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 - elkin

Pages: 1 [2] 3
16
Apocalypse World / Re: New Character Playbook: The Wildcard
« on: June 13, 2011, 04:30:04 AM »
Great idea, Mike! I think I'll keep it a +weird roll, because flipping for it doesn't give you that delicious 7-9 result, which usually means bleeding, which usually means fun.

Weird Luck: You can use your lucky charm to preform augury, as per the Savvyhead's and Hocus's playbook.  How this affects your luck is up to the MC, according to her principles.


I also want to add this to the crap/peripheral section - or is this perhaps stepping on the creative toes of the group during 1st session?

Your contacts:
A person with your lifestyle has to know certain people. These contacts are by default filled by NPCs, but do offer the wealthier player characters (Hardholder, Operator, Maestro d', Chopper, etc.) to fill them instead.

* You know someone, maybe Mama, who runs a gambling den when you are welcome most of the time, as long as you don't drain the other patrons dry.

* You know someone, maybe Sharpie, who carries enough oddments to trade for bulkier items when you need disposable income and quickly. This person knows you're good for it, and will keep most of your pawned items around for a while, but not forever.

* You know someone, maybe Hulk, who plenty of disposable income and who is willing to give you a loan when you hit hard times. Hulk is not your friend, and there's no such thing as free favors.

---

I want to see how much space I have left on the playbook. What font and font size does the game use?

17
Apocalypse World / Re: New Playbook: The Scholar
« on: June 12, 2011, 08:49:49 AM »
I saw somewhere a fan-made playbook called The Ruin Runner by Jeff Russel which had some similar ideas. You might want to look at it.

Cool idea, though, and I absolutely love the contribution to the setting that comes along with the library.

My opinion on the moves:
Librarian. This, I think, is better off at the crap / peripheral section of the playbook rather than with the other moves. Maybe add some concrete options instead of "Detail it's size and portability as you see fit". Maybe choose 2 good options (portable, comprehensive, hidden, duplicate documents you can occasionally sell, etc.), and 1 bad option (coveted, vulnerable, requires power etc.). I'd also love a list of place names: Dog's Head, the Flytrap, the Pits, etc. Having library staff or research assistants is also a cool option.

Ten Barter Words. This one is a little bland. Maybe you could change the name of the move to something like "I know you" or "piercing gaze", and/or add some restrictions, such as "When you manipulate, and your intention is simple enough to convey in two or three words..."
Mechanically, I think my players would love such a move.

Professor. The Savvyhead have a somewhat similar move, and this one is a little out of context when chosen by another character type, since other character types usually have no libraries. Maybe when willingly following the Scholar's advice, the Scholar may remotely aid or interfere, succeeding automatically.

Archeologist. This looks more like a generic custom move; it doesn't say a lot about the archaeologist. Maybe something that begins with "when you find an item of the Golden age", or "when you encounter trouble in a region marked in your library". The part about finding barter in ruins could go under the barter section: 1-barter is the going rate for one non-valuable, non-high tech item scavenged from a ruin, your crew's cut from a successful haul, etc.

Book Learning. This one is my favorite. It says a lot about the character, and is super-useful even for non-scholars.

Ear to the Ground. This one might disrupt the flow of the game for groups like mine, that don't play with the retroactive moves. Maybe change it a little, so that on 10+ the MC must tell the player whether the player-created rumor is true or false.

Sex Move. This one is a little bland, and is subsumed by the Gunlugger's move. If I can make a suggestion, I'll offer this instead:
When you and another character have sex, it counts as if you manipulated them to either go with you on or the stay the fuck away from your next expedition (your choice) with an 10+ result.

18
Apocalypse World / Re: New Character Playbook: The Wildcard
« on: June 12, 2011, 07:16:05 AM »
Thanks for the feedback!

That's pretty neat, I like the concept! The archetype of Two-Face or Anton, yes?
On the surface, maybe he's got some of Two-Face's quirks. Mostly, though, I wanted to make a post-apocalyptic version of Charles Bukowski.

I'm not sure about Lady Luck - I'd like my characters to work for their barter.
Avoiding hard work is one the things the Wildcard is about. This is what sets him apart from the Operator. The downside is that he can't accumulate any wealth either: he's either on a roll and has no money problems, or he's down and out and got nothing but debt.

