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Messages - octoscott

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16
Apocalypse World / Re: 2-armor
« on: February 10, 2012, 07:22:19 PM »
As other have said, they bought the armor, it's theirs, they are a near unstoppable fighting machine. Now, you can stop them if the situation warrants, but why? You're on the characters side after all.

But really, the more interesting parts of the game don't really have anything to do with fighting all the time. How does this faceless deal with the death of a friend? With hope? With the pressure of people coming to him all the time, or always fearing him? How does being what he is affect his mind, his soul. So he can dominate and control a fight, sure, cool... but there's so much more than that. let him be what he is, and look for where he's not in control, outside of the battlefield.

17
Apocalypse World / Re: Suggestions for AW Demos?
« on: January 19, 2012, 09:39:20 PM »
Hey Nomad,

From my experience, you always let the players make characters, its such a compelling part of this system. But yeah, restrict the number of playbooks, really just dropping some of the complex ones which may not normally become effective or most interesting until later in the campaign.

Have a strong setting in mind, and something immediately threatening to the characters. Don't let them wonder what to do in those first moments, there must be something threatening them, their community,their loved ones. Something un-ignorable. It can be overcome (or not) quickly, but get the characters struggling against something from the start, forcing them to choose sides, work together, risk their lives, take risks.

I've done a couple of con scenarios, would be happy to talk to you about them.

Scott (Yes, that Scott)

18
Apocalypse World / Re: Principles for prep?
« on: January 11, 2012, 12:48:05 PM »
Not prep so much as a principle for 1st session, keep nearly everything internal to the holding or where the game takes place. Don't introduce a ton of invaders, distant threats, things to go OUT and do right away. Spend the first session introducing the people close to the player-characters inside their world and who they will deal with perhaps with frequency.

Announce some future badness as far as the threats which may come later, but don't send player-characters out somewhere, give them shit to deal with right there where they live.

19
Monsterhearts / Re: Where to get Monsterhearts
« on: November 22, 2011, 08:28:21 PM »
Is there a chance the new version could be made available? I'm wanting to run this. Thanks much!

20
Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 13, 2011, 12:12:20 AM »
That's awesome, but a whole lot of double negatives. If phrased all as positives it would be clearer.

But yeah, really cool.

21
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 19, 2011, 02:37:06 PM »
A couple things I've learned form running at cons:

It's a good thing to have an un-ignorable urgent thing which needs the players attention. This isn't necessarily the "plot" of the scenario, but it's needed to get things moving and avoid the black "what do we do" stares at game start. Maybe in your case this is the other group of players, but I'd probably have something important immediately at stake.

Probably shouldn't allow both sides to take the same playbooks. Making them available is ok if they can agree which one gets it, but don't let both sides have an Angel, for instance.

Suggest avoiding an entirely PvP game though, after all they're all just trying to survive against scarcity and what's out there, right? Maybe a common goal or greater evil?

22
Apocalypse World / Re: First AW session bursts into flames...
« on: October 17, 2011, 12:27:21 AM »
Second Christophers suggestion. It would be hard to beat Snails Pace for volumes of people running and playing Apocalypse World on a daily basis. Several live games going at once. Run back through one to the start and follow a character or two.

It can be tricky to follow the story, but concentrate on a single character and see what they go through and how.

I'm also happy to offer any advice or help, for what it's worth. I'm all over Snails Pace as well as a player, will probably stand up to run a game there some day.

23
Apocalypse World / Re: Roll+cool...
« on: October 14, 2011, 12:56:36 PM »
This is total hocus territory. Speak the truth to the crowd and roll+weird.

24
Apocalypse World / Re: Random NPC generator
« on: July 17, 2011, 03:17:33 AM »
Hey, I used this in my con game tonight and it was very helpful, printed a set of them and kept at the table. Really gave some npc's an instant personality or memorable quirk.

Couple comments:
Way too many missing limbs, seems like more than half were missing an arm or leg.
Needs a bigger selection of weapons and clothing. Maybe we can give you entries for your lists somehow?

25
It's worth pointing out that especially on a failed roll you don't need to define "the fire" specifically. When a player fails a roll it's the MC's opportunity to make as hard a move as she likes. If that means something related to the manipulation, bonus, but it needn't be, any more than any other failed move.

26
Apocalypse World / Re: Most and least popular playbooks?
« on: June 17, 2011, 01:04:01 PM »
From my experience, Operator is the least used.

27
Apocalypse World / Re: Types of games
« on: June 02, 2011, 02:10:45 PM »
Been playing on Snail's Pace as well, yes I agree with Christopher, it's got some real advantages and of course limitations. There's some games over at RPOL, too.

It's great to be able to really narrate what your character does, but also what they think and feel. Don't get that so much in a live game.

Live gaming is always best, but forum gaming can be pretty darned good. just different.

28
Apocalypse World / Re: Wants: How do they work?
« on: May 16, 2011, 03:44:52 PM »
In my game, the holding is reliant on a well established system of caravans through dangerous territory for food. The hardholder soft-hit his wealth roll and the consequence is hunger.

Guess what happened to this week's caravan. (Hi guys, you don't know this yet)

29
Apocalypse World / Re: The weight of rolls?
« on: May 16, 2011, 03:42:03 PM »
Chris, I was wondering about that, too. Running a convention game, hitting the natural 12 on the roll made everyone go like YEAH! And yeah... it was more awesome than a plain old 10+.

30
Apocalypse World / Re: The first session
« on: April 27, 2011, 06:06:32 PM »
I'll edit this to be more general in nature. My best advice, keep it intimate. Keep it to the nearest people to the characters.

I've seen first sessions go poorly when the characters are off in different places all dealing with the neighboring warlord, a trip somewhere or other for gas, stuff like that. The things they deal with should be right there, people they will see again and maybe often. Create those triangles which will become friends, enemies, lovers, victims.

Tried to boil it down, hope that's helpful.

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