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Messages - deleted213516

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Apocalypse World / Re: Healing downtime
« on: May 20, 2011, 02:32:40 PM »
You can also ask like, what type of creepy shit they're dreaming up while they're under.

What does being narcostabbed feel like? You've been dreaming of a man named Rothschild--who is he? Why do you keep dreaming of your brother? Through your drug induced-hazed you occasionally feel a lurking presence in the clinic. What do you think it is?

Or try this:

The maelstrom opens up and swallows you whole. You're standing on a too-pristine road in some sort of huge urban ruin. It's night time, or the sun went out, or there is no sun. It's hard to tell.

On second glance, you notice that the buildings are terrifyingly tall. So tall you can't see their tops. Light pours out of most of the windows. You hear a massive horn blare and suddenly are awash with light. What do you do?

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Apocalypse World / Re: Questions from a rookie
« on: May 17, 2011, 07:51:18 PM »
Also remember that fronts are just there to give you interesting things to say as the MC. Don't sweat it too much; if they seem difficult now just do what you can and start playing. Everything will fall into place after the first few times you get stumped only to have something obviously awesome jump out from your front sheets.

That's my experience, at least.

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Apocalypse World / Re: The weight of rolls?
« on: May 17, 2011, 07:48:07 PM »
Plus like, expanded moves.

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Apocalypse World / Re: Healing downtime
« on: May 14, 2011, 12:29:11 AM »
I just set up a few scenes for each player (maybe one or two each depending on the disposition of the crowd) and then say "okay so a week has passed and Snow is up again. Snow, what's the first thing you do when you come out of the narcohaze?"

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Apocalypse World / Re: Campaign seed: The Untouchables
« on: May 01, 2011, 01:04:45 PM »
Yeah, I wouldn't write up too much about the setting when presenting it to the players. I'd just be like, here's how things are for you, here's a bit about maybe why your world turned out this way, who wants to play what?

Thanks for the enthusiasm guys. If you're anywhere near the San Fransisco Bay Area, there's room at my table for you. :D

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Apocalypse World / Re: Choosing names from the list
« on: April 30, 2011, 05:34:35 AM »
I don't think there's any logical reason for going one way or the other. The book has a few themes and one theme is scarcity, so it makes sense for there to be zero-sum lists of names, but the book also strives to be extremely customizable. You can make either argument; it's just about your vision for Apocalypse World.

How intensely will you pursue the theme of scarcity? Personally, I think it's cool to limit everything and be a hardass about it. Unless a player is severely put out (and I silently question the validity of this perspective, given that we're supposed to be role playing), I make them choose from the list.

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Apocalypse World / Re: Hang Up on the Fight Mechanics?
« on: April 29, 2011, 05:30:59 PM »
It's also good to note that just because you're fighting multiple opponents doesn't mean you're fighting a gang. Five or six guys could all be on the field with different objectives, different ways of completing the same objective, on different 'sides', etc.

The size tags are a little misleading. They don't correspond with a concrete number--it depends on your game, the MC, and the situation. A single Gunlugger can be a small gang, as Ross said two or three well-trained guys could count as a small gang, and fifty people could be just a medium gang.

Think of it terms of force rather than population (this is hard to do with the 'a guy or two' line); this has helped me out. Like horsepower! One car can be 200 horsepower, and one badass dude can be a half-dozen guys of forcepower wooooo. =D

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Apocalypse World / Re: Campaign seed: The Untouchables
« on: April 28, 2011, 02:12:40 PM »
I probably wouldn't enforce it, really. I'd just ask if I could set up a basic framework in addition to things like the existence of the psychic maelstrom and whatnot, and see what people say.

There are a few of these campaign seeds out there (like Objects in Space, or the one John Harper wrote about colonists being left on a distant planet) that spell out a few things like this, and as long as my players were okay with it I'd be okay with it. One thing I wouldn't do is run this as someone's first Apocalypse World game--your first game should probably be run as written so you can see how the game works.

Since I'm playing with vets I don't mind shaking things up a little.

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Apocalypse World / Campaign seed: The Untouchables
« on: April 28, 2011, 04:29:50 AM »
I'm finishing up an Apocalypse World game and planning on starting another. My current game took sort of a Mad Max vibe for the setting--wide open wasteland, with a few pockets of urban maze left.

This time I want to set the game in a heavily urban area, inspired by Hamsterdam from teevee series 'The Wire', Kowloon Walled City in China, and the quarantine zone in the movie 'Blindness'. My idea is that when civilization began to crumble and the maelstrom began to form, the governments of the world started to put the poor (the untouchables) into what amounted to fortified concentration camps, which themselves were just walled off and secured sections of big cities. Automatic security systems were set up, and the world forgot about the people inside.

These places were called "Harm Reduction" zones, and were unpatroled, unprotected, and unknown to the general populace.

Then the end came, and the security systems that were supposed to keep the untouchables in ended up keeping the screaming hordes of mutants, pissed-off raiders, and physical manifestations of pure hatred out.

When things calmed down, the untouchables were all that was left. They turned the security measures of the camps to their benefit, and scavenge out in the areas beyond the safety of the walls. There were sometimes two or three of these zones in larger cities, and now they trade or war against each other.

There were dozens of these zones set up in various cities all over the world, and the game would focus on one that people simply call 'Sanctuary'. It's set in one of the cities that had a few of these zones, to make for interesting interactions.

Thoughts? Reactions?

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Apocalypse World / Re: The Touchstone
« on: April 21, 2011, 06:27:23 PM »
Why don't you lot shoot me an email? My email should be in my profile, but otherwise it's:

joey dot richards, and it's a gmail address.

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Any progress being made on this? It looked super rad. I would definitely buy it day one if you developed it to production...

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Apocalypse World / Re: The Touchstone
« on: April 20, 2011, 05:47:45 PM »
The premise is neat, and when you're making up custom moves on the fly for a game, you don't really have a lot of time to make sure the move is "polished" enough. I like that about AW--don't think, just write! You can always crowdsource the move if you think you'll be using it often enough to warrant revision.

I sent you a PM, hit me with your email address and I'll get you the playbook.

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Apocalypse World / Re: New Playbook: The Radio
« on: April 20, 2011, 05:12:41 PM »
Please add "Three-Dog" to the list of names. =D

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Apocalypse World / Re: The Touchstone
« on: April 17, 2011, 05:52:49 AM »
Anyone who wants any of the playbooks from me can do one of two things.

First, send me a playbook expansion. Stuff like what John Walton is doing--I have his Loner and Catalyst expansions already.

Alternately, send me a custom move you've used in one of your games along with the story that goes with it. If you haven't yet played Apocalypse World, make up a custom move for one of the existing playbooks.

Post that here (I'm following this thread) along with your email address and I'll shoot you any and all of the official playbooks.

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Apocalypse World / Re: The Touchstone
« on: April 09, 2011, 02:38:45 AM »
I've got all the playbooks but the Touchstone. I'll gladly trade for the revised Touchstone playbook!

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