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Messages - Natalie

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46
Dungeon World / Re: animal companion, labor & travel trainings
« on: December 13, 2012, 04:06:24 AM »
That said, adding the cunning of a Travel trained animal to your roll for undertaking a perilous journey is a great idea. I'd use that if it came up. An animal trained to guard could add to taking watch, too, if it doesn't already.

47
Apocalypse World / Re: "Do your time like everyone else"
« on: December 11, 2012, 04:51:07 AM »
I recognise your problem, Paul. And the way I see it, the hard truth is this: the recovery times set for how long it takes to get better blissed out on chillstabs suppose that the recovery time on your own, "like everybody else", is way longer. It's like, the rules say "3:00 or 6:00 harm goes away by itself" and we immedately jump to the conslusion that it goes away by itself with no side effects and in a time that allows for PCs to keep "adventuring" at their leisure.

If you want to use the stated time intervals in the Angel playbook, you have to make ordinary healing very un-heroic and (sorry) taking characters out of the action action for looong stretches of in-game time. I have a friend wo damaged her arm somehow when lifting over her capacity. I can't imagine any MC would have set that to more than 1-harm. But she couldn't use her hand properly for a year, and was thus out of work. That's reality, and make it seem real, right?

I know the feeling, sitting with the Angel playbook, telling the player "great, you spend the stock and they're on their way. What does it say, more exactly?" They read aloud, and everyone goes "huh" because your ordinary "hey, why don't you all erase one harm from last session, it's been a couple of days" has been way more lenient.

I know that if I want to keep the rate of background healing I've been doing so far in AW, I'd have to buff up the Angel.

48
Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 29, 2012, 04:57:36 AM »
When doing PvP in *World games, in my experience you need both GM and players who go with fiction first, as in, fiction before everything else. No-one involved can, like, push their right to a move in any given moment. And everyone needs to accept that sometimes there's a GM judgement thing going on and they need to respect the GM's judgement.

Essentially, all players should have experience with successfully MCing a *World game. I might be exaggerating, but not much.

If one doesn't have this, I don't think PvP will work out very well. My experience is limited, though.

49
Dungeon World / Re: Some Questions
« on: November 19, 2012, 05:32:46 PM »
You're right that there is no specialised "when you sneak or hide…" move. What you do is listen to whatever the player wants to do, and see what move that would be.

Sometimes it will fall under "Tricks of the trade": picking pockets is listed, and I would allow the player to let that DEX roll cover the entire act of sneaking up to someone in order to pick their pocket. Sometimes it will be Defying Danger: if you're hunted by goblins down the corridor and you want to disappear into the shadows, you're defying the danger by getting out of the way, so roll+DEX.

Say you enter a castle through the window using a grapple hook and want to make it to the throne room without being noticed. The GM might simply decide, depending on how often the guards patrol, that it's no problem for you as long as you take it slow and stick to the shadows. Or they might say that everything's fine until this one moment where you turn a corner and catch a glimpse of the light of a guard's torch before you duck back behind the corner, what do you do? As in, most of the sneaking is okay but there's this one time i's put to the test.

Or maybe they just say that you're obviously spending a moment to survey this dangerous area, so roll+DEX for "Trap sense". "Is there a trap here and if so, what activates it" works perfectly well for patrolling guards. "What else is hidden here" might find you a good hiding spot that means you don't have to roll to hide there – you just do it.

In general, quite a few situations with sneaking are pretty binary in that either you have a hiding place or safe path to sneak on, or you don't, and the skill of the sneaker lies in finding these, either beforehand (trap sense, discern realities) or just when needed (Defying danger by getting out of the way, acting fast, or quick thinking, i.e. DEX or INT). And the thief wants high DEX, so they'll be good at that anyway.

50
Dungeon World / Re: Experience on a miss
« on: November 11, 2012, 06:54:52 PM »
I just want to add a note that the behaviour this brings out in some players is really funny: I play with my cousins (ages 12 through 16) and the youngest was looking at the XP bar near the end of the session going "I need to make more moves so that I can fail some of them…"

51
Apocalypse World / Re: Horses in the Wasteland?
« on: November 01, 2012, 04:32:49 AM »
We played a long game where horses were the standard mode of travel (apart form walking) and the biker gang roaming the wastes was a Big Deal They had bikes, dammit! You couldn't outrun them! It worked well. There were a handful of horses in the holding, so befriending the hardholder meant the Operator and the Battlebabe could borrow them when visiting another holding.

52
Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 21, 2012, 03:01:31 PM »
I'm in, I've posted on SP (I'm Tiger there).