That said, there is a problem with Lady Luck in that it provides opportunities and plot hooks only for failed rolls. Maybe I can rephrase it:

(X) Lady Luck: At the beginning of the session, roll+Sharp.
On 10+, you're on a roll. You've got 2, maybe 3 barter worth of newly-acquired valuables (detail with MC), and you either have someone is in your debt or some valuable information.  The MC holds 3, and may use her hold 1 for 1 to make you flip for it.
On 7-9 it's almost the same likewise, but your family, your friends, your work or your dreams suffer.
On a miss, you're down and out. Your oddments and gear put together are worth no more than 2, maybe 3 barter (the rest is probably pawned pawned at Sharpie's). You also have a crushing debt, an unwanted job or an unsavory obligation.


I'd like to see more moves about gambling, if that is what the Wildcard do.
Basically, if gambling is a game of chance, it is covered by the rules for on a roll and down and out. Either you make a killing at the tables, or you lose your pants.

What about this, instead of the move Changing Fortunes.
High Roller: When you gamble away your money, roll+barter spent (max 3). On 10+, choose 4. On 7-9, choose 2. On a miss, you're down and out, the MC makes a move.
If you're on a roll:
*You get your money back, and then some.
*Someone is in your debt (Honeypie, maybe).
*Your luck doesn't change.
*Your gambling spree is relatively short.
*You don't attract unwanted attention to yourself.

If you're down and out:
*You get some of your money back (at least 1-barter).
*Your luck changes.
*Your gambling spree is relatively short.
*You are not in debt to someone (Drench, maybe).
*You don't end your gambling spree alone and in the gutter.

And maybe a weird move relating to the lucky charm, like scrying or fate-manipulation or something.
I'm drawing a blank here. Maybe you've got a more concrete idea?

Same for names. I agree that the gambling terminology isn't that evocative (I do like the casino names, though!). What sort of suggestions do you have? Maybe things like Buck and Chuck?

The sex move ... doesn't really speak to me.
I really wanted other players to be able to force the Wildcard's player to flip for it, but that does complicate the move unnecessarily. I'll try to rewrite it:
Wildcard special: When you and another character have sex and you're on a roll, they take +1 ongoing until your luck changes. When you and another character have sex and you're down and out, they take -1 ongoing until your luck changes.

What I'm trying to accomplish here is to represent an addiction, much like in the Hoarder's playbook. When you go with the flow, and leave your destiny at the hands of fate, you're hot, everything goes your way and everybody wants you. When you try to take control of your own life, nothing goes your way, and nobody wants you.

Quote from: Mr Nay
Is the Wildcard's luck tied to the psychic maelstrom somehow
I thought of making him a sharp-based character, but tying it to the maelstrom is an interesting idea, I just don't know how to insert it into the playbook as implied setting. The part about the lucky charm already takes all of the crap section of the playbook, I think.

19
Apocalypse World / New Character Playbook: The Wildcard
« on: June 06, 2011, 05:17:15 PM »
I decided to try my hand at crafting a new playbook. I really want to play this guy, which probably means I'm somewhere in the right direction. I still need help with the LOOK, and with phrasing in general. Maybe the Hx should be changed to make the Wildcard more friendly with the other PCs. If anyone can think of potential problems or improvements, I'd appreciate that too.

Mechanically, the Wildcard can get a roll modifier of between +2 and -2. Combined with stat and help/interfere modifiers, this can mean modifiers of +5 (unfailable) or -6 (unwinnable). Are such modifiers acceptable, or should I try to replace them with something else?

--------

INTRODUCING
The Wildcard
There is no status quo in Apocalypse World, and there's sure as fuck no certainty. Will you find something to eat for lunch? Will you find a place to sleep tonight? Will your friends and loved ones still be alive when you wake up? Nobody knows. Might as well take a wild guess.

Lucky Charm
Your lucky charm gives you random insight when making difficult or fateful decisions. It is (choose one):
* A coin (worn, shiny, antique, novelty, odd)
* A deck of cards (standard, ornate, tarot, naughty)
* A pair of dice (shiny, heavy, big & fuzzy)

Maybe it has a name like Sally or Truman. You need to have an actual representation of it at the table, readily recognizable and available exclusively for your use.

