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Messages - elkin

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31
Apocalypse World / When to reveal the custom moves?
« on: May 05, 2011, 06:24:27 AM »
If any of my players is reading this, please go read something else instead.


Ok, so in my game clean water is a big issue, and the entire economy of the nomads and rovers is based on water-purification tablets: 1-barter is the going rate for a large handful.

One of my threats is a crooked warlord who attempts to make some easy money by inserting fake tablets into the circulation. He does this through a local goods broker who is on friendly terms with the PCs, so I gave him the following custom move:

When you trade for tablets with Petrarch, roll +sharp. On a 10+, the pay is kosher. On a 7-9, your pay includes a couple of fake tablets, but most of it is fine.

When do I reveal the move to the player? I guess my prep demands that when they trade some goods for tablets I'll say something like "you probably don't know it yet, but some fake tablets have entered the circulation". But should I present them with the move at the beginning of the session, the first time they trade with Petrarch or only after they concluded their trade with Petrarch? Or maybe the custom move is phrased wrong, and there's a better way to do it?

32
Apocalypse World / Re: Custom Moves Compendium
« on: May 01, 2011, 06:54:35 AM »
When it looks like you've finally managed to kill Tank, roll +wierd. On 10+, he's dead all right; it's the last you'll be seeing of him, at least in this form. On 7-9, you've got a few moments to prepare before he comes back at you with his giant metal fists.

When you're chasing Brace Win, roll +sharp. On a 10+, you can catch him without much effort. On a 7-9, choose one. On a miss, MC will choose one for you.
* The little SOB gets away.
* The little SOB leads you right into a trap.
* You catch the little SOB in a situation where going after him will not be simple at all.
* You catch the little SOB, but you're isolated and the chase took much longer than you thought it would.

33
Apocalypse World / Re: Beastiary
« on: April 24, 2011, 07:02:57 AM »
In my game, we had these cuties:

A Drake (also known as a Unicorn) is a large, slug-like creature with thick slimy skin and a single curved horn on its forehead. The Drake lives underground, and is compelled to attack heavy vehicles. Fortunately for the drivers, it is quite rare, and usually stays off the main roads. (3-harm, 2-armor).

When a Drake attacks your vehicle from below, +cool. The driver may add their car's power to the roll. On 10+, the drake damages one of the following components. On 7-9, two:
* Brakes
* Fuel injection / gas tank
* Coolant
* A/C or ventilation system
* Tires
On a miss, get out of the car NOW, or suffer fiery consequences.


Red Fuckers are a swarm of red bugs that somehow derived from the cleaning nanobots that destroyed the large cities, and they use organic material to create more and more of them.  They appear out of nowhere, descend like locusts upon a tract of the desert - inhabited or otherwise, and leaves it a mass of sticky grey goo. (0-armor, 1-harm, ap, swarm).

When navigating through an unprovoked swarm of Red Fuckers, you are acting under fire, with the inherent danger of getting stalled, lost, or provoking the Red Fuckers.

When the Red Fuckers are buzzing all around and are out to get you, roll +cool. The driver may add its car's power to the roll. On a 10+, choose 2. On 7-9, choose 1.
* You can escape the bug-cloud.
* You and your vehicle suffer no harm.
* The swarm does not increase in size.
* The swarm provides perfect concealment.

Dog-rats are large, domesticated rats the size of a small dog that serve the holds both as livestock and sanitation system. When attacked, they prefer running away to fighting back (1-harm, 0-armor).

34
Apocalypse World / Re: Toning down the weird harshness of the world
« on: March 14, 2011, 06:41:15 AM »
I actually have a different take on the AW names.

When I run (a PG-rated version of) the game to a group of a teenagers, I use the names in first session sheet, maybe slightly changed to better fit Hebrew phonology. However, since the players themselves usually don't know the referents of the names, they're just names, and convey no special meaning.

When I GM for adults, I use a combination of "normal" names and weird nicknames. I use it to highlight the lack of the State. The names we have now are ours only by the grace of the State that registered us under these names. Without the State, your name is whatever name people give you for whatever reasons. This is also why many low-ranking NPCs have insulting and degrading names.

35
Apocalypse World / Re: Being a fan while making them unhappy
« on: February 18, 2011, 03:19:06 AM »
Maybe you can use the Savvyhead's fixation to create some meaningful PC-stuff-PC triangles.

The Savvyhead got this EKG machine he's using to read signals from space. The Angel needs to actually save somebody important (infirmary rules are a great way to emphasize it). The operator, when he comes on hard times, needs it as barter-fodder, the driver would like to carry it around, to use it as tribute to that nomadic collector warlord and the Hardholder might need it as a paperweight.

Maybe make a custom move somehow.

36
Apocalypse World / Re: A city called NO
« on: February 15, 2011, 07:24:27 AM »
One session later, the nanobots are already proving to be mega-awesome.

Session started with Joshua the Savvyhead going into NO (which, we established, was actually Albuquerque) to scavenge firearms from a hunting shop. He starts working the locks when he notices a guy called Hugo, wiggling on the floor, vomiting blood, eyes all wide. Joshua kicks him around a little, and the guy dies. He opens his brain, and gets a vision of Hugo entering the city, finding his way into the mall, and scratching himself as he fiddles with the locks of a grocery store. Hours later, he's on the floor, dying. That's when the vision ends and Joshua starts to feel that annoying itch he gets every time he stays at NO for over an hour. He freaks out and leaves.