53
Apocalypse World / Re: Another Go Aggro / Manipulate debate
« on: October 09, 2012, 06:23:47 PM »
I just want to chip in a situation where go aggro made sense that isn't "I put my gun in your face and tell you to do x". My gunlugger Doberman was outside the pallisade training this kid Bullet how to shoot with a rifle (she was about eight years old so we figured it was time) when we were surprised by this gang of crazy mask-wearing cannibals stalking the forest edge. They took down Playboy, a guy nearby watching his sheep, and it was obvious they would be all over the two of us in a minute. Doberman draws his magnum and starts shooting into their gang, it's a bit too far to hit anything reliable with that kind of weapon. I roll for go aggro, and what I want them to do is not come closer. I roll a 10+ and they choose to suck it up, meaning they break into a charge out of the woods and Doberman picks two of them off before turning around and rolling for Fuck this shit.

The roll here was done when I had already said "I start shooting" and the point of it was to determine the outcome of that shooting. Because of what I asked of them, most of the 7-9 options wouldn't make much sense since barricading in and backing off calmly was pretty much what I wanted. Giving me something I wanted might have worked – I don't know what it would have been, but our MC is good at coming up with that kind of things. Also note that it was hardly a question of whether they would suck it up or back off, since my harm as established wasn't very much to a bloodthirsty band of lunatics – I didn't have the fire rate or effective range to take out more than one or two of them before they'd be all over me.

54
brainstorming & development / Re: Nobilis
« on: September 14, 2012, 07:35:52 AM »
We did play a couple of sessions, it was fun, things happened. Right now I don't care enough to write a report, and besides it was months ago. I wanted to link to all the stuff when I saw the Big List of Apocalypse World Hacks, so I checked where the links in this thread pointed to, and realised they were off. So I made a link crossroads for anyone who wants to check out what's been written so far – but be warned, haven't worked on this for a few months and are unlikely to return to it very soon.

this is a link

55
Apocalypse World / Re: The Touchstone and the Quarantine - questions
« on: February 16, 2012, 05:22:53 AM »
Just to add about the countdown nature of the Touchstone sex move: in a hack we're playing now, about urban fantasy god-type beings, there's a playbook for the Mimic, an infiltrator who wants to end the world. His sex move goes like this:

"When you make love to another character, ask yourself whether you could live with killing them. If not, scribble out an advancement option you haven't yet taken. Don't scribble out "Change your character to another playbook".

I imagine the kind of move goes well for different types of "going native" scenarios.

(The funny thing is that the Mimic in our game has killed and taken the place of the God of Love...)

56
brainstorming & development / Re: Nobilis
« on: February 13, 2012, 06:43:40 PM »
We played this today! We have a Spirit, a Mimic, a Seeker and a True King (of Cats), all living in London. It feels promising.

57
It doesn't really matter, when you think about it. Those rolls are going to be made every session regardless of what the player wants. Highlighting serves two purposes:
- dish out the xp
- tell the players what the others find interesting in your character right now

For the first one, it doesn't matter as long as you're consistent. If you change to hard from something else right before rolling Wealth, that means next session you'll have to change before rolling Wealth. If you re-highlight after rolling, it's... well, the point is it adds up to the same amount of xp regardless.

For the second reason, it doesn't matter. They won't choose to roll Wealth depending on whether the other players name Hard their interesting stat – they can't choose not to roll.

58
brainstorming & development / Re: Homestuck
« on: January 23, 2012, 02:48:38 PM »
And now I'm pretty much done.

Of course it's not finished. It's just, well, finished enough for me right now. I will take it to the next Con I go to and see how it works out. If I keep working on it after that, only time will tell.

Here are the playbooks – which follow the format and layout, but really are just character sheets.

Here's the game text.

59
brainstorming & development / Re: Homestuck
« on: January 20, 2012, 03:20:59 AM »
Yeah, pretty much. It snowballed out of the 5-minute game design challenge on story-games. Now I'm skyping with an american late nights talking about playtesting.

60
brainstorming & development / Homestuck
« on: January 17, 2012, 07:53:38 AM »
Okay, I got into an impossible project.

Based on this webcomic, it's a game that mimics the style of a webcomic that mimics the style of a computer game in which the characters play a computer game.

The entire story is also prone to always escalating, being incredibly silly, jumping the shark, and then in the end having it all come together. And then just keep going.

My game draft, found here, concerns itself with a framework, but assumes that the group will start adding rules, new types of gameplay, and character moves as they go along. This game isn't supposed to help you much after a few sessions.


I only think this will do much sense if you've actually read at least some mspaintadventures, and probably Homestuck specifically. But if you have: do you think this approach might work? Are you interested in writing character moves? Check in at the above link, or the brainstorming document. They're open for comments and editing to everyone.

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