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Messages - octoscott

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106
Apocalypse World / Re: Extended Mediography
« on: September 06, 2010, 03:07:23 AM »
Few minutes of really apocalyptic video of abandoned coal mining towns in the Appalachians.

http://vimeo.com/3624989

107
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 06, 2010, 01:39:08 AM »
Again, some aspects are inspired by stuff I saw in the book and on the forums, thanks for the inspiration!  Also I wouldn't us this as an example of how this SHOULD be done, this is just the way I did it, and this is my first time.

A lot of things changed between the 1st session sheet and now. Pope, the hardholder is now a collector, not a dictator. he is swayed by gifts. The players didn't pick a "core" type (hardholder, operator, etc) so are all in Pope's employ and will be given a special gig each starting next session.

A lot of the stuff in front 2 feels like it should be in the home front, but it ended up in it's own. It's a fuzzy line sometimes.

So far, most of the action has involved Wisher's family and the Goggles from front 1. The players will start the next session with their gigs and probably some opening moves designed to let them choose the direction of the game (Will they go to Circle town for water or supplies, or work on improving their standing in the hold, or will they possibly try to figure out the mold?  Or (I HOPE ) something I can't even anticipate!)

The remaining fronts:



FRONT TWO

Is called: inside vatican
Expresses: ignorance
Dark future / agenda: pope is a strong but somewhat delusional leader. He fails to see that while he is growing his hold and gaining skilled people, he does not have the resources needed to feed and maintain such a holding. He begins to feel entitled to anything he wants, and will lash out of not satisfied.  As people begin to abandon the hold it will fall into unrest, and the survivors of the civil war will be picked off and sold as slaves by their neighbors.
Stakes: will someone stand up to Pope and stop the spiral? Will Wisher get his way over Ethan? Will Minerva have to resort to deliberate poisoning or cannibalism?
Cast: pope, his cardinals, wisher’s family
Overall Countdowns
   Poor leadership:
  • 3:00 pope is a little demanding but not intolerable
  • 6:00 – pope asks for things of questionable merit
  • 9:00 – pope beings making unreasonable and unrealistic demands
  • 10:00 – hardhold falls into severe unrest
  • 11:00 – hardhold falls and the survivors are sold into slavery by their neighbors
 
Threat 1
Is Called: pope
Kind: warlord : collector
Impulse: to own
Description: pope is the hardholder of Vatican. Cardinal Newton is Wisher’s father and mouthpiece of Pope. Cardinal Gnarly is leader of the gang.  Pope falsely believes the hardhold has plenty and often makes offers of lavish food and gift to visitors who please him, but can seldom follow through. He has made so many deals over the years that he is indebted to just about everyone and there is little to go around if called on it. Meanwhile he collects gadgets and meaningless luxuries.
Cast: Pope, Newton, Gnarly and his gang (medium, 2-harm, 1 armor, vulnerable: obligation)
Resources: walls, Security, Living Space, Luxuries
Custom Move: when you present pope with a gift, roll+hot. On a 10+, he is quite pleased: he gifts you with a boon. On a 7-9, he is unimpressed: he will call on you again though. On a miss, he is displeased with the gift: you can choose to face his ire or suck it up and promise him the moon.
 
Threat 2
Is called: wisher’s family
Kind: family
Impulse: to close ranks & protect their own
Description: the auto mechanic Wisher arrived in Vatican as a child with his family. Wisher is kind of an abusive punk with little respect but his dad in high places and his big brother and sister give him a feeling of invulnerability. He is a decent mechanic, and although Ethan is better, his connections are stealing work away from the Savvyhead.
Cast: Wisher is a mechanic, his father Newton is popes right-hand man, mother Minerva is the farm maven. Cousins Van and Garret can be found around the hold.
Resources: skilled Labor, Authority (False)
 
