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Messages - Jason Morningstar

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blood & guts / Re: Tone and Color
« on: September 02, 2010, 06:26:03 PM »
Oh yeah, I am all about being on the same page. I love consistency. Like names - I'll have a big list I made from American and Mexican census data and English and Spanish Swadesh lists that feels better to me.

blood & guts / Re: Tone and Color
« on: September 01, 2010, 08:03:49 PM »
Thanks guys!

Vincent, I don't want to get too far off the rez, having never run the game, but I definitely want to stray just enough. If it all works out and I get running it and like it I will stray hella far!

So far so good.

blood & guts / Tone and Color
« on: September 01, 2010, 06:14:56 PM »
So I was looking at the character books and seeing a ton of color. My first impulse, for setting the game's tone where I want it, is to change all that. For example:

I don't like the names, so I'd change them out for ones I like.
I think walking around in bondage gear is lame, so snip, replace with "practical clothes" or whatever..
All the places where you can choose "fat body" gone, nobody is fat in our future, maybe replaced by "skeletal body" or something, not messing with the range of options but rather the particulars.

Just words, replacements, substitutions.

First question - am I missing something? I totally get the notion of a shared experience across play groups and I love that stuff myself, but the stuff AW wants to be universal hits me wrong. I don't think this will make the slightest difference but thought I'd check.

Second question - can this go further? If I don't want stupid explosions, can I just remove the grenade tube as a Gunlugger option? This seems like it could horn in a lot more on player agency and letting them set things up in the first session.

Even further, no Driver? I don't like cars, say. Can it just not be an option without causing any problems?

I'm interested in figuring out the unintended consequences of this sort of pre-editing and tinkering with color. How much it totally cool, how much is weak sauce, how much will actively break things?

I know I could accomplish this by having an up-front conversation, to a point, but I like the idea of laying out some tonal parameters right at the start. This is the world we live in, here are the things we do, here is how we look.


Apocalypse World / Re: hold 1+1
« on: September 01, 2010, 03:01:44 PM »
Thanks Johnstone.

Apocalypse World / hold 1+1
« on: September 01, 2010, 02:53:33 PM »
What does "on a 10+ hold 1+1" mean?

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