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Messages - deleted213516

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31
Sweet! I'm sleepy. More soon.

32
Apocalypse World / Re: Custom Moves Compendium
« on: August 30, 2010, 07:04:18 PM »
Oh, I just came up with one I thought was really neat!

When you enter the Slave Pits roll+hot:
On a 10+ you are immediately noticed, isolated and ambushed.
On a 7-9 you are approached and persuaded to sell your body into "indentured servitude"
On a miss you avoid attention entirely (hotties: tell us how!).

I like it because it's like the Harm move: you don't want to hit this one! Can we discuss this it a bit? Do you think it's unfair to penalize people with good scores? I think this is all win, because even if you "fail", you get spotlight time and an interested thing happens to you!

(cross-posted on story-games.com)

33
Western World / Re: The Showdown
« on: August 28, 2010, 11:01:29 AM »
During "incidental fire" you could read a person to see what his body language is saying, act under fire to keep your cool (digging in to endure fire), you could read the situation to gain advantages (position of the sun, dust, enemy's location, etc), and all of these could grant or remove bonuses to you or you opponent.

Then when it comes time to shoot, if it's PC v. PC, couldn't you have them both roll +quick and whoever rolls the highest makes his shot? On a tie, you both get shot.

If it's a simple duel to first blood, you're done. If not, you keep fighting using the normal rules.

Also, Vx suggests that PCs be allowed to make independent, say, Seize by Force rolls, and then both roll+Hx to interfere with each other. So the 'clunky' route seems to be the 'official' way to go, if you're interested in that.

Hopefully you get something useful from all this text! :)

34
Western World / Re: [Western World] Threats and Grotesques
« on: August 28, 2010, 10:55:42 AM »
Ooh, also dope fiends. Cy Toliver's men in Deadwood (the dope-fiend card shark and the idiot in the red suit and top hat) are totally grotesques. EB Farnum's man, the hunched old guy with the long beard who wanders around waving antlers at people, is totally a grotesque.

Who else...

You think maybe Calamity Jane? She's a drunken outsider.

I like the idea of heathens and naming them after sins.

35
Apocalypse World / Re: New Playbook: Horseman
« on: August 28, 2010, 10:50:53 AM »
Cool! I'm gonna print it out and have it as an option for my players; I'll let you know if/when it gets picked and how it works!

36
Apocalypse World / Re: New Playbook: Horseman
« on: August 27, 2010, 02:08:00 AM »
This is badass, dude. Hot on wheels. I think it'll work as long as everyone is aware that this character is inherently evil.

It makes for an interesting "play to find out", at least. Will the Horseman redeem himself or die cursing the world with his last breaths?

It may violate one of the opening prescriptions for the game, though: that the players should know each other and not start out antagonistic. Do you think that will be a problem?

37
I've been thinking a lot about how rad Apocalypse World would be in a Weird West setting. I'm thinking a lot about Deadlands for inspiration, but maybe divorced from the metaplot a bit (a lot of a bit). I mostly like Hucksters using cards as spell foci and some historical stuff, like the Sioux and Texas Rangers and the Pinkertons.

Can we brainstorm this? Are people interested in helping? Are people interested in playing? I'm running an online AW game (a month or two old), a tabletop AW game (we're about to play session 2), and participating in a Google Wave AW game (a little more than a month old, I think). I have some experience but not a lot.

Any of you wastelanders out there wanna talk this out and get a task force started? I'll get started with my mission stated upfront:

A Weird West alternative history hack for Apocalypse World, equal parts Deadlands and Deadwood.

Ready go!

(crossposted at story-games)

Note: I see Michael's "Western World" hack and want to see if we have enough of a "Weird West" vibe to justify a separate project. If it turns out my ideas are redundant, I'll probably ask him if I can help with his hack instead. :)

38
Apocalypse World / Re: Playbook: Faceless
« on: August 14, 2010, 08:19:26 PM »
May I have access to the pdf?

39
Apocalypse World / Re: Apocalyptic Wave
« on: August 14, 2010, 05:04:01 PM »
I still wanna play, but Wave gives me a crapload of trouble.

40
Apocalypse World / Re: Playbook: Faceless
« on: August 14, 2010, 05:02:52 PM »
Did this get turned into A Thing?

41
the nerve core / South Bay Story Games Day -- 28 August 2010
« on: August 06, 2010, 08:25:09 PM »
Hello!

We at Story Games (http://story-games.com/forums/comments.php?DiscussionID=12489&page=1) are having a mini-con at Game Kastle in Santa Clara!

Come sign up to run and play in our games! We've got one AW game scheduled already, but it's full and we could use some more! The link up in the parens there has all the information you need, including links to the venue, sign-up sheet, google group, and original announcement thread. My link-fu on these forums is poor--please excuse my not having hyperlinked everything here for you.

Please join us! Come play or run or watch and meet local Story Gamers.

42
Apocalypse World / Re: Apocalyptic Wave
« on: July 12, 2010, 03:39:48 AM »
I'm the Brainer! :)

43
Apocalypse World / Re: Playbook: Faceless
« on: July 08, 2010, 10:28:30 AM »
Never fear. Borderlands is still really good. Play with at least one other person, if you can.
I don't know anyone else who has it, sadly... :(

I had it on the PS3, once. Now I want it on my shiny new 360...

Which do you have?

44
I see what you're saying, Simon. I think I agree. Although I also think that means you definitely know what your character is thinking, since the only possible things they can be thinking are the result of fiction that you had a part in, right? You might not be able to like, dictate what your character is thinking, but I think you're probably the only one who KNOWS what they're thinking, yeah?

45
Personally, I think Jeff is right on the money when he says that giving players sole authority over their characters deepens the connection/immersion. I dig that, I feel it.

On the other hand, not every game has to be about a deep and immersive connection to your character. Polaris, for example, seems not to play towards that goal. The Heart is in control of the narrative elements of his character, but other people can totally speculate and have conversations about the character's motives and inner thoughts and junk, because that is rarely expounded upon in a scene. In Polaris, you have complete authority over the narration of your Heart, but not over his inner thoughts and feelings. Those are governed by his Ice, Light, and Zeal/Weariness scores, I think.

That's just my interpretation though. I've yet to play a full game of Polaris.

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