Threat 3
Is called: nothing good will grow here
Kind: affliction : delusion
Impulse: to dominate people’s choices and actions
Description: the ground near Vatican is made up of gritty remains of pulverized architectural stone and crusted over with the mold. Very little can grow around here and most of what does is tainted with a black rot which may inflict the mold upon anyone unfortunate enough to eat the stuff. She has a few poor patches of soil behind Vatican and has trouble making her ration. She has everyone believing that the cannibals are responsible for the blight however, and constantly scapegoats them for her troubles.
Cast: minerva the farm mistress, assistants Pedge, Gravel.
Resources: Authority, Open Space
Countdown Clock:
  • 3:00 – There is just enough for the indulged and a few more
  • 6:00 – Enough for only the indulged, plus they suffer strict rationing, scapegoats are named
  • 9:00 – Not enough to go around, foods may include mold infection, suspicion and violence
  • 10:00 – Barely enough to keep the gang together, violence rampant
  • 11:00 – Food supplies fail utterly

FRONT THREE
Is called: slavers
Expresses: despair
Dark Future / Agenda: the slaver gangs wandering the other side of the river grow bolder and begin to cross to Vatican. Circle town gains broad power and dominates the region, owning all who do not die in the battles to come.
Stakes: will anyone stand up to Circle Town? Will the slave Pierre escape to Vatican to be with his family? Will Minerva from Vatican need to resort to deals with Circle Town?
Cast: circle town: Ruled by Uncle and Lim. other: Tum Tum, Carna, Shazza, Chuck, Pierre. Slaver gangs led by Harridan, Rum, Ika.


Threat 1
Is called: circle town
Kind: warlord: slaver
Impulse: to own and sell people
Description: circle town is a rival hardhold located in the old roman coliseum. The hardholder here has embraced the feeling of the place and its cavernous prisons and engages in the worst kind of slavery. Might rules here and the leadership is violent and paranoid. Uncle will buy or sell anything for the right price including people and including to the cannibals. He intends to dominate the area and profit by doing so. He and his community are ruthless and violent. A large store of fresh water is concealed in the huge cistern beneath circle town. Water from here is clean and pure, but expensive.
Cast: Lead by Uncle and Lim, who’s (large, 2-harm, 2-armor, savage) gang includes 40-50 men. (Tum Tum, Carna, Hull)
Resources: water, Walls, Loyalty, Preserved Meats (Don’t ask)

Threat 2
Is called: the river
Kind: landscape: breeding pit
Impulse: to generate badness
Description: where the river ran is now a black unhealthy sludge of mold and death. Most of the bridges are out and only one known way to cross remains, but they demand tribute to pass. The river will sink anything heavy, poison anything alive, and belch forth moldy spores and noxious smells to sicken those nearby. The cannibals come here to pick herbs and sludgy growing things to trade for medicines and other necessities.
Resources: access (the other side of the river, circle town), medicine, raw materials
Custom move: while near the river roll+sharp. On a 10+ you find safe crossing: pick three. On a 7-9 you find a precarious crossing: pick two. On a miss, you find trouble, pick one.
      You don’t get exposed to the mold.
      You don’t run into trouble.
      You don’t see something you wish you hadn’t seen.
      You’re certain you can find a safe return.
 
Threat 3
Is called: slaver gangs
Kind: brutes: hunting pack
Impulse: to victimize anyone vulnerable
Description: Many small packs hunt the area, especially near the bridges or the roads from outside. These gangs will try to pick off small groups to sell their stuff, sell slaves, or steal necessities. They often ambush more than fight straight up.
Cast: Most are (small, 2-harm, 1 armor, savage)
Resources: Brute Force


108
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 06, 2010, 01:24:44 AM »
Ok, transcribed my handwritten 1st session sheet to a jpg for all to see. I don't feel I had enough time in the session to ask enough questions, but even so I have several pages of handwritten notes in addition to this sheet, mostly names and more questions. No claim that this is a definitive example, but this is how I worked it. Any advice on getting better at this is truly welcome.



