Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Joe Beason

Pages: 1 2 [3] 4 5 6
31
Apocalypse World / Re: The weight of rolls?
« on: May 23, 2011, 04:26:25 PM »
I think my group reacts strongly to 2's, 3's and 12's because we already know they're (normally) failures or total successes before the player factors in their stat, which takes a moment of reference and calculation.  4's and 11's can be even more fun in their own weird way.  "Too bad, you, oh, wait, +3, cool!" and "Yay, now you can, oh, -2, hmm."

32
Apocalypse World / Re: Lists of names & replay value?
« on: May 23, 2011, 04:13:57 PM »
We're on our second game, and I get a kick out of the re-used names.

Princey, the funny-looking kid who runs errands/self-impressed dancer-whore

Kettle, the desperate old mud-fisher/the guard who's an easy mark for a Skinner

Wisher, leader of the hill-mutants/over-eager wanna-be Savvyhead

33
Apocalypse World / Re: Gunluggers and Hot in General
« on: May 22, 2011, 08:29:41 AM »
What comes first, the description or the playbook?  Operators aren't cool because they're operators.  They're operators because they're cool.

So, a boys and girls grow up in Apocalypse World yearning for...something.  The smart ones learn to lean on smart to get it.  The spooky ones learn to lean on spooky.  And the poor fugly lugger-babies pick up the gun and become mean motherfuckers.

The Gunlugger secretly wishes she could have been sexy enough to be a Battlebabe.  The Battlebabe wishes he could have been mean enough to to be a Gunlugger.  The weird creepy mind-controlling mold is always greener on the other side.  Unless you're a Skinner.  Skinners are the best.




34
Dungeon World / Re: Dungeon World Gamma
« on: May 02, 2011, 10:31:43 PM »
The monster section looks awesome. 

35
Apocalypse World / Re: Campaign seed: The Untouchables
« on: April 28, 2011, 10:49:00 AM »
One reaction: can I play?

36
Dungeon World / Re: AP: a test-drive of the game
« on: April 21, 2011, 09:12:48 AM »
One thing I forgot to mention: we did not use formal initiative even with the larger group of four players.  I just let everything flow like AW, with frequent jumps from player to player to find out what they were doing next.  It worked just fine.

37
Apocalypse World / Re: Does background fiction trigger sex moves?
« on: April 21, 2011, 08:58:40 AM »
It's something I wonder about for periods of downtime, too.  If we handwave a couple weeks of game time, and we know the PCs are sexually active, has the Skinner racked up some holds?  Does the Chopper have a +1 forward?  Does the Driver start play looking for the door?  Maybe some sort of MC love letter akin to a gig/hardhold/followers roll is needed.

38
Apocalypse World / Re: Beastiary
« on: April 18, 2011, 10:07:26 PM »
Mudfish were the larval phase of garbage eels, reminiscent of the trash monster in Star Wars.

Lobos, giant mutant wolf/coyote/dog creatures.

I never got to use the butterbloods, lovely butterflies who laid eggs that hatched into flesh-eating caterpillars.

39
Dungeon World / Re: AP: a test-drive of the game
« on: April 17, 2011, 09:23:13 AM »
We had another session yesterday evening, with the two existing characters, plus two more, a neutral elven Wizard, and an evil elven Bard.  There was a definite objective to explore (the observatory), so things went more smoothly from a "what exactly are we doing" point of view.  A few notes:

1) As others have alluded to, casting CLW over and over again could turn into an unbalancing xp pump, especially since it's easy to just take half effect on a 7-9.  But in practice it seemed like everyone was gaining xp at a pretty even rate.

2) The Fascinate move and Charm Person spell are a little strange, and led to some amusing RP.  We decided that a bard who gets a 10+ on fascinate can choose to focus it down to a 7-9 and affect only n targets, thus freeing up his allies to act.  Failed rolls by other PCs can result in their being under the sway of the magic.  We had one poor NPC who kept getting fascinated or charmed, reacting badly when she came out from under the influence, then getting fascinated or charmed again. 

