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Messages - John Harper

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The Regiment / The Regiment: Colonial Marines
« on: January 11, 2013, 08:44:45 PM »
My buddy Ryan Dunleavy wanted to run the Regiment for our Thursday game, and since we're both huge fans of ALIENS, we thought it would be fun to set it in that universe. Here's the result!

This is v2.2 of The Regiment, with a couple new rules ideas: death moves, and a "cinematic death" option (like taking a debility in Apocalypse World). They're a good fit for ALIENS, but are not official for the standard Regiment rules yet. We'll see.


Version 2.5:

The Regiment / Re: XP for failing to help someone in trouble
« on: January 11, 2013, 05:48:10 AM »
Yeah. I've also been thinking that, instead, you get XP if you successfully help them, which means you get 1 either way.

Dungeon World / Re: Running Chases
« on: January 08, 2013, 06:01:41 PM »
Yeah, you can do it that way.

But my advice is to not think of it as a set of obstacles. Just say what's happening and ask what they do. When a move is triggered, roll it. Get out of the "obstacles" and encounters GM-mode.

Describe the environment, say what the monsters do, ask what the players do. Repeat. It's organic and flowing and the GM doesn't have to manage it or make it work out into a "chase sequence" or whatever.

Dungeon World / Re: Running Chases
« on: January 07, 2013, 06:44:47 PM »
If you don't want to zoom out, then don't zoom out.

Describe the situation. Be specific. Ask what they do. Stay zoomed in, moment to moment. When there's danger (of harm, missed opportunity, loss of position, etc.), ask what they do, then roll Defy. They deal with that specific danger, which colors how the chase is going, what opportunities remain, etc. etc.

In other words, the danger doesn't have to be "they get away" if you don't want to zoom out like that. Chase scenes are full of lots of little dangerous moments and split-second outcomes. Stay zoomed in and let the chase develop organically. When they defy any danger, they roll it.

Novices think this is just "rolling defy danger over and over again" but it isn't. It's the GM saying what's happening, the players saying what the characters do, and moves being triggered by the fiction -- not because the GM is "calling for a roll to resolve it" the way you do in some other games.

Apocalypse World / Re: Marking experience for beginning-of-session moves?
« on: January 04, 2013, 02:31:56 AM »
Yeah, they mark xp. No big deal.

The Regiment / Re: I thought up a special move
« on: December 26, 2012, 06:48:25 PM »
Ha! Okay, okay. :)

Dungeon World / Re: Tremble in fear! Beware the Siege Troll!
« on: December 25, 2012, 05:55:15 AM »

The Regiment / Re: I thought up a special move
« on: December 24, 2012, 06:59:33 PM »
Yeah, that's pretty good.

I don't get the reference of the move name.

Dungeon World / Re: That group stealth roll irks me...
« on: December 21, 2012, 04:55:49 AM »
Yeah, and of course you lead with the fiction. The thief can sneak in places alone that the group couldn't manage. You don't get to sidestep those concerns by making a roll -- it's the opposite. When the thief can lead the group, you do it that way. When she can't, everyone has to deal with the situation on their own.

There's no "group stealth" mechanic. Just situations, actions and move triggers.

Friendly AW-style game reminder:

A miss is not necessarily a failure.

Dungeon World / Re: That group stealth roll irks me...
« on: December 20, 2012, 08:52:15 PM »
"So, the thief is gonna lead the rest of you stealthily past the guards. That's defying danger, yep!"

One roll, for the group. The thief defies danger by leading everyone in. No big deal.

Maybe some other party members roll to Aid (thus possibly exposing themselves to danger).

And, like others said, you tell possible consequences and ask first (taking off noisy armor, etc.).

(P.S. I like the custom move too)

The Regiment / Re: 2.1 Comments/questions
« on: December 07, 2012, 06:20:04 PM »
1. Yep.

2. Depends on the situation. GM says what's what.

3. I applied wounds to multiple targets when someone used spray or autofire. The assault move doesn't supersede that. Your 5-on-3 scenario makes sense for multiple enemies hit, too.

Autofire just does what it says. If you don't spend, you don't get any benefit.

4. Yeah, that's accurate. I need to clarify the text to reflect that.

5. Gear boxes are only as abstract as the fiction allows. If it seems stupid to share boxes, don't do it. Your loadout says what your boxes represent, so when your loadout changes (to captured german stuff, say) then yeah, it's not compatible and you can't share boxes (or re-supply from unit reserves).

If you 'pretend' that you're out of ammo for your gun so you still have grenades... then yeah, that's what's happening. If you shoot it all, then that's what you brought -- a bunch of ammo instead of grenades.

If you hit a really awkward situation, like saying you prep a grenade, but then you shoot off all your boxes as ammo first, then, sure. Go ahead and throw the grenade you were supposed to have, "for free." No big deal. In some cases, it makes sense for the GM to call for a scrounge move when you dig through all your pouches to see if you have anything left. Zero boxes doesn't have to mean that you literally have nothing on you, in the fiction.

Also, yeah, just writing '2 grenades, 4 LMG ammo' is fine.

Dungeon World / Re: Effects of non-damage combat moves: disarm, trip, etc
« on: December 07, 2012, 06:06:27 PM »
Lots of good advice here, but, yeah, sure. Just make a custom move if you want to.

When you have a clear advantage, take +1 forward. When you have clear disadvantage, take -1 forward.

No big deal. Try it out, see if you like it.

Dungeon World / Re: Know-It-All
« on: December 04, 2012, 03:28:28 AM »
Ha! I like that reading.

The Regiment / Re: Questions and feedback on a 2.0 game run at IndieCon
« on: November 27, 2012, 05:07:15 PM »
Thanks for the questions and feedback, Badgers!

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