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Messages - Daniel Wood

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466
Apocalypse World / Re: NPC/PC Pictures
« on: September 03, 2010, 10:12:23 PM »

Oh, I know how to do that (or things like that), I just mostly try to avoid it -- especially on Flickr, where the photographer has after all made an explicit choice not to let me have the image file.

467
Apocalypse World / Re: NPC/PC Pictures
« on: September 03, 2010, 09:20:46 PM »

I have a number of Flickr galleries I use for NPC portraits. You can see them all here: http://www.flickr.com/photos/94313484@N00/galleries/

I posted a couple of these before and, as Meg mentioned, many of the photos are not released under any kind of license. My personal feeling is that using them for a private campaign is kosher, though they have to be referenced via the galleries since you can't obtain the files for print-outs.

I maintain a separate (but overlapping) Picasa webgallery of photos that were available for download -- unfortunately they are consequently stripped off their Flickr-attribution -- and I make (relatively low-quality) printouts of these to use at the table.

As Johnstone has emphatically repeated in the thread on tracking NPCs, a good photograph really does go a very long way. For example, the moment I showed this photo for Pimple, a local hardholder, he was pretty much guaranteed mental immortality. He hasn't showed up the last few sessions, but I am confident that even if he doesn't appear for another six sessions, none of the players will have trouble remembering who he is.

468
Apocalypse World / Re: In the Dark
« on: September 01, 2010, 05:41:44 PM »

The best way to get light in the Apocalypse is to light something on fire. There's lots of flammable stuff lying around. Like, for example, the suburbs.

469
Monsterhearts / Re: Equipment & Harm
« on: September 01, 2010, 07:40:44 AM »

I'm not really a fan of the 'poetically perfect' weapon/equipment rules for teenagers. The adult example makes sense -- it's a concrete, defineable thing related to the Skin's mythic weaknesses -- but the boxcutter example just makes me scratch my head. It doesn't sound like any more apt a weapon than... anything the character might have picked up in the same situation. A kitchen knife, her brother's switchblade, a can of gasoline. If anything the situation seems poetically charged, not the equipment -- is there really any weapon that a PC in such a charged situation is going to choose that the table is not going to give this bonus to? This seems like it is going to be a huge headache in play, because the only appeal is to pure subjective aesthetics, without the game providing any kind of clues or advice.

Similarly, I'd rather see the adult +1 thing apply only to harm, but maybe that's just my conservatism speaking -- the -1-to-player-rolls feels kind of awkward, and worryingly close to 'the MC decides how hard the task is,' without necessarily adding a lot. But maybe in play it would be no problem.

470
Apocalypse World / Re: MCs: what do you want to do better?
« on: September 01, 2010, 07:29:44 AM »

More physical description -- I tend to barf forth apocalyptica almost exclusively through NPC actions/motivations & psychic maelstrom. Need more landscapes & small perfect descriptive details.

471
Apocalypse World / Re: Organizing NPCs
« on: August 29, 2010, 05:53:27 PM »

Ditto. Naming and detailing an entire hardhold or gang in advance of their becoming individually relevant seems like a road to madness to me. In a case where I have already assigned the group to a particular threat, I might come up with one or two named NPCs 'in advance' -- but no more than that.

472
Apocalypse World / Re: Organizing NPCs
« on: August 29, 2010, 07:25:07 AM »

Yeah, having seen the effect of pictures in Johnstone's game, I've adopted the same method for our latest game.

That said, I do still find myself forgetting to keep background NPCs moving -- in the sense of, progressing through actions and such, despite not being onscreen. Obviously, Fronts help for this, but I think mostly I just need to spend more time thinking about my NPCs between sessions. Also, several of our Maestro D's initial set of NPCs never really made it to the table.

I keep meaning to make a proper relationship map, but so far I just have my Fronts & a few 'NPC list' pages to go with the portraits.

473
Apocalypse World / Re: [n00b] Does the MC roll dice?
« on: August 29, 2010, 07:18:57 AM »

Ew, no -- if I roll dice I might get player cooties!

Though I have to say, I think I am currently remembering the +harm roll about 20% of the time -- maybe rolling it myself would help remind me?

474
Apocalypse World / Re: sell me on weird
« on: August 25, 2010, 03:05:42 AM »
It seems like the answer is, universally, "To make socially dysfunctional people okay," which kinda squicks me out, so...

If by 'okay' you mean 'powerful', sure. If by 'okay' you mean 'socially acceptable' or 'capable of genuine human relationships' or any of the other things you might consider important, then I really don't see it.

Their abilities give them a prominent place in Apocalypse World -- a place on par with the other playbooks -- and some ability to make a different as to how that world turns out. The fact that these sort of people have more power in Apocalypse World seems completely in line with the general thematic set up -- that Apocalypse World fucking sucks, especially if you're trying not to be a shitty person. Brainers have an even harder time not being shitty people, because that's where their power comes from. I don't think it really makes them okay, though.
 

475
Monsterhearts / Re: Threats
« on: August 24, 2010, 05:00:09 AM »

Yeah I think you might be better off trying to align 'Issues' with the fundamental scarcities in AW, so that you have a shortish list of very strong, fairly universal issues (this shouldn't be hard, the characters have a pretty tight theme) that are expressed through your shiny new threat types.

476
Apocalypse World / Re: No Duplicates and Switching Playbooks
« on: August 23, 2010, 02:34:07 AM »
just print out another

Whoa there now, let's not undermine the fundamental scarcity at the very heart of Apocalypse World -- the scarcity of playbooks is the basis for all my best Fronts.

477
Apocalypse World / Re: Playbooks for Charity
« on: August 21, 2010, 05:52:33 PM »

You know what else there's only one exclusive copy of? Me. Every time someone games with me, they get an exclusive! It doesn't even matter which playbook I choose.

478
Monsterhearts / Re: The Abyss
« on: August 19, 2010, 05:11:12 PM »

I drastically prefer the idea that, much like in vanilla AW, the abyss is ultimately character-specific. The first time they look into the abyss, the MC asks: what is it like? And the player tells them.

I think having the brief sort of playbook-specific-advice above is cool; some general guidance helps remind players of the obvious version for their playbook. But I see no reason to make this cut and dry, unless the ideas you have for each playbook are super-strong in their specificity.

And, really, that comes down to whether you think it is necessary to lock it down as well -- do you need it, to make this game emulate the genre/play the way you want it to? Or are you just excited about some of the possibilities you came up with, and you're in danger of forcing those on players instead of letting them come up with their own cool versions of the same?

479
Apocalypse World / Re: AP: An Angel, a Driver, and an Ambulance
« on: August 19, 2010, 04:17:01 PM »

Well, I understand that they're enjoying their shtick, but I can't help but point out that five years doing the same thing is a big 'up yours' to the game's slogan: there's no status quo in Apocalypse World. So surely part of what you want to do is paint a target on their little routine, either by ramping up the difficulties of travel or providing reasons to hang around -- whether it's negative (towns in desperate endless need) or positive (remarkably nice places where they actually kind of fit in.)

480
Apocalypse World / Re: A Scientist talks Food Preservation
« on: August 16, 2010, 02:31:38 AM »

All's I'm saying, is I want to grill up a nice 10,000 year old elk steak and eat it with a side of 1,000 year old noodles.

As for the Apocalypse, I think this brings up an interesting question about how 'real' people tend to want to make their version of AW. Vincent's comment on the evaporation of gasoline in the book is only one example. In my current game, radios are central to one of the characters, but we have mostly avoided inclusion of radio as technology, instead treating it primarily as colour and as providing certain in-fiction abilities.

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