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Messages - octoscott

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91
Yes, both named characters were NPC's.

92
I had most of my usual players missing from a session and had asked one of the characters this:

What does Bottle think you did to her boyfriend Boots, and did you really do it?

Now I was expecting this to lead to some romantic complication or something of the sort, but my player answered awesomely, I paraphrase "She thinks I killed him by stealing his breathing filter (in this campaign all air must be filtered to breathe) and yes, I really did it. I wanted it."

This one answer drove pretty much the action of the entire game session, focusing on the violent repercussions of this action and eventually leading to the death of an innocent. It turned into a really harsh pill for that character to swallow and became one of the most intense moments of the campaign so far.

Apocalypse world is awesome.


93
Apocalypse World / Re: AP: Dr. Corbett
« on: September 19, 2010, 05:05:56 AM »
For one, I am happy to see concepts such as love and beauty in gaming, even (or especially) in Apocalypse World.  Nice moment, thanks for sharing the story.

94
Apocalypse World / Re: Tools for playbooks.
« on: September 19, 2010, 05:01:34 AM »
Hey all,
I have the tools to get pretty darned close on a playbook layout. (Illustrator, Acrobat, etc.) so if any of the original authors of a new playbook would like me to make one up I'll be happy to, time allowing. 

I can't promise 100% exactly like the canon ones but I'll get close as I can.

Again, please be the original poster of the playbook to a thread and reply here to ask. If you have a piece of art in mind send a link to the file or I might just make something or leave it black. I think I can do the trifold or the several-page style. The latter is likely easier.

No guarantee of turnaround time but this stuff is FUN so hopefully won't take me too long to get to it.

95
Apocalypse World / Re: Seizing A Life By Force
« on: September 19, 2010, 04:55:55 AM »
Let's say I have a shotgun.  Let's say some random NPC doesn't.  He has no armor, either.  I chase him into a shed, wanting to take him hostage.  Guns are out, there've been some shots fired, we're definitely out of Go Aggro territory and into Seize by Force territory.

Say I want to Seize this sucker.  I don't want to kill him, though.  What's the deal?  I mean, there's no "deal little harm" option.  I can take the "Take definite hold" option and the "Frighten or Dismay or Whatever" option but he's still taken 3 harm, BLAM!, and is pretty much toast.

How, in the midst of a battle, can I get my hands on this slippery little jerk?

Great discussion and I love how may different views there are of this. Must be a lot of subtly different MC styles out there.

Apocalypse world lets you do just about anything you'd conceivably do in this situation "Make apocalypse world seem real"

1) Threaten him... come with me quietly or I'll blow your head off! Could be going aggro, you have a moment alone in the shed as opposed to out in open battle, or could be manipulating with the leverage being violence (in which case you don't have to pull the trigger) Just here the victim has the choice in the matter.
2) Literally go up and grab him violently. I think this is Seizing by Force with your hands. You hit and take the definite hold option with additional harm if you want to rough him up some, he may hit you back but you've already got him unarmed as you said so worst thing he's going to lay a hand on you. Victim has no choice in this one, you're taking him.
3) Beat the crap out of him and take what's left. This would be again Seizing by force (or going aggro if the MC rules he's not defending himself) and just injure him to the point of non-resistance. Could do this with your hands or gun stock, but I'd allow a non-immediately-lethal shotgun injury, say to the hand or foot or whatever (Anyone see the first few minutes of robocop?) But if you blow that roll you're probably gonna kill him. (MC Move : Trade harm)
4) Hell, no move necessary here. You have a shotgun, guy's in a shed with no armor and no weapon to speak of... fuck him he's grabbed and at your mercy, who's this NPC to me? Crosshairs baby.
5) Something else: Yeah there's a ton of good ways to resolve the situation, none of them are wrong I think, just what fits the flavor of your game and the situation. Just tell the MC what you DO and she'll figure out what that means mechanically, yes?


96
Apocalypse World / Re: Seizing A Life By Force
« on: September 18, 2010, 04:07:45 AM »
Seems funny that the move "Seize by force" can be considered the WRONG move for when you are literally seizing by force.  What could be more appropriate?

97
the nerve core / Question on posting material
« on: September 17, 2010, 09:45:56 PM »
Hi, quick question.
Is it ok to post (links to) PDF's and other materials we've made for AW or other games? For instance I may want to create a faceless playbook for all to use, is that cool?  Stuff like that.


98
Apocalypse World / Re: Seizing A Life By Force
« on: September 17, 2010, 05:42:20 PM »
Pretty much agree with what Johnstone said,  you're simply seizing by force using your hands/body as your weapon.

10+ Take definite hold of it, and dismay or frighten the guy into submission. Inflict great harm if you also want to smack him with the butt or your gun or whatever, or take little harm if he's armed.
7-9 Well you might have definite hold of the guy but he's not dismayed or frightened and can continue to try and fight you (MC: Well you've got the guy around the chest but he's fighting and screaming and he's going to smack you in the face (for 1 harm) until you let him go. Might have to hurt the guy to shut him up or act under fire to get a definite grip.)
Miss: tough luck, he squirms out of your grasp and the MC can make a move as usual

As you wanted, guy doesn't have a choice.. he's getting grabbed.
In any case he's fighting back and will hit with whatever his weapon may be.

99
Apocalypse World / Advanced Combat Moves
« on: September 17, 2010, 03:15:40 AM »
Is anyone using these?  We tried them tonight in my game and they were a bit baffling really.  I think the situation didn't quite call for them (Too few people) but we all agreed we wanted to give them a try.