When you are on a roll, everything goes your way. People come to you with beneficial offers, take shit from you and still leave happy and with empty pockets. Any events that hang on pure chance resolve to your benefit. When relying on a combination of chance and skill, you take +1 ongoing. Good things come your way, and bad things stay away, mostly.

When you are down and out, nothing goes your way. People come to you with problems, and heap them on your shoulders. Anything that can go wrong, does. When relying on any combination of chance and skill, you take -1 ongoing. As long as you are without your lucky charm, you are always down and out.

You are either on a roll or down and out, never in between.

Flipping for it
means narrowing your options in a difficult or fateful decision down to two choices, and choosing one at random, at a near 50-50 chance. This could be face or tail, black or red, high (8-12) or low (2-6), or any other way you can quickly think of and explain. Make it simple and consistent, please.
Before flipping for it, declare the stakes at hand:
"Red I take the job, Black you go find someone else".
"Face I kill you, Tail I let you live".
"Better hope I roll high, boyo, or I'm not going to believe that silly story of yours".

After flipping for it, you're free to do whatever. If you follow through on your lucky charm's advice, you take +1 forward and are on a roll. If you defy it, you take -1 forward and you are down and out.


CREATING A WILDCARD
To create your Wildcard, choose name, look, stats, moves, gear, and Hx. Choose in any order you like.

NAME
King, Queen, Dame, Jack, Knave, Ace, Dagger, Cups, Snake Eyes, Boxcar, Loaded, Crimp, Baccarat, Holdout, Martingale, Poker, En Prison, La Partage, Sweepstakes, Hold'em, Crazy Eight

Bellagio, Mirage, Palace, Circus, Caesar, Royale, Riviera, Palazzio, Desert, Rancho, Vegas, Reno

LOOK
Man, woman, ambigious or transgressing

Luxe wear, elegant wear, vintage wear or scrounge wear

Emm.. gambly face. Or something (needs more!)

Twitchy eyes, crazy eyes, squinting eyes, hungry eyes (needs more!)

Stocky body, stout body, lean body, gorgeous body (something else?)

STATS
* Cool+2 Hard-1 Hot=0 Sharp+2 Weird=0
* Cool+1 Hard=0 Hot+1 Sharp+2 Weird-1
* Cool-1 Hard+1 Hot=0 Sharp+2 Weird+1
* Cool=0 Hard-1 Hot+2 Sharp+2 Weird=0

MOVES
You get all the basic moves. You get Lady Luck, and then choose a second wildcard move.

GEAR
You get:
* Your lucky charm (detail)
* 1 small, practical weapon.
* Oddments or debt worth 4 barter (flip for it).
* Fashion suitable to your look.

HX
Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.

Go around again for Hx. On your turn, choose 1, 2 or all 3:
* One of them frequents your favorite gambling spot. Tell that player Hx+3.
* One of them you owe something that you can't possibly repay. Tell that player Hx+2.
* One of them tried to get you to change your ways. Tell that player Hx-2.
Tell everyone else Hx=0.

On the others’ turns, choose 1 or both:
* One of them owes you something. Whatever number they tell you, instead write +1.
* One of them you got to have. Whatever number they tell you, instead write +2.

Everyone else, write whatever number they tell you next to their character's name.

Wildcard special:

When you and another character have sex and you're on a roll, they take +1 forward, and they get 3-hold which they can spend 1 for 1 to make you flip for it.
When you and another character have sex and you're down and out, they take -1 ongoing until you're on a roll again.

IMPROVEMENT:
__ get +1 cool (max +2)
__ get +1 hard (max +2)
__ get +1 hot (max +2)
__ get +1 weird (max +2)
__ get a new wildcard move
__ get a new wildcard move
__ get followers (detail) and fortunes
__ get a holding (detail) and wealth
__ get a move from another playbook
__ get a move from another playbook


WILDCARD MOVES:

(X) Lady Luck: At the beginning of the session, roll+Sharp. On 10+, you're on a roll. You've got 2, maybe 3 barter worth of newly-acquired valuables (detail with MC), and the MC holds 3. On 7-9, you can either choose to take the 10+ result, but your family, your friends, your work or your dreams suffer; or you can take the 6- result. Either way, MC holds 1. On a miss, you're down and out. Your oddments and gear put together are worth no more than 2, maybe 3 barter (the rest is probably pawned pawned at Sharpie's). You also have a crushing debt, an unwanted job or an unsavory obligation.
During the session, the MC may use her hold 1 for 1 to make you flip for it.

