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Messages - Ampersand

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Apocalypse World / Re: Artful and Gracious to stop brewing mob?
« on: February 21, 2015, 06:46:32 PM »
I played a skinner swordsman once. The Artful & Gracious move only worked when he performed Katas and taught others because if you used it as a combat move you'd breeze through entire fights without really testing a typically non-combat playbook. While being a fan and maintaining balance the MC suggested getting Devil With a Bladeand said Art & Gracious could be rolled in the aftermath of fights, and influence how people reacted to them.

Apocalypse World / Breaking away from the archetypes
« on: January 20, 2015, 02:31:49 AM »
The playbooks are archetypes and they evoke a particular kind of character. Brainers are clinical psychics, Hocus are holymen, and Skinners (in my experience, 4/5) are wandering musicians. The game is all about intepretation of vague but solidifying tags, but I don't always get to see much variation. Savvyheads are machinists who build robots and waterpurifiers whose advanced technology is indistinguishable from magic, what if it was played as just magic? An alchemist who creates humonculi by reaching through realities fraying edge and their controlled growing environment.

I've toyed with the idea of a Brainer artist whose brain relay are murals based on the area/close tag and  enjoys taking receptivity drugs with guests in their studio abode. Take artful and gracious later on and we have a budding celebrity who has some captivating and cerebral work. But it does completely ignore the high tech tag on the brain relay. For the MC's in the house, is that taking too many liberties with character creation?

Would anyone on here like to share their more unconventional characters or idea they've kept on the back burner?

Apocalypse World / Re: Questions and answers...
« on: October 13, 2014, 05:19:31 AM »
You can be really persuasive and I could simply disagree because of different views.  You might roll +10 and your offer is tempting so I might doubt myself, break concentration and simply struggle to react quicky and effectively. That would be me Acting Under Fire.

The fight in between you just take both their rolls and compare. They still shoot both of each other. Though one rolled 10+ and got to do +1 damage by aiming at torso. The other player with a 7-9 only took definite hold and pierced a limb. Play up the exchange and then offer them  different options and compare rolls again.

They get advantages for rolling well but that doesnt mean they get exactly what they want (unless its double 6's versus snake eyes. The players are all special. Player Kill has to feel like they fought well and earned it.

Apocalypse World / Re: Workspaces for non-Savvy Heads
« on: July 20, 2014, 02:45:00 AM »
I ran a Skinner in a spaghetti western apocalypse. His artful and gracious was tied to ornate, quality firearms. The MC allowed my starting barter to be a suitcase full of gun-smithing tools that acted as a limited work space as he traveled from town to town.

The Skinner couldn't do a lot beyond firearm maintenance until he got a better set up, so he charmed the local blacksmith. He didn't have much money for materials so he instigated a party and ended up cleaning house by selling his starting gun to drunk NPC's. Afterward he had some fun guns for him and the Faceless to play with but it took some finagling. 

Ellen is unsure about you and wants to discern your motive? Give her that and display the contents of your heart; disappointment that Ellen is suspicious of you, frustration of failure, fear of the consequences, lets crack open the lid of Marshall's poker faced desperation.

Apocalypse World / Re: Suggest me some "different" apocalypse :)
« on: July 01, 2014, 02:26:18 AM »
I'm always a fan of bio-punk settings ever since I read The Windup Girl by Paolo Bacigalupi and playing  Bioshock.

So here's the premise. People have perfected cloning first with animals and much later with humans. Genetic modifications is common place. At first it's practical: disease resistances for AIDS ridden populations in Africa, Japan's population problem is fixable through cloning. People start modifying animals and creating pets cheshire cats, chimeras, and miniature extinct species like dodos and wooly mammoths . Eventually specially designed "Kaiju" are made to fight in a modern day coliseum. Perhaps this leads to military made monsters who knows but Jurassic Park's cautionary tale wasn't heeded and now the end of the world is populated with dragons, and other fantastic fauna/flora.

Borrowed Imagery

Apocalypse World / Re: Looking for custom move packs
« on: May 06, 2014, 01:45:44 AM »
Go to the nerve center on the forums and search cutom moves. There used to be but last I checked is down.

Apocalypse World / Re: Custom Move: Drop Focus (a drug)
« on: March 28, 2014, 04:27:46 PM »
Tying in with what derendal said with the high weird being a set back, you could make it harm move of sorts. The higher you roll the worse off you are- you tripped to hard and dreamed to far. That might give low weird characters an incentive to expand their mind with Focus, its effects are something they can't get anywhere else.

Apocalypse World / Re: Session starting scenes
« on: February 18, 2014, 04:41:16 PM »
What my group of buddies and I do when we play is ask questions that make the game real and snowball from that. For Example...

MC: Arthur, you're a gunsmith right? When you roll into town where do you go to sell your wares?
Skinner: I go to the cathouse, rich folks easily parted with their money for pretty things.
Result: Arthur Grinn became entrenched within the bordello and used his connections with the call girls to get an edge when negotiating with the other johns, and constantly mixed work with pleasure. His M.O. and personality sprouted from thin air and snowballed from that question.

