.

Cool stuff.

Bullit is fixing up his car, nothing intense, just tinkering with it.  A group of locals gather to watch him work.  Car crows, I call them.  They hang on every move he makes and drool over the machine, with its machine guns mounted on the roof.

He likes that.  Bullit's daddy was a racer and racers do like their limelight. 

They start to swarm, they start touching shit.  Some asshole opens the driver's side door.

Bullit takes out his shotgun and orders them off the car (Go aggro!).  Their grimy hands go up and they back the fuck off, retreating a safe distance and just watching him do his thing.

Cool NPC's

When you are in a biker gang and your name is Shit-head, it could mean you are just filthy or it could mean that you are the omega and everyone kicks you for fun.  Shit-head is the latter.

When someone had to drive down with Dent to deliver the message to Millions, Shit-head was elected.  Dent treated him like garbage, kicking his bike over, disrespecting him.

So, when they got into town and Dent kicked over his bike again, Shit-head waited until his back was turned and pulled his gun, a little piece of shit with masking tape on the handle (Inflict Harm). Dent turned around and kicked Shit-head's ass (Go aggro, probably should've been acting under fire or even Seize by Force but rookie error, no big deal). 

Shit-head was the NPC member of the gang who had the most voice this game.  He asked Baby if she would teach him how to read.  Dent made peace with him but informed that even though they were friends, Dent might kill him anyway.

Baby is teaching Shit-head the alphabet.  "...D is for Dent."

"Baby, if you were going to kill Dent, how would you do it?"

She thinks about it for a second.  "While he's sleeping, shotgun up under his helmet.  Messy but effective."

"Yeah, I reckon I can't miss twice.  Even though I technically didn't miss the first time...but I can't not kill him if I try again."

I like Shit-head and I have to remember that he is in the cross-hairs.  But dammit, I am rooting for him...cross-hairs...cross-hairs.

Hundreds got her brain thoroughly pawed through and man, she wants to leave.  Millions is a warlord who sleeps with his daughters and kills on a whim but he offers her a legit gig, a warm place in the winter, food, water...you get the idea.

She got left behind.  It broke my heart a little bit.

They rolled out fast and out of nowhere.

Dent told Hundreds at the gate, "This isn't our fucking problem.  This place is a mess and we are outta here.  Dog head has a spy and its daddy's favorite son.  We aren't telling him.  Fuck that.  You're the head of security, so its your fuck-up.  You deal with it.  Look is reporting to Dog head.  Watch him, note when he's gone and where he goes.  You'll see."

And they were gone.  Marsh pawed through her brain, prodded at her dreams of leaving and then left with the rest in a cloud of dust and engine smoke, not even offering her a spot.

What a bunch of mercenary douche-bag assholes.

I really like them.

MC Moves

Moves are nothing new just like bangs were nothing new when Sorcerer put words to them.  But having the techniques spelled out, explicit, having them be part of an arsenal with names on a list is valuable.  Yeah, I have done this shit before but making me think about these named moves in such a manner sharpens up my game.



More on this as I digest.

180
Apocalypse World / Just Outside the City: In and out of Pole.
« on: September 04, 2010, 11:24:15 AM »
Chargen

I had a worried moment there.  Barry was looking at the Driver with a gleam in his eye.  Padraic was going back and forth between a Brainer and a Hocus but was leaning towards a Brainer.  J.J. took the Faceless.  K.K. was not sure but there she was teetering between Battle-babe and Chopper.

No followers, no holdings.  They would have been a tribe of loner bad-asses traveling the wasteland, men and women with no names.  It is the same kind of fear I get when people take object demons in Sorcerer.  Some selfish GM part of my brain says, "But I want to make up cool NPC's that are bound to you!"

Brandy made a Maestro'D but she won't be there until next week, so we hold off on her character from Hx on down.

In the end, K.K. took a Chopper and their group is really neat, not tied to any particular hold in the Hudson River Valley, making trips into the city as needed for salvage.  Good stuff.  We talked about post-apoc life in the city, salvage vs. production and what-not.

Start

I wasn't sure where to start the damned game.  There's no Hardholder, dammit!  They didn't make a town for me.  Bastards.

I latch on to my image of a town whose walls are made of telephone poles.  I describe it as a ragged wild west palisade fort but made out of telephone poles and mud.  The town is called Pole.

"You've just gotten out of the city and you are dragged a big-ass haul behind you, like, dragged behind the car with chains.  What did you get out of the city?"

Some ideas are thrown out there.

J.J. speaks up.  "Maybe its a person."

"Its a fucking person.  Yes.  Chained up in a trailer. Someone dangerous.  Who is it?"

"The local warlord's daughter?  Maybe a Romeo and Juliet kind of thing?"

"Yeah, she went off and hitched up with a rival, Dog head and her dad, the Warlord of Pole is pissed.  Her dad is Millions."

And off we went.

They brought her in, knowing full well that Millions would execute her for disloyalty.  J.J.'s Faceless, Dent, did the execution, doing in her skull like a watermelon.

This is their first job.  The rest of the game is them lazing about, spending Millions' reward.

Bullit, the driver, agrees to take some gas and some time in Millions' garage.

Dent, the faceless, agrees to be paid in a week's worth of food and flesh.

Baby, the chopper, just wants  week's worth of food, booze and whores for her boys.

Marsh, the Brainer, just wants a week worth of food and booze.

Millions feels like he got off cheap.  He is a central stop-off point when people get out of the city on salvage runs.

Cool Dice Shit

Dent, big bastard in dirty carhart overalls and a dented helicopter helmet with a sledge-hammer on his back, is nervous.  They got their payday from Millions for delivering his wayward daughter to her execution but had to piss off Dog head to do it.  He wants to know where Dog head might strike back.  He reads a sitch, sitting around town, watching its ebb and flow.

There's a spy in Millions' hold and its his favorite son, Look.  Once Look has info on where they're going, he'll send it to Dog head and there will be a nasty ambush. 

Shit.

Dent visits Ugly, his favorite prostitute but the she asks if he wants to take off his mask.  He cuts the massage short and just walks off, tells the rest of the group what's up with Look.

Baby watches Look playing cards with her boys.  The boys are liquored up and fuct and loose.  They are telling Look shit.  She tries to get them away (manipulation) from the table by sending girls over and sending signals but they aren't taking the hint.

Baby follows Look when he walks off to piss.  She could hit him (Acting under fire, I think) but there's no room for error.  He's the golden boy in his daddy's own hold and if there's a brawl it will turn ugly.  She'd have to hit him HARD, I tell her that it might put him in her clutches unconscious and it might put him in a coma.  Head trauma is funny like that.  She elects not to hit him.  Look walks away, not knowing how close he came.

Marsh is sleeping with Hundreds, who is Millions right hand girl and main security gunslinger.  He's all up in her brain and she likes that he's this exotic Native American from the great-big-outside-Pole.  He knows how she wants to leave but likes feeling legit, likes being a part of something bigger.  When he pushes her, asks her why she hangs around, they get into a nasty fight and she stomps off once she's done cleaning her guns in bed.

Next up: Cool NPC's & Leaving Hundreds with the Problem

Pages: 1 ... 10 11 [12] 13 14