( ) Good for it: When you give someone a promise or an IOU worth 1-barter, it counts as manipulating them and rolling 10+.

( ) Cheating Death: When you take a debilitating or lethal blow, you may flip for it to avoid harm.

( ) Loaded Dice: Once per session, you may defy the will of your lucky charm with no adverse effects. This does not work in conjunction with Cheating Death.

( ) Ace up the Sleeve: When you try to hide something important or valuable, roll+Sharp. On 10+, all three. On 7-9, choose two:
* It will remain unchaned and unharmed.
* Nobody else knows where it is hidden.
* You can get it back with little trouble.

( ) Changing Fortunes: When you are down and out, you may publically reveal a secret or secretly betray a friend to be on a roll again.

( ) Poker Face: If you can see their face, you get +1 when rolling to read a person. When another player tries to read you and you interfere, it automatically counts as you rolling 10+.


BARTER

Barter comes and goes: either you have it now, or you'll have it later, so no worries. 1-barter is what you might expect to gain from a successful night of low-stakes gambling, a week of working a system or a scam, or a month of honest work as a croupier or a pit boss.

20
Apocalypse World / Re: The part of the secret
« on: June 05, 2011, 06:18:56 AM »
I allow players to keep some secrets from each other, but not from the MC. I also make it clear that the maelstrom LOVES secrets.
Player secrets just give me more interesting stuff to say when someone opens their brain to the maelstrom.

21
Apocalypse World / Re: New threat type: Monsters
« on: June 01, 2011, 03:47:21 AM »
The qualm I have with recreate the world is the same one I have with destroy the world.

The monsters, of themselves, are not very interesting. On their own, they don't present the players with interesting choices: if you see a glowing purple worm in the desert, you either try to kill it or run away.
That's why I have the one monster per front rule, and that's why I try to gear the impulses and moves towards more interaction and co-dependency with more human elements of the game. While the world is certainly more evocative, the environment implies that there are people immediately affected: the gray slug is slowly raising the temperature of the mud river, and it's nearing the boiling point. The creepy orphan is talking other children in the hold into killing their parents. Neither of them have some grand scheme for the world, they're just acting according to their impulse.

22
Dungeon World / Re: Random Encounters
« on: May 31, 2011, 06:42:10 AM »
What about a less random option?

When you're out in uncharted territory looking for trouble, you find it all right. By default, it's a small group of monsters native to this region, of a level equal to the Area Rating [or whatever], who are hostile and will attack the party on sight.

Choose one of the following to be true (two, if your party is accompanied by a ranger or an otherwise skilled guide):
* They hint to or reveal something cool nearby.
* They have vital information about areas you have already visited.
* They carry particularly neat or valuable swag.
* Who said anything about monsters? You find some other sort of troubles. It is going to be trouble, though.

Also choose at least one of the following to be true. For each advantage, the GM may choose a disadvantage. You may also choose more options from the previous list, for the same cost.

* The monsters are not immediately hostile (but they won't be friendly, either).
* You lie in ambush for the monsters.
* The monsters are youngsters or weaklings, with lower level than the Area Rating.
* The monsters are natives of an adjacent region, and may not call for help or reinforcements.
* You have something the monsters want badly.
--
* The monsters are numerous, a medium group instead of small.
* The monsters are particularly fierce or cunning members of their kind.
* The monsters have a hidden ace up their sleeve.
* The monsters get the drop on you.
* The monsters are particularly adept at using that specific terrain to their advantage.
* You have something the monsters want badly.

23
Apocalypse World / Re: New threat type: Monsters
« on: May 31, 2011, 06:15:05 AM »
Thanks Mike! Your list is interesting too, though it might take some customization before dropping into Apocalypse World. Let's see if I can try merging the lists without stepping on the toes of warlords and grotesques, and while still removing human-like impulses (such as controlling others or getting revenge).