2) I decided that there's no translation difficulty with the dead.  We all understand each other beyond the veil.  So the cleric was able to speak with the dead sleestak without a problem.

3) I did not use the Last Breath roll when someone went to 0 or fewer hit points, and should have.  I just left them bleeding on the ground until they could be tended.  Next time.

4) The PCs reaction to being routed by their last encounter of the evening was to head back to town, get healed up and...spread disinformation to encourage others to go deal with the threat, so they could then pick vulture-like over the resulting scraps.  My PCs, such the heroes.

40
Dungeon World / Re: AP: a test-drive of the game
« on: April 16, 2011, 09:03:42 AM »
Second session, same characters, once again in lieu of our regular AW game.  This one didn't go as well as the first.  It was a "town adventure", just following the PCs around as they tried to get more information about Quinn's observatory and the silver dagger.  The PCs had a lot of failures.  The combination of no specific dungeon to explore, and problem after problem arising from the bad rolls, made it feel too rambly and loose, and a little Keystone Kops.  I think I was running it too much like an AW session.

Some highlights:

- I tried out the fence-the-goods move I posted in the Treasure thread.  The PCs failed (the perils of dump stats), so they didn't get much for their stuff, and attracted some unwanted attention to their dagger and exploits.  It got me thinking of how it might work in different situations.  Do you roll once for the whole pile, or divide the loot into meaningful subsets?   Does each PC roll for their own share?  I guess it would be up to the PCs, and how they played it out. 

- There were lots of maneuvers that didn't map easily on to the available moves: climbing a tree to get away from monsters, bowling over an opponent in a fistfight, fighting over control of a weapon, etc.  We adapted existing moves as best we could: Defy Danger for fighting over the knife, Hack and Slash for tripping somebody with slightly different outcomes (instead of delivering damage, you successfully get your enemy on the ground). 

- There was some frustration about the questions you could ask using discern realities or spout lore.  They break down a bit when the characters want to know about a more general siituation, like best escape routes out of town when you kill a drunk elf in a street brawl while surrounding by a crowd of witnesses...

- It's hard to treat the characters as heroes when they feed an urchin girl to an alligator so they can escape.  I think we've been playing too much AW...

41
Apocalypse World / Re: More Hx movement
« on: April 15, 2011, 05:50:56 PM »
D'oh! I completely forgot about the harm/heal aspect.  Probably because the PCs never do either to each other in the games I've played. Which now strikes me as being really strange.

42
Apocalypse World / Re: More Hx movement
« on: April 15, 2011, 02:32:21 PM »
Experience gain from Hx is not going to be a huge contributor to advancement, though.  If no one gives anyone -1 Hx, then on average it will take three sessions to go from +1 to +4 with somebody.  That's going to be a small percentage of total xp gain.  Reset-and-give-xp seems mostly about preventing everyone from having permanently maxed-out Hx with everyone else.

43
Dungeon World / Re: Next Update?
« on: April 14, 2011, 02:16:51 PM »
There have been many intriguing tweets of late.  I'm running a session Saturday, and I so want all of the new material now, now, now.

44
Apocalypse World / Re: Questions about Hx useage
« on: April 12, 2011, 05:51:41 PM »
In our last session my PC helped another PC read a person with whom they were having an audience of sorts.  I pictured it as the other PC doing most of the talking while my PC would occasionally quirk an eyebrow, make a comment, etc.  Kind of double-teaming.

Good Cop/Bad Cop: one PC rolls +sharp while the other rolls to help.  On a 10+, choose 2.  On a 7-9, choose 1.

- the Bad Cop received the benefit of going aggro with a 10+.
- the Good Cop received the benefit of seducing/manipulating with a 10+.


45
Dungeon World / Re: Treasure
« on: April 08, 2011, 06:43:20 PM »
Ah, sorry, misunderstood.  I think on a miss, the tapestry tries to eat them.

Pages: 1 2 [3] 4 5 6