(If the embed doesn't work, image is here: http://img203.imageshack.us/i/1stsession.jpg/
 
The game was set (At players suggestion) in the ruins of the Vatican, some religious imagery and names appear in the game but no actual religion is present, nobody really knows what it all means any more.

What ended up in the fronts is based on the 1st session sheet, but with a lot of re-thought and work. (Really fun work!) Even so i don't think I'm especially good at this yet being my first time.  I feel I already want to start another campaign as this is something which i feel you get better at with practice.

Note, some of the moves are based on the book or sample moves or discussions found in the forums, thank you if you are responsible.

Here's the first of my 3 fronts, the others will be in my next post:

FRONT ONE
Is called: the mold
Expresses: fear
Dark future / agenda: the mold overtakes increasing numbers of people, the voices they hear call them to the wastes. People begin to disappear into the night, called silently by something just outside of perception. People fear each other and fear to go outside. The goggles begin to overact and punish anyone who leaves the hold. The hold disappears in a roar of engines and starvation.
Stakes: will the goggles discover Gabe’s relationship to the cannibals? Will the goggles overstep their authority and become oppressors? Will Gabe help the cannibals learn to extend their lives?
Cast: the cannibals, the goggles. PC Gabriel the Angel.
Overall Countdowns
   The mold’s spread:
  • 0:00 – 9:00 infection under control
  • 10:00 – breach in quarantine
  • 11:00 – infection widespread
  • 12:00 – epidemic, panic

Threat 1
Is called: the mold
Kind: affliction: disease
Impulse: To saturate the population
Description: The mold grows over everything. It spreads quickly, most often during the night as sunlight dries it into a nasty crust. It thrives on moisture and cool. The mold is connected to the psychic maelstrom, some think it is the psychic maelstrom. Those afflicted by the mold sicken physically but find it easier to open their brains but their passions rise quickly to anger and they often fly into a rage. Important, it is very difficult to grow anything edible in moldy soil.
Custom move: when exposed to the mold (lacking proper filter in the waste or while interacting with an infected person or food) roll+hard. On 10+, you avoid exposure: you are fine. On 7-9, you have been exposed but are resistant: start at 0:00 on the mold clock. On a miss, the mold owns you: within a day you are at 9:00 on the mold clock.
Custom move: once infected, roll+weird at the start of every session. On a 10+ your body resists the mold: you return to 0:00. On a 7-9, the mold is in hibernation: the mold clock does not advance. On a miss, the mold is spreading: advance the mold clock.
Custom move: when you use an angel kit to tread the mold, roll+stock spent. On 10+ you kill the mold: they will recover in a day or so. On a 7-9, you have to overdose them: spend 1 additional stock to kill it. On a miss, you’ve wasted your effort but may try again in a few days time.
Countdown:
  • 0:00 – 6:00 - Exposure to the mold.
  • 9:00 - You’re infected, -1 hot and you show black gums and dark around the eyes.
  • 10:00 - you’re contagious and gain +1 ongoing to weird and -1 ongoing to all else. You hear the wastes calling to you at night.
  • 11:00 - you succumb to the mold. Gain +1 ongoing to weird and -2 ongoing to all else. You are weak and hear voices all the time.
  • 12:00 - the mold owns you, wander out to the wastes to be with your own kind

Threat 2
Is called: the cannibals of the waste
Kind: grotesque: cannibal
Impulse: plenty, satiety
Description: the cannibals of the waste are prowlers of the dust. They live on the fringe of communities to prey on the weak and trade when they find a surplus of anything they don’t need. They are seldom found in numbers. They all suffer from the mold but are adept at dealing with it with drugs and harsh bodily scouring. The mold has some group intelligence here and it wants more to succumb. Note that most are not actually cannibals, but are called that by years of misunderstandings, generalizations and rumors from the goggles.
Cast: The leader of the organized cannibals is Dustwich, her followers include Fleece, Doghead, Kettle.
Resources: raw materials (herbal), information, drugs
Custom move: when you have close contact with a cannibal it’s like being exposed to the mold (See above)
 