I would have added Undead (impulse: craves unsavory revelations and bitter justice) to this list, but on second thought it might be better off with its fellow grotesuqes (think of the ghouls in the Fallout series).


I also want to keep the names as evocative as possible: this is why I like threats such as cannibals and mutants better than disease vectors and pain addicts. I mean, sure, the cannibal doesn't have to be a crazy savage who eats unwelcome guests, it could  be just plain old Dremmer, who steals from the hold's grain stores at night; but if you're looking to create more threats for an emerging front, a threat called cannibal tells you of one very obvious thing that you might create.

--
Here's a revised list. I think the phrasing could do with some polishing by a native speaker.

Monsters Types:
Alien (impulse: to change the environment)
Apex Predator (impulse: to devour and consume)
Beast (impulse: to run amok)
Demon (impulse: to create others in its image)
Horror (impulse: to hurt and terrify)
Hunter (impulse: to eliminate all threats, real or imaginary)
Shapeshifter (impulse: to spread chaos, lies and falsehoods)

MC Moves for Monsters:
* Hint at its presence.
* Display its full might.
* Get a hold of something, disregarding anything that might interfere.
* Crush something, annihilating it completely.
* Make a rash and sudden action, devoid of human emotions.
* Execute a carefully hatched and unmistakeably immoral plan.
* Gloat, possibly revealing a weakness.
* Dictate somebody's behavior: charmed, frightened, enraged.
* Have its behavior dictated by someone else: tamed, provoked, manipulated.
* Grow in size, power or number.
* Make use of an unnatural power (physical, moral or otherwise)
* Leave the scene, with or without an apparent reason.

24
Apocalypse World / New threat type: Monsters
« on: May 30, 2011, 04:50:29 AM »
Monsters:
Alien (impulse: to change the environment drastically and irrevocably)
Apex Predator (impulse: to consume and sustain)
Beast (impulse: to spread destruction and chaos)
Horror (impulse: to inspire awe and terror)
Hunter (impulse: to eliminate all threats, real or imaginary)
Shapeshifter (impulse: to deceive and spread lies)
Undead (impulse: to remind of inconvenient truths)

MC Moves for Monsters:
* Hint at its presence.
* Display its full might.
* Get a hold of something, disregarding anything that might interfere.
* Crush something, annihilating it completely.
* Make a rash and sudden action, devoid of human emotions.
* Execute a carefully hatched and unmistakeably immoral plan.
* Gloat, possibly revealing a weakness.
* Dictate somebody's behavior: charmed, frightened, enraged.
* Have its behavior dictated by someone else: tamed, provoked, manipulated.


In Apocalypse World, the moral high ground probably got nuked along with the rest of the world. There's no more good and evil, right and wrong; only bigger gun and smaller gun.

Sometimes, though, we want to re-tune our moral compass, be reminded that there's wrong and there's plain wrong. This is where the monsters come in. Unlike grotesques, the monsters are fundamentally inhuman, even if they do inhabit a human body.

I came up with the monsters for my PG-13 game, where the players (and later the MC) were clamoring for glowing purple worms, skeletal dinosaurs and other exotic inhabitants of the wastelands, and the moves for warlords and brutes weren't quite cutting it.

The monster moves were successful, but I always insisted on no more than one monster per front (including the home front). More than one might work, but I sincerely doubt it. Anyway, I'd love some feedback.

25
Thanks for the input, John!

I forgot to add that each PC is supposed to worship one of four gods (I don't know which), so I guess I can assign +1 to one of the non-assist moves based on the patron god; or do you think it's better to let the player choose?

The last option of the battle move does sound wrong. What if I change it to "you prevent your comrades from gaining more glory than you do?", or "you are the most glorious of all combatants"?

26
Hi all,

I'm running a series of short games as part of a larger event. The event is Greek mythology themed, somewhat inspired by Agon. The PCs are all heroes, out to gain glory and honour for themselves and their patron gods, preferably at the expense of other heroes and other gods. Players get a character sheet with some fluff, and play 2-3 short games with different GMs.