MC:So Meat, if you lost your mask what would happen?
Faceless: All my actions would go towards single mindedly getting it back.
MC: You'd get violent? Is that because Pickle (Norman) isn't there?
Faceless: Yeah, yeah! He keeps Meat more or less coherent and not rabid.
MC: Gives all that murderous rage focus. Gotcha.
Result: This was near the end of character creation and that tidbit made for some interesting times with the PC's and NPC's trying to slow/shut him down whenever he lost his mask. Made trust very scarce when it came to the big lunk. Which was given as a hook when he got recruited by one of the warlord NPC's.

Hope this helped, mate.

Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: February 06, 2014, 06:09:20 PM »
I talked to the MC about Maestro D' but the entire town got razed, gun fights ensued, we even turned the gun store into a giant shrapnel bomb/trap to take out a large mob of the possessed. A Hardholder 's nothing with an empty hold.

Grinn wants to take care of survivors because he feels responsible enough and it killed him to slaughter the insane townsfolk who he drank and broke bread with earlier. He couldn't help everyone so he's narrowing the spectrum of who he's willing to care and look after. The playboy has been hardened by this upset.

The Chopper makes an interesting but fitting twist- they have nothing but each other now and they'll take up arms to protect that. The town is finished and they'll cut their losses and move forward to an uncertain future.

I do like the travelling gun slinging bordello a la Maestro D'. Though I think that might be Grinn's successor when I retire him to safety (or NPC status), after he gets the ladies and the former sheriff on their feet after these traumatic events. The campaign seems like it could easily last that long.

I really appreciate the feedback. I'd never played a skinner myself until I read this post and wanted to contribute. It's been a gratifying storytelling experience so far.

Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: February 05, 2014, 05:30:22 PM »
Figured this'd be the best thread for this thing.

Setting is a western apocalypse. all complex technology has failed and civilization has returned to a wild west frontier; gunslingers and pony express style mail and all.

My Skinner went by Arthur Grinn. A golden eyed, walrus mustached, young man who was a gunsmith by trade. He used the local cathouse to start parties and get connections to wealthy clients and through some in game events became deputized and achieved local rock star status.

Our MC's weird fronts came to a head where the townsfolk burned down the cat house, and later went berserk during a fundraising party run by Grinn to rebuild said cathouse. The two PC's Grinn and Nergal ended taking out the possessed townsfolk and the only surviving NPC's from the town are about a dozen or so prostitutes and the Sheriff Allgood.

I'm planning on changing the playbook to Chopper with the survivors as his gang at the beginning of our next session.

Yes he's a fast talking hedonistic salesman but he wants people to be happy and safe, giving generously and worked with what he had. Thoughts?

roleplaying theory, hardcore / Re: Joint MC'd Games
« on: January 30, 2014, 05:22:48 PM »
I must've aced the roll with double sixes, that link was lovely.

Apocalypse World / Re: Gigs and how they work
« on: January 29, 2014, 03:53:13 PM »
Followed the link from Playbook Focus: The Operator


The way I've seen operators played is that there is no set "cut". The playbook itself states "1-barter will also cover your crew’s cut of a couple three four profitable gigs". The language leaves it open for interpretation. Barter itself is a fluid unit of measurement because a 2-Barter Gun might be worth Zero-Barter in a pacifist commune.

This flexibility and context allows for some rather nice fuckery. 1-barter covers a months expenses. The crew presumably does side work for several people (as well you, The Operator) to make ends meet since they get a fraction of the 1-barter per 3-4 profitable gigs. "You" might have to grease their palms if things went south. Pay more barter or favors to keep them willing to work with you in the future, which invites all sorts of tasty interaction and drama.

As the others stated before me; profit, loss, and transaction are dictated on the fictional logic of game play. I'm sorry if that isn't particularly helpful to you specifically but I've observed that Apocalypse World focuses more about the flow of the story than addition of set statistics. Color first and all that.

roleplaying theory, hardcore / Joint MC'd Games
« on: January 16, 2014, 10:21:00 PM »
My regular MC and I have been playing for a few years together, and all of our campaigns have been set in the same mythos. He has been talking about co-MCing a new universe with me. I've really playing through fictional history and enjoyed designing threats  for different parts of the new world but I was wondering about the logistics of this. I see three options.

1) We MC simultaneously and tag in/out between scenes.
2) We take turns MCing every other session.
3) We MC one full campaign and then switch.

I'm wondering if 1) going to be too confusing and awkward. 2) and 3) seem more accessible and also allow for us create/play as our own PC's.


Apocalypse World / Re: a long anticipated AW first
« on: January 13, 2014, 10:38:57 PM »
The forums many users can share their thoughts through the Maelstom and ponder as one. +Augury

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