Anyone have some wisdom or AP examples of them in use?

Thank much!

100
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 10, 2010, 02:48:41 AM »
Just finished our 3rd session of Vatican.

HAHA Thanks DannyK I like that.

This game does some awesome things. I only had one of my original characters in the game today, and a second new player joined up (As a brainer by the way) and the Fronts allowed me to run a pretty good adventure for the two of them, still based completely in the world and it's events and perfectly suited to who was present.

I knew which NPC's care about the present characters and with a couple of opening moves to let the players steer things, the two players ran quickly through a character create Q/A for the new character and within about 30 minutes we were getting into what turned out to be a pretty good game.

I had changed some stuff since what I posted, mostly due to realizing some of the threats were a little lacking (Circe town is no longer a slaver, it's now a Dictator, and the slaver gangs are now called "Dust Scavengers" and not purely slave related.) Circle town is now much more interesting as it's now a place which has this complex, difficult to maintain water supply as it's feature, and no longer a 1-dimensional "they take slaves" kind of place. (Though the characters haven't been there yet)

I have said before that doing the fronts and threats is some of the most fun I've ever had as a GM/MC, and it really proved itself as a process to be prepared to run a fast paced and adaptable game.

101
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 10, 2010, 02:34:04 AM »
I'm just getting to the same situation in my game here

Wow, Dionysus.  That's a lot to look at, you've done some good work.
i like how you've adapted the fronts and threats to individuals and their fears or motivations for the horror genre, makes a lot of sense and is probably extremely helpful with a mystery-based story where remembering and being consistent in detail is so important.

Someone may have suggested this but maybe come up with some different "scarcity" categories which are genre specific to your setting/game. You can categorize threats by what kind of terrible horror they represent "Human Cruelty", "Despair", "Otherworldly Terror", etc.

I'll thin some more about it and post more if I come up with anything.

102
Apocalypse World / Re: Why are grenades at hand range?
« on: September 09, 2010, 02:32:51 AM »
Little off subjects (Except that it's combat) but I would dearly love to see a play example of the advanced combat moves in use.

103
Apocalypse World / Re: Outside the City: Crafting Fronts.
« on: September 09, 2010, 02:17:36 AM »
(for some reason, this is my least favorite custom move, thoughts?)

Hey Judd thanks for sharing your work. Just my .02 so take with a grain of salt.

You're right, the move is a bit bland. Probably it really doesn't do anything a simple hard move won't let you do. Make the pc's act under fire to secure passage over the bridge (fire being it's a dangerous, heavily patrolled place) and a failure lets you make a hard move (e.g. some thugs attack, a squid shows, etc.) A lot of custom moves are like that actually, but making moves out of things like this lets the players have some narrative control and my players so far really like stuff like that.

Other problem I have it it's so specific. Is that ferry guy going to show up every time?  Are they going to end up fighting dozens of river squid in the campaign? I don't think squid #2 will be very fun to encounter.

However I like custom moves, they're fun! If you want a custom move for the river I think the problem with this one is that it doesn't give the players any choices as to HOW to cross the river. Maybe they have an idea? Oh, and you forgot the stat part of it.. figure that was just an oversight.

How's this look:

Custom Move:
When you attempt to cross the Hudson without using the the Kip-town bridge, roll+sharp.

10+ awesome you found a way across which will probably work. Is that ferryman Keeler they talk about around today or do you make it across on your own?

7-9 he's not working today so you have find another way across, choose one:
- you lose something important to you but avoid the thugs
- damn! This must be a common crossing, the thugs are right there as you reach the shore
- there really are river squid, holy shit! Deal with it quietly and you might still make the shore undetected
- you were forced to turn back and waste half a day. That bridge looks pretty nice right about now
- Keeler's going to be pissed what you did to his boat

Miss: You make the other shore all right but those thugs have got the drop on you and that squid's out there hoping they throw your bodies in the drink.

104
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 06, 2010, 03:02:47 PM »
hey Octo - awesome stuff :)
Care to have a peek and venture some guesses as to fronts - or even ask some questions that can help my mind percolate some connections. :)

Yeah I'll take a look later when I have some time free.  Hope we can all share ideas and be awesome at this.

Something I did in my notes but removed here to save space is to list all the threat moves for each threat right in their description, and to separate the cast from the description so they look something like this.



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

MC Moves for brutes:
  • Burst out in uncoordinated, undirected violence.
  • Make a coordinated attack with a coherent objective.
  • Tell stories (truth, lies, allegories, homilies).
  • Demand consideration or indulgence.
  • Rigidly follow or defy authority.
  • Cling to or defy reason.
  • Make a show of solidarity and power.
  • Ask for help or for someone’s participation.

Custom move:
stands out means anyone infected by the mold or known to associate with the cannibals.

105
Apocalypse World / Re: 1st Session Worksheet to a Front - How?
« on: September 06, 2010, 04:33:53 AM »
... you list Resources for each of your Threats, was that something you did just for this exercise, to illustrate how you got from the 1st Session Worksheet to a Front, or do you do this even for brand new Threats that you cook up?

Hmm, I listed resources in my actual work (what you see is pretty much word for word what I have in my game notes)  I figure the hold/players will need some resource or other at some point and this lets m see where they need to go on a moments notice.  need water?  Oh man you're going to have to cross the river to Circle Town.  Need some muscle? Maybe you can make a deal with the slaver gangs.  Stuff like that. Again, this is my first time doing this so no gospel here.

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