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Topics - lumpley

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31
the nerve core / If you make a post and it doesn't appear...
« on: July 18, 2012, 11:52:49 AM »
If you make a post and it doesn't appear, it's no big deal. It got caught in the trigger-happy spam filters. I'm not quite sure how they decide what's spam and what isn't, but of course they hold onto false positives rather than letting them through.

I'll release it next time I come to the forum.

You can drop me a PM or email me if you like, but you don't need to. I'll release it either way.

Thanks!

-Vincent

32
Apocalypse World / Co-MCing
« on: June 22, 2012, 12:02:16 PM »
I was looking for something else and I happened upon this old post of mine at Story Games. I thought you all here might be interested. Pardon my crankiness; it was topical at the time but no longer.

-Vincent

Co-MCing Apocalypse World

Preface 1, in which I am cranky:
Co-GMing is fun, easy and good, but it's not like it's the pinnacle of roleplaying or anything.

Preface 2, in which I am still cranky:
If you and your friends want to co-GM Apocalypse World, you should. I don't know what's stopping you.

But since you ask, here's how I'd do it:
1. Setup: everyone makes a PC. Everyone gets a first session worksheet and as many front sheets as they want.

2. The conversation stands. There's still no turn taking, just the casual turn taking of any conversation.

Within the conversation, moment to moment, interaction to interaction, you'll be a player, an MC, a fellow player but not currently talking, a fellow MC but not currently talking, or pure audience. Don't try to formalize or keep track, they overlap and come and go.

3. The player agenda - play your character as though she were a real person - stands. That's your agenda with regard to your PC.

The MC agenda - make Apocalypse World seem real, make the characters' lives not boring, play to find out what happens - stands. That's your agenda with regard to everyone else's PCs.

4. A new co-MC agenda: share graciously. You aren't a solo MC; you've agreed to be enthusiastic about your fellow MCs' visions and ideas.

Divvy MC duties by fronts. You have your fronts that you're advancing, the other MCs have theirs. I own the water cult inside the holding, Em owns Dremmer and his raiders, Meg owns whatever it is that's going on in the old subway tunnels.

Coordinate fronts with your fellow MCs only when they really do interfere with one another. Ask first. "Hey, Meg, do you figure that what's going on in the old subway tunnels affects the water cult in any way? Anything I should know about that?" Since fronts in Apocalypse World aren't mystery- or backstory-intensive, this shouldn't be a problem.

Share the home front.

4. A new always-say (or rather, a never-say), for all co-MCs: don't have a conversation with yourself. Don't make the other players have conversations with themselves.

When you're playing your PC and you would normally turn to the MC for an answer, input, or to say what happens, instead turn to the rest of the group. Don't answer your own questions.

When someone turns to the rest of the group for input, one of you has to provide it. If you have something, say it!

When your PC comes with NPCs, have your fellow players play them, don't play them yourself. When someone else's PC comes with NPCs, play some of them.

5. The MC's principles and moves stand. They're how you relate to your own NPCs and to your fellow players' PCs.

6. The first session. You all know that the first session isn't a session, it's a process, right? You ask questions, begin to arrange relationships, play NPCs, look for stable and unstable situations in the PCs' lives, start to apply pressure to them, and ultimately create fronts and threats. Occasionally throughout play - especially as the PCs' interests grow in scale - you return to the first session process, to establish what's going on now, here at this new scale.

Each of you, as co-MCs, will go through this process at your own pace. By the end of the first session of play, at least one of you ought to be ready to start making fronts, but probably not all of you will be. That's fine! Go at your own pace.

My recommendation:
If at least two of you have MCed Apocalypse World before, your group can co-MC Apocalypse World, no problem.

If you haven't, you still probably can.

If you want to try it, do!

That's it! Have fun.

You know I love to answer questions. If you've got 'em, ask 'em.

33
other lumpley games / New Mobile Frame Zero forum
« on: March 28, 2012, 09:27:01 AM »
Hello!

Schoon has launched a forum for Mobile Frame Zero (née Mechaton): The Mobile Frame Hangar. Bring your MFØ talk and I'll see you there.

-Vincent

34
Murderous Ghosts / Welcome
« on: October 01, 2011, 01:44:47 PM »
This is the playtest forum for Trauma Games presents: Murderous Ghosts.

The playtest period will run only from Oct 1 to Oct 15 or so.