Since there are no consistent mechanics, most GMs use some sort of simple task resolution mechanic. I did, too, last time I GMed in a similar event. Since then, I came to know and love AW, and I think I can squeeze more fun out of a 90 minute game if I implement basic moves. There are no stats, and I'm not going to assign any.

I also want as few moves as possible. I condensed the basic AW moves into five moves. The problem is that I'm not sure I'll get to give it a test before the event.
So, please ignore the phrasing, and assume the language is easily understood. How do you think it will affect the game? Can I use even fewer basic moves (like removing going into battle)? Should I?

------
Roll the dice when you assist or hinder another hero. On 6+, they get +1 or -2, your choice. On 6-8, you expose yourself to danger, shame or cost.

Roll the dice when you try to manipulate with brute force or smooth tongue. On 9+, your will is Law even among the gods. Your opponent must either fulfil your wishes, defy the gods or receive a blow that will immediately kill any non-heroic mortal. On 6-8, your word is Law among mortals. Your opponent must fulfil your wishes, offer you a bargain or flee and cower before your might.

Roll the dice when you act in spite of danger. On 9+, the Moirae are pleased with your heroics. On 6-8, the Moirae will offer you a bargain - you can either take it and succeed, or refuse it and fail.

Roll the dice when you gauge someone or something. On 6-8, ask one question. On 9+, ask three. When acting on an answer, add +1 to your roll.
-Is it false or truthful?
-What is its true nature?
-What about it deserves my full attention?
-What controls it? Who is it loyal to?
-What will happen to/with it if I do nothing?
-How can I get glory out of it?
-What about it might bring shame to another hero?
-What is the best way to approach it / get past it / get away from it?

Roll the dice when you go into battle. On 9+, Ares grants you might and fortitude, choose 4. On 6-8, you must rely on your heroism alone, choose 2.
-You get something important (object, person, position, information).
-Nothing important to you is harmed or damaged.
-You keep your opponents at bay.
-You strike fear into the hearts of your opponents.
-You fight courageously, bringing glory to you and your patron god.
-Your comrades fight in a manner that brings them shame or ridicule.

27
Apocalypse World / Re: DJing for the Apocalypse
« on: May 19, 2011, 02:21:18 AM »
Hi all, and thanks for the tips. I'll take Margolotte's advice and stick to a randomized soundtrack.

As for the soundtrack itself, as non-Americans, my group agree that Americana is a huge part of the post-apocalyptic genre, so we'll probably stick to rockabilly, folk and country music.

28
Apocalypse World / Re: Wants: How do they work?
« on: May 15, 2011, 06:01:44 PM »
When the leadership move determines that the hold suffers hunger, it suffers hunger. If the hunger can be brought about by an existing threat, use it ("that warlord's been raiding our farms and silos for almost a month").
If not, add an additional threat to account for the hunger ("somebody sneaked into the silos and set them on fire").

29
Apocalypse World / DJing for the Apocalypse
« on: May 15, 2011, 02:36:57 AM »
Hi all,

I've already MC'ed two sessions of my new AW campaign (nomads and water-despots in the now-subtropical Great Lakes region). As it turns out, playing to find out what happens is strangely much easier than pre-planning scenes. I thought I could accompany the campaign with some music. I haven't used music before when GMing, but I have played in a campaign with a GM who had done so, and quite successfully.

However, he used music in order to set the mood and atmosphere for each scene, something that might not mesh too well with the MC agenda in AW. So, does anyone have any tips for me? I'm not looking for particular tracks, just for some general advice: should I play music based on the mood of the scene? based on the NPCs present? the scenery? The PCs? the fronts? Should I share the responsibility of choosing music with the rest of the group?

30
Apocalypse World / Re: When to reveal the custom moves?
« on: May 05, 2011, 12:36:35 PM »
Okay, how about this then:

When you drink water purified with tablets bought from Petrarch, roll +weird. On 10+, the water's fine. On a 7-9, either you or someone else drink contaminated water.

Weird is the stat to use for general luck, right? or should I use sharp instead?


And again, how should I declare the move? Should I say it outright, or wait for them to score 9 or lower to declare that fake tablets have entered the circulation? Should I read to them the entire move, or only the part about roll+weird?

Pages: 1 [2] 3