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Messages - Natalie

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61
brainstorming & development / Re: Nobilis
« on: November 13, 2011, 12:53:41 PM »
I changed it from "anyone with the link can view" to "anyone can view", but that's weird. Tell me if it works.

On impulses: I dunno. To me, impulses are like a one-step countdown. If you can't be bothered to make a proper countdown for a threat, you can treat it like a countdown that has "victimize the vulnerable" on every tick. Dreams and ambitions, however, are much more abstract, kind of like the dark future. You can't make a "dark future" for a Scene, because dark for whom? Not everyone's working towards the same goal, or against the same adversaries, and that's pretty much the point of using scenes instead of fronts. So we can't have a catch-all dark future but rather state everyone's hopes, dreams and fears broadly.

I'm not sure about impulses. How mandatory is it to create a countdown for every threat in AW? We could say that each agent should have a hope, dream, fear or impulse, or more than one of those, but at least one. Like, make it not mandatory. I don't know if that works.

I'll think I'll try using both. Then if I notice that the impulse just keeps reiterating the dreams and fears, we'll scrap it. But if it does generally say something else, then it can stay.

62
brainstorming & development / Re: Nobilis
« on: November 12, 2011, 08:15:17 AM »
Yeah, we're working on a framework for Scenes, or Stages, I can't really decide. Arenas, kinda. The HG works out something that more than one PC is interested and invested in, like "the Chancel of Old Sa'adi" or "the Nobles' involvement in the American government" or "the war with the excrucians". Then she writes up agents, which is just another term for threats so far. They have impulses, custom moves, and the ordinary threat moves for their type.

We've tested once, and didn't get very far after character creation, but so far the Warden's front figure, the face of her rule towards her chancel's inhibitants, has gone to the Alchemist to ask for a real human body. The intrigue for next session seems to be set up for the alchemist wanting to finsih this, the Warden mistakenly blaming the Small ones in the tunnels for abducting the queen, and the Tempest somehow using her spirits' information about the queen for an advantage over the Warden. This would b the Stage "the Chancel of Old Sa'adi", with agents "the queen", "the Small ones in the tunnels", "the slaver of the market", "the City of Black Rock" (some kind of landscape) and maybe something else.

Here's an outline of the Scenes playbook.

63
Apocalypse World / Re: Setting up (what to look for?)
« on: November 11, 2011, 06:40:39 AM »
On that topic, Tim, I've been thinking as well (tell me if I'm too OT for the thread!). Sure, it's a good way to view AW that "everything and everyone" is a threat, but I keep thinking about the thing on the Fronts playbook: "Threats are people, places nad conditions that (...) threaten the players' characters." What if they only concern themselves with one of the player's character? What if they, and this is probably the worst that could happen if you do the "everyone's a threat" thing right, threaten different PCs in different ways? I mean, if an NPC hired gun is hired by the hardholder to root out the hocus' cultists, sure, he can be a threat to both, but in different ways, and his countdown clocks probably say different things.

For our hack, we use Stages with different agents involved rather than fronts. But then again, AW is unique in that the setting makes someone's existence be a threat to you inevitably, since there's got to be something you can't both have. Scarcity.

64
Apocalypse World / Re: Hello
« on: November 09, 2011, 07:06:19 AM »
The PDF bit means that if you buy it, you also get a link to download that same book in pdf format. So you can read it on your computer, before it's shipped, if you forget it at home or something. And obviously, you'd want to print copies of the playbooks (character sheets) without cramming your book in the scanner.

The genre is Post-apocalypse, meaning after some major disaster that destroyed society, the earth, or (most likely) both. The book doesn't contain much info about exactly what the world looks like, because the group is supposed to create it in play. It's part of character generation and play – building the world as you go along.

It does support campaign play, though a word of warning since you talk about adventures and campaigns: the MC (AW's term for GM) does not have an adventure or a story prepped. No pre-bought adventure books, no home-made campaign notes, nothing. It's improvised. The MC is allowed to prep some, but never in a "this is what's going to happen" way. Only things like "these guys live over here" and "this is what will happen if no-one fixes the water system".

What happens to the characters is that they're trying to get by, survive, and, if they seem to be doing that, starts striving towards their goals. You might have a group with a travelling gunlugger, the chief of a tribe living in a bunker and his weirdo psychic right-hand man. Then most of what happens would be focused around the bunker and its surroundings. There aren't much dungeon crawling or plain "adventuring" – everyone's supposed to make their characters behave like real people would in this kind of world. Badass, competent people, but real.

Hope it helped. Someone who's played it more can probably give good examples about what kinds of things happen in play.

65
brainstorming & development / Re: Nobilis
« on: November 08, 2011, 09:37:47 AM »
Bump for more activity:

Playtesting has started! We did a first session, with much world-building and little actual play, yesterday! I just wrote it up in swedish and don't have all day so I won't write a report now, but here it isin swedish.

Here are the playbooks.

66
brainstorming & development / Post a playbook for an unwritten hack
« on: November 03, 2011, 04:17:37 AM »
I just touched up a playbook so it's ready for playtesting, here:

It's the Alchemist from our Nobilis hack, found here.

67
brainstorming & development / Re: Moomin
« on: October 30, 2011, 06:20:25 AM »
How nice!

I translated the game on the spot(starting with google translate and moving through cleaning up).

Here are the main rules
Here's the character sheet

Enjoy!

