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Messages - John Harper

Pages: 1 ... 30 31 [32]
466
Dead Weight / Re: Dead Weight Working Docs
« on: June 15, 2010, 01:46:58 PM »
Friggin' punks, man. They're everywhere.

Glad you're diggin' the scars thing, Meg.

467
blood & guts / Re: Why make everyone a threat?
« on: June 15, 2010, 02:53:22 AM »
Yeah, what Matt said.

I'm working on an MC game now that doesn't cast every NPC as a threat (Dead Weight). It's an experiment to see what happens, not a confident manifesto.

My gut says AW got it right already.

468
Apocalypse World / Re: What we're waiting for
« on: June 11, 2010, 03:07:57 PM »
AP ammo counts for grenades in our game. You just have to be far enough away to not blow yourself up, too.

469
Knife & Candle / Re: Upward, upward, upward
« on: June 11, 2010, 03:01:35 PM »
This is a very fine idea. I like the cut of its jib.

I think you roll +3 below your stratum, but maybe there's no miss result? So you have 12+, 10+, and 7-or-less results.

470
Dead Weight / Re: Dead Weight Working Docs
« on: June 11, 2010, 02:56:25 PM »
Yes, yes, and yes.

You are totally on the Dead Weight wavelength, Gregor.

471
Knife & Candle / Re: When you practice phrenology, roll+hard
« on: June 10, 2010, 07:22:01 PM »
That's a great idea. I'm hoping we can keep the idea of Qualities that accumulate values over the course of the game, and tying them to your moves like that seems elegant.

472
Dead Weight / Dead Weight Working Docs
« on: June 10, 2010, 07:19:47 PM »
Here's the Google doc where I'm writing the game:

http://docs.google.com/View?id=dhp42mj_179cmkgxxcs&pageview=1

I'll post links to character sheets and other game materials when they're ready.

473
Apocalypse World / Maps
« on: June 09, 2010, 01:57:32 PM »
Let's talk about maps.

Vx says, "Make maps like crazy," and he's right. We make all kinds in our AW games. Relationship maps, too.

That first map you make is key. If the sheet of paper is covered by the PCs hardhold, that's their world. When they decide where to go next and what to do, they'll be all, "I go over to Dremmer's shack, over here behind the chemical shed."

If the sheet of paper shows the whole coastline and the four settlements along it, plus the train tracks and the oil rig out at sea, then that's their world. When they decide where to go next and what to do, they'll be all, "I take the train to Salt River to talk to Cricket about those murders he needs done."

It's good to think about the scale and the size of your Apocalypse World. And when to add another sheet of paper's worth to it.

Recently, our crazy two-parallel-game-groups AW games sort of turned a corner and things were looking like they were headed for a resolution of sorts. The stuff on the map had been mined and mined and the key NPCs had been torn down, dispossessed, murdered, exiled. So when the Operator's crew stole a boat from the cult-leader, I told them they found a map on board -- a bigger one than any they'd seen before. It showed another coastline, across the water, and settlements there, with names and everything.

Our 1-piece-of-paper world doubled in size. Their eyes got big. I could see them thinking about all the fuckery they were gonna get up to over there. The game got a little boost of new life, just from that hastily-scrawled map. I figure each piece of paper added to the world is another dozen sessions, at least.

How are you using maps in your AW games?

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