Threat 3
Is called: the goggles
Kind: brute: enforcers
Impulse: to victimize anyone who stands out
Description: the goggles are one thing all holds of the area all support, they enforce a region wide quarantine against the mold infected. They ride Italian scooters and generally goggles and face masks. They are distinctively clothed in red garb and an air of authority. They are brutal and will banish if not kill anyone infected with the mold, especially cannibals whom they may kill outright. They are permitted to rest in any hold and are always watched over by their hosts. A goggles pack is a gang (small. 3-harm, 1 armor, rich)
Cast: Lead by Saint Peter, also Saint Paul, Saint Joseph, Saint Andrew, Saint Maria. (They take the name of a saint upon joining the goggles and give up their former name)
Resources: gasoline, Security, Authority
Custom move: stands out means anyone infected by the mold or known to associate with the cannibals.
 
Threat 4
Is called: what is that thing
Kind: grotesque: disease vector
Impulse: craves contact
Description: occasionally some poor soul or animal overcome with mold sickness develops a weird capability of walking around half dead and trying to infect people. These near-dead moldy wet carcasses are horrific and terrible. They moan and drip and cry and perhaps still feel and think, but I’m not waiting around to find out!
Resources: truth

Custom move: the first time you see one of these things roll+cool. On a 10+, you keep your wits about you: you can act normally. On a 7-9, what the hell is that thing: take -1 forward to any act which approaches or looks at it closely. On a miss, you freak out: doing anything but running away is acting under fire
Custom move: if you open your brain in the presence of one of these things roll+weird. On a 10+ you communicate with the creature to some degree. On a 7-9 you understand something new about the creature or about the mold. On a miss the creature exerts influence over you. Doing anything but slowly approaching it in fascination is acting under fire.

109
Apocalypse World / Re: Custom Moves Compendium
« on: September 05, 2010, 10:12:22 PM »
Couple moves from my current game (With their threat to put them in context)

Threat 4
Is called: what is that thing
Kind: grotesque: disease vector
Impulse: craves contact
Resources: truth
Description: occasionally some poor soul or animal overcome with mold sickness develops a weird capability of walking around half dead and trying to infect people. These near-dead moldy wet carcasses are horrific and terrible. They moan and drip and cry and perhaps still feel and think, but I’m not waiting around to find out!

Custom move: the first time you see one of these things roll+cool. On a 10+, you keep your wits about you: you can act normally. On a 7-9, what the hell is that thing: take -1 forward to any act which approaches or looks at it closely. On a miss, you freak out: doing anything but running away is acting under fire

Custom move: if you open your brain in the presence of one of these things roll+weird. On a 10+ you communicate with the creature to some degree. On a 7-9 you understand something new about the creature or about the mold. On a miss the creature exerts influence over you. Doing anything but slowly approaching it in fascination is acting under fire.

110
Apocalypse World / Re: MCs: what do you want to do better?
« on: September 05, 2010, 02:40:06 AM »
Just 2 sessions in but I have some things to say about my experience.

After session 1 I felt I really rushed (partly because we have a limited play time) and didn't ask enough questions, felt like I didn't have enough information about the player-characters.

After session 2 I felt like I was just starting to really understand the moves and how they really do drive absolutely everything. But more than anything I need to barf apocalyptica more and really be more brutal. My apocalypse world isn't really as frightening and terrible as it should be and that has the players feeling far too comfortable. I need to shake things up and make apocalypse world seem real.

All in all, I loved doing the front homework, then in session two I totally forgot to apply a couple custom moves which totally should have applied.

I absolutely love this game and feel it's close to how I've always liked to run my games, just more structured, and in a way that I really like. It is different though in how the moves rule the world, and that's just sings to me, can't wait to play again.

