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Messages - John Harper

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451
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 08:29:55 PM »
Page 114:

This line reads strangely to me:

There are no status quos in Apocalypse World! Even life doesn’t always suck.


Shouldn't it be something like "There are no status quos in Apocalypse World! Even that life sucks." ?

452
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 08:25:26 PM »
Page 113:

Weird hyphenation in this line:

(1) barf apocalyptica upon it, by adding detail-
sand
imagery  of your own;


Also looks like two spaces after "imagery," there.

453
the preapocalypse / widows & orphans
« on: June 20, 2010, 08:02:39 PM »
Pages 87-88:

The last choice under read a person ("how could I get your character to ___?") is widowed on the next page. It should be with the rest of the list on page 87.

454
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 07:24:25 PM »
Vincent: What do you mean by 'Forward references?' I see lots of references to '+1 forward' all over.

455
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 06:11:58 PM »
Wonderful news! I can't wait.

456
Yeah, Gregor, you're not actually fooling anyone, after all. The players know you're making your moves because of real-world stuff, not fictional stuff. They know you're misdirecting.

You do that stuff because it makes the game more engaging and fun, is all.

457
Knife & Candle / Re: The Basic Moves
« on: June 20, 2010, 04:31:55 PM »
Yeah, Vincent, that's the stuff.

458
Knife & Candle / Re: The Basic Moves
« on: June 17, 2010, 05:39:25 PM »
Yup.

"When you're persuasive, roll+Persuasive," sounds lame, though.

Can someone write something better sounding for the four basic moves? Okthx.

459
Knife & Candle / Re: The Basic Moves
« on: June 17, 2010, 03:18:44 PM »
Thanks to a chat with the clever (& stylish!) Mr. Matt Wilson, I have a better handle on things now.
--------------------

Each quality has a basic move associated with it. Here is the basic move for Persuasive.

When you're persuasive, roll+Persuasive. On a hit, you have the desired effect on them. On a 10+, choose 3. On a 7-9, choose 2.:
- The effect is especially long-lasting
- The effect is far-reaching
- They are unaware of your manipulations
- Choose an item from one of your Minor Qualities, as appropriate


As you can see, your Minor Qualities factor in to these basic moves. Each Minor Quality that you earn will unlock various tools with which you can modify your basic move results. Most MQs will give you an extra item to choose when you get a hit. Some will also give you +1 forward under certain circumstances. A few are also moves in their own right, with their own rolls and outcomes (often generating hold of various sorts).

This spider's web of Qualities, Minor Qualities, outcome choices, +1s foward, and hold forms the basis for the Knife & Candle experience, which is sure to be an exciting challenge for even the most devious of players.

As an aid to memory, here is a list of Minor Qualities to be employed during play...

Daring
Heartless
Hedonist
Magnanimous
Ruthless
Subtle
Direct
Melancholy
Steadfast

Connected (various)

Voice of the Masses
Free of Surface Ties
The Darling of the Ambassador's Ball
A Survivor of the Affair of the Box
An Admirer of Art
An Admirer of Beauty
A Veteran of the Battle of Wolfstack Docks
A Scholar of the Correspondence
Master Thief
A Fearsome Duellist
A Bringer of Death

Inspired
Fascinating
Running Battle
Seeker
Investigator
Lurker
Fog-Shadow
Officer of the Troublesome Rose
Officer of the Extinguished Candle
Officer of the Midnight


... the discovery of which shall be no small challenge in itself.

460
Knife & Candle / The Basic Moves
« on: June 16, 2010, 07:19:29 PM »
No rules yet, just sketching out the possibilities.

- You get into bar fights, duel dead men, and fight monsters with Dangerous.

- You surveil tattooists, decode secret writing, and search for missing persons with Watchful.

- You chat with spies, compose poetry, and mock the unworthy with Persuasive.

- You catch talking cats, purloin courier messages, and rob passers-by with Shadowy.

I have a perverse desire to make extremely simple basic moves for this hack. Even along the lines of "When you do something dangerous, roll+dangerous." A little silly maybe, but it's appealing to me at the moment.

Also, given Vincent's ideas around getting new custom moves according to your Minor Qualities, it might be smart to have very simple basic moves as a foundation.

Still pondering...

461
brainstorming & development / Re: Thoughts on BSG moves
« on: June 16, 2010, 06:50:18 PM »
Well, it's possible to imagine the fleet as a holding, and Adama as its hardholder (oh man, the ownership of that holding changes hands a lot, huh?).

So, the fleet would have surplus and wants. Probably wants like hunger, desertion, mutiny, infiltrated, lost.

Between sessions or after some downtime -- when Adama's command is secure -- his player can make a wealth-style move to determine the outlook of the fleet. You'd hit and get surplus, or a mix of surplus and want, or just wants (on a miss).

Probably making that move also means you're issuing new orders to the fleet. Which might put your orders in conflict with the needs and goals of the other ship captains, in which case a pack alpha style move might be called for.

When you organize CAG missions and such, that's probably working gigs, like moonlighting.

I'm just spitballing here, not really designing. A BSG hack will have its own particular vision and call for its own moves. But the rough shape of it is there under the skin of AW, for sure.

462
brainstorming & development / Re: Thoughts on BSG moves
« on: June 16, 2010, 05:10:53 PM »
Yeah, I think these moves are a little too close to the bone to be basic moves. Regular AW doesn't have a "survive in the wasteland" basic move, for example.

However, I can see something like Command Decision being used the way a Hardholder's wealth move or a Hocus's fortunes move works. A way of establishing a new baseline for the action after a period of downtime. As is, it's almost like moonlighting already, and that's probably a good sign.

I really like the clauses about subordinates and public opinion that you added, Jeff.

463
Eschaton / Re: New Stat: Status
« on: June 15, 2010, 05:13:37 PM »
Those are pretty good.

I kinda want something more for the 7-9 result in the pledge move. Seems like a place to have to make some hard choices, yeah?

464
Eschaton / Re: Shit son, I'm working on stuff.
« on: June 15, 2010, 05:12:11 PM »
Blood, fire, black powder. Yes.

This sounds great.

465
The Dragon Killer / Re: Some Content
« on: June 15, 2010, 05:04:48 PM »
Beautiful. Those are good words. They make me want to play.

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