If you'd like to participate, email me at lumpley at the gmail. I'll ask you to play at least one game of Murderous Ghosts during the playtest period, and write me about it.

The game is for two players, takes about 20 minutes to play, and is suitable for players at all levels of roleplaying experience, ages teen and adult.

35
the nerve core / BURNING APOCALYPSE CON
« on: August 19, 2011, 12:30:13 PM »
11-11-11 in NYC. Threads here and here.

Madness.

36
blood & guts / Concentric Game Design
« on: June 07, 2011, 12:56:23 PM »
I just wrote a thing that'll be interesting to you all here: 2011-06-07 : Concentric Game Design

Discussion welcome, here or there, both or either.

37
roleplaying theory, hardcore / MOVED: Ambient Music
« on: May 31, 2011, 04:37:02 PM »

38
blood & guts / MOVED: Blood and Guts: Alternate Harm Rules
« on: May 29, 2011, 11:59:56 PM »
This topic has been moved to hacks.

http://apocalypse-world.com/forums/index.php?topic=1678.0

So that's good.

39
blood & guts / MOVED: MC, ever have trouble being a fan of a PC?
« on: March 14, 2011, 04:09:47 PM »

40
brainstorming & development / MOVED: Goblin World
« on: February 08, 2011, 09:08:03 AM »
This topic has been moved to Goblin World.

http://apocalypse-world.com/forums/index.php?topic=1119.0

So that's good.

41
Apocalypse World / The faceless at cons
« on: January 12, 2011, 01:29:19 PM »
Hey so when I go to cons I bring the faceless playbook with me, because that's its deal, it's the special playbook for cons.

If you're going to be playing Apocalypse World at a con, drop me a line and I'll give you the faceless PDF. That way you can bring the faceless to cons with you too!

-Vincent

42
Apocalypse World / new character playbook: quarantine
« on: October 17, 2010, 02:32:38 PM »
I'm finishing up a new character playbook! It's called quarantine. You're a person - a soldier - held in stasis since the world ended. I'll be publishing it in the next couple of days to support Shock: Human Contact, which is a game I'm playing and enjoying and I believe in.



More info to come!

43
brainstorming & development / MOVED: Source Code
« on: September 30, 2010, 12:40:18 PM »

44
roleplaying theory, hardcore / an instance of Step On Up
« on: September 19, 2010, 09:23:23 AM »
For Simon C!

It's a couple of years ago. Sebastian, then 11, is running Storming the Wizard's Tower for me and Elliot, then 8. We're trying out the Scary Monsters rules, in a modern-day setting. My character is a wizard/librarian and Elliot's is a fighter/cop. There's something that's been attacking municipal sewer workers and their representative contacts us for help.

Sebastian's created these slightly heinous undead rat things, serving a boss-necromancer of some sewery sort. He throws the first one at us and, like, crap, man. It takes a chunk out of Elliot's guy. We manage to beat it but Sebastian and I both see that I've used up too much of my spell casting resources, and Elliot's used up too much of his not-bleeding-out resources. We might be able to take another one, mmmaybe two more of these things.

"What do you do?" Sebastian says.

"Pff," I say. "We've got some tricks left up our sleeves. Let's go deeper in, yeah, Elliot?"

"Yeah!" Elliot says. "Bring it on!"

We don't really have any tricks left up our sleeves. I play the dice just as hard as I can, but Sebastian's no slouch at that himself. The next encounter is three rat-zombies working together and that gives them access to some tactical plays we just can't deal with. Elliot and I try to concentrate our fire - Elliot's guy's gunfire, my guy's magical backup - but we can't concentrate our fire AND protect my vulnerable low-endurance butt, so the end result is that they swarm us.

Elliot's guy drags my guy out of the sewers. I'm alive, the game's forgiving that way, but I'm going to be playing a different character next session while this guy recovers in the hospital.

"Oh man, I'm really sorry," Sebastian says. "I didn't know I'd just own you like that. You never even saw the sewer necromancer!"

Sebastian loves to win, but worries that he'll gloat, so apologizes instead. "There's no apologizing in Storming the Wizard's Tower!" I say.

"Oh, right. I'm not sorry! But I'm sorry."

The end.

45
brainstorming & development / MOVED: [Apocalypse|State] - The MC
« on: September 08, 2010, 04:50:30 PM »
This topic has been moved to Apocalypse|State.

http://apocalypse-world.com/forums/index.php?topic=420.0

And so have its fellows.

So that's good.

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