At the same time, a local merchant called Lala gets an audience with BBQ the hardholder, asking him to look at what happened to her brother Hugo, who took off a few days ago, promising he'll come back a wealthy man. BBQ's player uses OOC knowledge and says, "yeah, this guy, I know for a fact that he was found in NO". "Who told you that", she asks. "Oh, you know, that creepy Savvyhead fellow". So she freaks out. Obviously, she says, that freak killed her brother and left him somewhere in the wasteland, and for some reason the hardholder buys his bullshit story and lets him walk after a mock trial.

Later in the session, Lala barges into Joshua's workspace at the abandoned gas station outside of town, 9mm in hand, and pumps him full of lead. He gets a shot at her weapon hand and makes her leave when his harm clock is at 11:00, and not before she promises to be back with her brothers, and make him pay for what he did.

His driver friend Cobra comes to check on him later to find his friend all pierced and dying. The session ended with Cobra checking Joshua at a local doctor.

The players think that Lala character is crazy but sympathetic, so they want to be on her good side. Cobra's player plans on taking her to NO next session, to see her brother's body for herself and call off her vendetta against Joshua. Surely, when she inspects the body, she'll be able to see that the guy was just the victim of a strange, but natural disease.


Did I mention what a cool idea the bio-degrading nanobots are?

37
Apocalypse World / Re: A city called NO
« on: February 09, 2011, 05:19:55 PM »
I'm in love with the man-eating nanobots. I don't think I want there to be anything else in NO.

38
Apocalypse World / A city called NO
« on: February 08, 2011, 04:34:01 AM »
Okay, so we've started a game set in the American southwest. We agreed that the Savvyhead gets by from scavenging in a city called NO (also: "fuck no!" and "hell no!"). It's a huge pre-catastrophe metropolis, with furnished homes and well-stocked stores. It's also squeaky-clean and eerily quiet. No dograts, no concrete-eaters, no megabugs (or even normal bugs, for that matter). Even when the bromide winds are blowing, you can't smell anything foul on the streets of NO.

Problem is, scavenger paradise as it is, nobody in their right mind will enter NO (hence the name); most would rather starve. Except for the Savvyhead, and maybe few other brave individuals.

Now I'm trying to figure out for myself - what's wrong with NO? How can I make some neat countdowns and custom moves to complement the creepiness and danger I want associated with this place?

39
Apocalypse World / Re: Rotating MCs and nomadic PCs
« on: January 26, 2011, 02:17:01 AM »
Thanks for the reply, Chris.

One solution we are considering will be to have an entire social class of rovers who constantly travel from one location to another. This means that NPCs are not single-use - the PCs might very well meet Joey the Clown away from New Clown City, and he's armed, angry and wants his giant shoes back.

40
Apocalypse World / Rotating MCs and nomadic PCs
« on: January 22, 2011, 03:07:43 PM »
Hi all,

It looks like I managed to sell my regular group on AW. The only problem is that we've grown accustomed to switching GMs every session, letting everyone have their turn at fleshing out the NPCs, threads and hooks left by the previous GM.

Can this work in AW as well? has anyone tried it?

On a semi-related note, can AW create more episodic campaign, with PCs moving from place to place each session and threats taking a more general nature?

41
Apocalypse World / Re: Collecting pitches, ideas, bits of inspiration
« on: January 20, 2011, 04:39:54 PM »
Here are two pitches I put before my group. Apparently, they think that "dudes, it's like the apocalypse and you can play all these badass bikers and brain-tearing psychics fighting for survival and beauty" isn't enough.

1. A caravan of refugees makes its way across the endless desert. It is made of several hundred men, women and Others who somehow managed to escape the slave-lords of the Bad River. At the centre of the trail are a few rusted trucks with precious supply stolen from their masters. They are led by a column of dust from the biker vanguard, even though most of the refugees are moving on foot, at a painfully slow pace. The prophet leading them keeps retelling again and again the old legends about a land of milk and honey, with huge cities full of unraided gas stations and convenience stores. He knows they'll get there; the maelstrom told him so. Too scared to leave, too hungry to stop and too desperate to turn back, the caravan presses onward. Before them await the cruel and barren landscape, the (literally) Red Sea, the smoking craters and the fierce desert tribes.
Eerie fluorescent clouds cover the sun. Something is going to rain down on their heads, and it sure as hell ain't gonna be mana.


2. A worn-out Jeep, made out of at least five different cars, reaches the gates of Nov on the last drops of biodiesel. The people travelling inside that Jeep have stolen something valuable, killed someone important or hurt someone influential. At any rate, they have a damn good reason to try and build new lives for themselves in Nov, a city of refuge, a place where a well-respected tradition dictates that no old scores may be settled between its sheet metal walls. The problem is that Nov is full of what passes in this lawless age for outlaws, thieves and killers hiding from well-deserved retribution, a population much more cruel and perverse than the common crooks and thugs that inhabit most hardholds. Living costs are high, accommodations are downright nasty, even by today's lousy standards. In Nov, no one will hesitate to take the little you have left. Making it through the month and enjoying a diet composed of something besides green mud and megaroaches is the most lofty goal most people here aspire to. Do you?

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