111
Apocalypse World / Re: Apocalypse Love and Kisses
« on: August 28, 2010, 01:02:34 AM »
Yes, there seem to be unfortunately a number of disconnected threads of them going around.

112
Apocalypse World / Re: Apocalypse Love and Kisses
« on: August 27, 2010, 08:01:38 PM »
The players absolutely LOVED these. These moves might be the best (tough choice, there's a lot of stuff to like) idea in Apocalypse World. These are from the start of session 2 of our game. Note, a couple of these are inspired by stuff I'd seen in the forums, thanks for the ideas!



Dear Ethan,
Since you came to Vatican you’ve had the security to concentrate on your work and at least something to eat each day. In return for a stable workspace and some security you are expected to perform repairs and service for Pope and his men and maintain the machinery of the hold. Pope frequently asks you to repair some gadget found by one of his boys out in the wastes.

You know that off to the East somewhere is a slaver town called Circle Town past the river…  nobody likes to go near the river.

While you were away however, things have been going on around the shop.

When you return to the hold from away, please roll+weird. On a 10+, choose 1. On a 7-9, choose 2.
1   Wisher has finished fixing your electric razor for Pope, he’s also already returned it to him, used up half your fuel… and taken credit.
2   Your generator is entirely missing, and there’s a freakish buzzing and scratching sound coming from inside your fridge.
3   Saint Maria of the goggles is waiting at your door when you return, she hasn’t noticed you yet, what do you do?
On a miss we’ll each choose 1.

Cheers!
Your MC 



Dear Blue,
Since you came to Vatican, you’ve been asked to provide security for the city and Pope calls upon you to do some of his dirty work from time to time. He provides you with safe lodging and regular meals sometimes in the hall with his closest men or the visiting goggles a few of whom you know by name. Paul, Joseph, Maria.

You know that off to the East somewhere is a slaver town called Circle Town past the river…  nobody likes to go near the river.

When you return to the hold from away, please roll+cool. On a 10+, choose 1. On a 7-9, choose 2.
1   You’re driving right? Too bad you didn’t make it back before nightfall, funny how nobody noticed the bullet-holes in the car?
2   You got a new job you’ve got to take care of back at the hold which will pay 2 barter. What is it and who will it piss off? It’s probably not something nice.
3   Somebody has slashed up this girl Ember’s with a knife and she won’t say who, why did she come to your door?
On a miss we’ll each choose 1.

Cheers!
Your MC



Dear Gabriel,
Since you came to Vatican, you’ve been expected to tend to the injured of Popes people and his gang. They do get infected with this mold sometimes, and in the rare case you can save them but it uses up your kit fast. In exchange he allows you safe lodging and at least semi regular meals and a place to call home and grow your garden. Cardinal Newton’s wife Minerva occasionally consults with you about her crops.

You know that off to the East somewhere is a slaver town called Circle Town past the river…  nobody likes to go near the river.

When you return to the hold from away, please roll+sharp. On a 10+, choose 1. On a 7-9, choose 2.
1   Someone’s been in your garden, and a bunch of clippings are missing, oh, and there’s blood splattered around.
2   The cannibal Kettle is hiding in your place, he looks terrified. Gel and Ange don’t know what to do.
3   Saint Joseph of the goggles is in town and is looking for you. Word is he’s got an infected man and he expects you to treat him.
On a miss we’ll each choose 1.

Cheers!
Your MC

113
Hi all!

Running my AW game I feel I lack in one area. I really want some more language to spew apocalyptica forth with, it's hard to come up with evocative words about the apocalypse sometimes. Got a picture in my head but it just doesn't come out with the impact I'd like it to have.

Was hoping to get a suggestion or two about an author who writes in an especially good descriptive way about this kind of subject.  And I do mean books rather than film or other media cause I'm looking to get better at finding the right words.

Cheers!