68
Apocalypse World / Re: Gigs and juggling
« on: October 24, 2011, 04:36:45 AM »
Yes. I know I've read good examples of different gigs somewhere, like "Avoiding someone" had
- Success: you keep away, maybe even get the good news that they're out of town or something
- Catastrophe: they found you and you wake up from the sound of their footsteps in the staircase leading up to your hideout, what do you do?
- Unworked: you get a tip from Roark that they were at the Rosebud just last night, asking about you. They didn't get any answers, but they stuck around.

So yeah, unworked is an opportunity for the MC to bring it into play, but not a catastrophe-level screwage from the start.

69
Well, depending on how much you want to modify it, the Chopper could definitely fit right in. People live under no real authority or sense of a purpose, and the place they live in is large enough to physically withdraw from the tribe or whoever is in charge. That's pretty much all it takes for someone to gather people around him and just hang out with his new gang, not caring for anyone else (and, since it's AW, probably not much for each other either).

I've seen a lot of cool ideas for choppers in other settings, like a band of horse-ridden bandits in a car-less setting, a jetski gang in a waterworld setting, and so on. But I don't think the vehicles are that important. Decide on something that not everyone has aboard the ship, and let the Chopper be the leader of a gang of people who have that. It could be that they have access to and know their way around the maintenance shafts. It could be that they have crude exo-skeleton style power armor, poorly functional, originally intended for repairs work or heavy augmenting strength or agility (not straight-up weaponry). If the group decides it likes space, it could be those hoppers you mention, and then the Chopper is suddenly even more interesting since he's the only one except the driver who can travel between ships by default.

Either decide on one of these or an idea like them and remake the Chopper costum-made for it, or just strip away the bikes from the Chopper and make him the kind of character you get when a gunlugger gets a gang from an improvement. Just "I'm the leader of a gang of violent badasses and I'm totally their alpha" is interesting enough, and if you have a hardholder too, then sure, they may be pretty alike, but in that case it's almost mandatory that the Chopper is vying for power anyway.

70
brainstorming & development / Moomin
« on: October 06, 2011, 04:53:38 AM »
I wrote a short moomin hack, but it's in swedish. Let me know if you want to read it, and if someone really wants to play it I might consider translating it.

Just thought you should know.

71
Apocalypse World / Re: cliffhanger and between session moves?
« on: September 20, 2011, 03:30:16 AM »
Both moves have other qualifiers than "start of session, if it feels right". Moonlighting explicitly needs downtime, but doesn't care about sessions. Skipping a week in-session is the kind of things the Operator loves, but if less than a day has passed since last session, nothing happens. Everyone does stuff "on-screen", but the Operator is special because he, by default, keeps doing stuff off-screen, whenever that is.

Wealth needs a secure position or whatever, and can admittedly become a bit weird, especially if you let the barter from the surplus accumulate. I'd say that "having surplus at hand for the session" and "surplus: 2-barter (you're personal share)" combines to make "you can grab up to 2-barter from just around your compound without anyone caring, but if you don't use it during the session, it doesn't automatically go into your personal hoard." And if you play that in mind, the hardholder can roll for Wealth pretty much regardless of time passed since last time, as long as his hold is secure and his rule unchallenged.

72
brainstorming & development / Re: Nobilis
« on: July 27, 2011, 06:13:56 AM »
Both the books I've read - 2nd and 3rd edition Nobilis, but especially 2nd - are great reads even if you never intend to play the game. My intention is for this hack to be aimed at people who have already read either of them, so I probbly won't write a full description of the setting for those who haven't, but I might. So far it's all "this is how it's different from standard Nobilis".

73
blood & guts / Re: Brainers theoreticals
« on: July 26, 2011, 08:50:29 AM »
The brainer I played last had the brain relay and the receptivity drugs, I think. She introduced herself as the Angel, that was fun.
The brainer in the group I'm currently MCing in took the pain-wave projector and the brain relay. He really wanted the glove, but realised he liked the other moves more than the ones that actually let him use the glove.

74
brainstorming & development / Nobilis
« on: July 26, 2011, 08:21:30 AM »
So I'm (well, me and a friend so far) working on a Nobilis hack. You'd pretty much have to have read one of the Nobilis books to get this, so I won't bother explaining the setting much.

It's not the default Nobilis world, neither edition (okay, I haven't read 1st edition so I wouldn't know about that). There are no imperators, and the nobles are just people who somehow got an estate stuck inside them and have to cope. Maybe the prevoious Power of Fire came and appointed them successor, maybe their mom was the previous power, maybe they just found a soul-shard at a crimescene and later found out the victim was a power...

Power scale is significantly lower than in standard Nobilis. Everyone can still spend their reserves to surpass mortals, but not farther than maybe 3-harm fists and 2-harm just from being badass. They can still be killed, even by mortals, if they're very many, very well-equipped or have received help from a noble.

I intend to write more about the world and how it differs from standard Nobilis later, that'll probably go in the HG rules document.

Links to our work so far:
- HG rules and general rules
- Basic and peripheral moves
- Playbooks

75
Apocalypse World / Re: Character Evolutions
« on: July 12, 2011, 04:27:02 PM »
We had a Battlebabe who went with the Operator and the Hardholder warlord in an attempt to conquer another city, and faced of against the NPC mindfucker Brine deep inside the stronghold after sneaking in. Learning new things about herself and losing some kind of mental duel, iirc the MC told her player that something about her has to change due to this; that Brine had left a big messy footprint inside her brain. So the Battlebabe realised that she had taken enough lives and should start fixing them instead, and thus left the war to become a roving Angel. Completely story-driven; I think the player went into that confrontation with no expectations - she knew the risks and would've accepted character death but she also had an unused advancement so she knew those options were up as possible results too.

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