114
Apocalypse World / Re: [n00b] Does the MC roll dice?
« on: August 26, 2010, 12:40:37 PM »
Hi James.
Having just finished my 2nd session of my first AW campaign I can weigh in a bit.

Your first session my greatest recommendation is to take it slowly. My session we rushed too much and I didn't have enough time to ask all the questions I needed to tie the characters together and to the npc's of the world.

Take lots of notes, use lots of nps's and their names (You're going to need them once the action starts)

Take enough time to describe the setting, and not just physically.  We were a couple hours into our first game and the group had an injured man they needed to quiet... one player suggested "just kill him" and the Gunlugger was like "Well.. won't the police come?"  NO the police won't come, this is apocalypse world!   Would have been better to at least describe a little better the depths to which society had fallen.  It was obvious to the other players.

The first session like Jeff said felt like a struggle to me as well, but the players all said they had a good time and we played our second session last night and I felt it was MUCH better. I think it feels really weird to run the game cause we have all these concepts in our MC heads... make a move...  misdirect.. crosshairs...  but all the players see is action and consequence coming together.  They can't tell what's in your head.

Look forward to your after first session prep... that was some of the most fun stuff I've ever done as a GM/MC... thank you Vincent for making me do that!

Also... make startup moves for the second session, players universally loved those.  You'll find threads about them around here and they're in the rules under Advanced Fuckery, I think.

Cheers!

115
Look on the bright side: 3 people rolling "read sitch" is three chances for a failed roll, and they can't all have Sharp at +2.  

Haha yeah I wonder how many game sessions it will take for them to figure out the danger in that. Not like your typical game.

Also the earlier suggestion for helping sounds pretty good to me. The characters should be allowed to help each other when they feel so motivated. Certainly need to describe it in the fiction, though.

116
Apocalypse World / Re: AP: Careless Whisper
« on: August 25, 2010, 12:27:33 PM »
Love it. Really great characters you've got there. Can I ask how much of your time you all spent in the "1st session" mode of asking questions and defining characters before you got to present day play?

117
My players always want to do multiples of the same moves, particularly when a combat breaks out. It doesn't seem quite right to tell them no on this but it might be kind of a time sink over time and doesn't feel quite right letting this happen.

Example: A charged situation occurs, and the three characters present ALL decide to read the situation. Well.. there's only so many questions and they end up asking the same ones.

I can see going two ways:
1) As long as the character succeeds, then can continue reading, but a failure lets me make a move and inevitably moves the story forward.
2) Only allow one character to read a particular situation from a single point of view unless the situation significantly changes.

Any advice?

118
Apocalypse World / Re: NPC Hardholder
« on: August 24, 2010, 12:35:24 PM »
Here's the complete text of my (work in progress) Front based around the guy I have been mentioning (pope) and the hardholds problems.
Any comments are welcome, first time I'm doing this. I can say that the process of making the fronts is great fun and I think will contribute to a great game. It really makes me think about what's out there and how it all relates.

The other two fronts (not mentioned here) are 1) Things relating to the mold mentioned, it's psycho and makes people go all weird. and 3) The slaver hardhold nearby and their gangs and dangerous landscapes.

And yes, the game is set in the ruins of the Vatican. Players ask for odd things sometimes.



FRONT TWO

Is called: inside vatican
Expresses: ignorance
Dark future / agenda: pope is a strong but somewhat delusional leader. He fails to see that while he is growing his hold and gaining skilled people, he does not have the resources needed to feed and maintain such a holding. He begins to feel entitled to anything he wants, and will lash out of not satisfied.  As people begin to abandon the hold it will fall into unrest, and the survivors of the civil war will be picked off and sold as slaves by their neighbors.
Stakes: will someone stand up to Pope and stop the spiral? Will Wisher get his way over Ethan? Will Minerva have to resort to deliberate poisoning or cannibalism?
Cast: pope, his cardinals, wisher’s family
Overall Countdowns
      Poor leadership:

3:00 pope is a little demanding but not intolerable
6:00 – pope asks for things of questionable merit
9:00 – pope beings making unreasonable and unrealistic demands
10:00 – hardhold falls into severe unrest
11:00 – hardhold falls and the survivors are sold into slavery by their neighbors

 

Threat 1
Is Called: pope
Kind: warlord : collector
Impulse: to own
Description & Cast: pope, the hardholder, his cardinals Gnarly and Newton and his gang. (3-harm 1 armor medium gang) Cardinal Newton is Wisher’s father and mouthpiece of Pope. Cardinal Gnarly is leader of the gang.  Pope falsely believes the hardhold has plenty and often makes offers of lavish food and gift to visitors who please him, but can seldom follow through.
Resources: walls, Security, Living Space, Luxuries
Custom Move: when you present pope with a gift, roll+hot. On a 10+, he is quite pleased: he gifts you with a boon. On a 7-9, he is unimpressed: he will call on you again though. On a miss, he is displeased with the gift: you can choose to face his ire or suck it up and promise him the moon.

Threat 2
Is called: wisher’s family
Kind: family
Impulse: to close ranks & protect their own
Description & cast: the auto mechanic Wisher arrived in Vatican as a child with his father Newton, now a cardinal to pope and two older cousins Van(f) and Garret.  Wisher is kind of an abusive punk with little respect but his dad in high places and his big brothers give him a feeling of invulnerability. He is a decent mechanic, and although Ethan is better, his connections are stealing work away from the Savvyhead.
Resources: skilled Labor, Authority (False)
 

Threat 3
Is called: nothing good will grow here
Kind: affliction : delusion
Impulse: to dominate people’s choices and actions
Description & Cast: the ground near Vatican is made up of gritty remains of pulverized architectural stone and crusted over with the mold. Very little can grow around here and most of what does is tainted with a black rot which may inflict the mold upon anyone unfortunate enough to eat the stuff. The farm mistress is in charge of food for Vatican and she is desperate. She has a few poor patches of soil behind the Vatican and has trouble growing anything. There is a walled are of strict security behind the Vatican where she farms. If seen it is very clearly not capable of producing what it seems to produce.
Cast: minerva the farm mistress, assistants Pedge, Gravel.
Resources: none
Countdown Clock:
3:00 – Minerva is barely able to get enough food for a strictly rationed hardhold
6:00 – Minerva can’t keep up, she begins stealing in order to trade for food from neighbors
9:00 – Minerva begins to feed mold infested plants or cannibal meat to people
10:00 – People begin to starve and confront Minerva and Pope about the lack of food
11:00 – Minerva is likely banished or killed as a failure and someone else will be made to take her place. They will have an easier job, many have already died.

119
Apocalypse World / Re: NPC Hardholder
« on: August 23, 2010, 08:38:53 PM »
Great comments everyone, thanks.

This guy pretty much embodies ignorance as he fails to accept the situation he's in and rules as if there are no worries at the door and plenty of resources at hand. He may waste the hardhold into famine if given the chance. Yes, that countdown clock when he develops into a real threat will likely end in starvation and slavery.

120
Apocalypse World / NPC Hardholder
« on: August 23, 2010, 06:43:03 PM »
The players are holed up in a steady base of operations lead by an npc hardholder (not the playbook, just calling him that as the leader of the hardhold) Is this individual typically a threat? I can see the characters wanting the hardhold to succeed and therefore the hardholder, but sometimes a hardholder may be dysfunctional or dangerous to the PC's or to the hardhold itself.

Do you see an NPC such as this as part of a threat? In what circumstances?  And would he be part of the home front?

What I have in mind for my game feels a little strange cause he is a threat to the pc's and others due to his actions, he in fact seems to embody ignorance and I thought he might be a threat in the ignorance front, however... here he sits firmly at home and ostensibly sharing the PC's best interests, at least to a degree.

Any thoughts are appreciated.

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