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Messages - Jim Crocker

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31
Apocalypse World / Re: The "twinky" battlebabe
« on: March 31, 2011, 02:55:06 AM »
Dammit, Rob, I wanted to read about the hairless fancy-boy battlebabe you were playing.

Post some AP when it's rolling?

-JC


32
Apocalypse World / Re: Toning down the weird harshness of the world
« on: March 10, 2011, 02:33:30 PM »
One of my players suggested playing in a rather straight northern-american environment, think The Postman. I'm feeling sceptical. I feel that would lose the inherent brokenness of the world, the strangeness of it all - And I like that. I have a hard time imagining people named Rolfball and Dog Head and Mother Superior in a pine forest outpost.

What are your thoughts?

Arvid, I think it's fine. Our Appalachia game sacrifices NONE of the strangeness, and stuff lurking out there in the deep woods and down in the wet hollows is plenty creepy.

Just populate it with weird and broken people and places nestled among the trees. Frankly, given the militia movement, meth labs, and Unibomber crazies, some parts the rural backwoods look pretty Apocalyptic ALREADY.

-JC

33
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: March 10, 2011, 02:27:35 PM »
Good stuff guys. So this campaign has been going since November? How often do you play? Mind me asking what the characters look like now, mechanically? Or should that be a different thread?

Meg can nuke this or move it if it's too much thread drift, but I'm certainly happy to share!

We TRY to play every 2 weeks or so, when life/holidays/spring conventions aren't getting in the way (cue PAX East, the GAMA Trade Show, and several academic conferences).  We've done 8 sessions thus far as you can see from the post, and I've missed one that I recall, but typically we have everyone there.

Hooch the Chopper has taken, um, 3 Improvements thus far (in order as I recall): Daredevil from the Driver playbook, +1 Hard (to +3), and added the Well-Armed perk to his gang. He seems to be gradually heading the direction of 'Warlord'. Meg has our playbooks, but I do know I took the -1 Weird build for the Chopper, so I am pretty much perpetually screwed whenever I Open My Brain. : )

The Trailjacks started as a Small 2-Harm 1-Armor gang, not Savage, with the Mobile advantage. They suffer from Disease when they're in want, and the bikes are all big, fat ATVs, rugged and powerful but slow.

Our games seem to run a bit shorter than most of the APs I've read, and we do a lot of scene-setting and chatting, so if our Advancement rate seems a bit slow, that's probably why. It's a very fun setting, and I feel quite privileged to have been invited to join in. We're just starting to get into the really strange shit, so it's killing us that we've got a month between sessions right now!

-JC

34
Apocalypse World / Pre-Session 5 Questions
« on: March 04, 2011, 01:47:54 AM »
Pre-Session 5 Questions

March 04, 2011

Jones the Brainer, when you’re busy, or people can’t afford you, or want advice different from what you normally give, who do people in the City go to?

-As it happens, they got to Jones, but they don’t know it.

Jones happens to own and operate the popular and well-regarded Madame Olympia's fortune-telling machine that resides in a small former bodega around the corner from the zoo. The cabinet itself is large enough for Jones to sit inside and study people who come to it for advice and compose custom-written fortune slips for them. When Jones is not present, he has a large stack of ‘generic’ fortunes that he places in the dispenser.

Damson the Battlebabe, when the Cabaret is full or someone can’t find food to get in, or just want a different sort of entertainment, where do they go? Whom do they see?

-They go to the Lost and Pound.

The L&P is an establishment set up in the Museum of Contemporary Fine Arts, a stylish modern building made of super-tech polymers with an odd shape that contains interlocking galleries and odd overlooks and corners. Any sort of entertainment that involves competition of any kind, from simple dice and card games all the way up to some pretty violent prize fights, right there among the works of art, can be observed, bet upon, and even participated in here.

The most sedate and easy-going contests are on the lower floors, with things getting more intense and potentially dangerous as you climb towards the upper reaches of the building. Door entry costs you one piece of art, high-brow or low-, that the Museum does not currently display.

The MC and greeter for the L&P is named Barbarossa, a large gregarious man with a full red beard.

His partner in the operation is the Curator of the collection and the real power behind the place is a refined woman if indeterminate middle age named Marshal.

Adele the Savvyhead, when people need tech or repair advice and you’re not around, or you don’t (or won’t) have what they need, whom do they seek out instead?

-They go to the industrial area near the airport where a couple of guys named Rex and Fido run a block-long mess of mechanic shops and garages with the multi-store airport car-park looming over one corner of he place, all stuffed with the bits of every vehicle they can get their hands on.

Rex’s Rides specializes in vehicles and similar tech, but they’re happy to work on anything, and pretty much have the market cornered on vehicle and engine parts.

The boys don’t sell to Adele and she doesn’t trade with them. Rex seems to think Adele owes him something, but she’s never been able to figure out what.

Hammer the Chopper, anyone with a bad habit knows they can come to the Valks to score. Who do they go to see if you’re dry, or they’re asking for stuff you just can’t get?

-They head over to Midtown General Hospital and go to see Grandma.

Grandma is a woman of great-but-indeterminate age who keeps an oxygen tank handy when she needs to have an extended conversation. She runs a large crew of urchins known as the Disorderlies who scour the City for hidden caches of drugs and medicine. Rumor is that they’ve accumulated a huge stockpile in the Hospital, but no one knows for sure because the Disorderlies all speak their own language, a garbled and hasty version of common English that you can only make out a few occasional words of. Most people avoid them when they see a group of them out after dark.

She used to deal with the Valks back in Dog’s day, but Hammer hasn’t had any dealings with her.

35
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: February 25, 2011, 04:30:15 PM »
Can't wait to see what a bunch of heavily armed Trailjacks are going to do down in the creepy mines...

Negotiate, of course.

-JC

36
Apocalypse World / Re: The Hoarder
« on: February 24, 2011, 03:12:09 AM »
All games I don't own.  I'm totally happy to donate, and have done so.

Just don't let that Hoarder guy stick a fork in my eye.

He's gonna stick it in one of those crazy mushrooms. That might be an eyeball. When ya eat 'em ya kin see Jesus.

-JC

37
Apocalypse World / Re: Merciless
« on: February 23, 2011, 12:57:39 PM »
If I were MC in that situation, I'd have you Act Under Fire to go against your usual MO that way. The RAW don't provide any 'you have the option to' weasel-words, but I'm rarely going to let that get in the way of making the fiction more interesting.

-JC

38
Apocalypse World / Re: Lights of Hoover 3: Now Entering Hoover
« on: February 19, 2011, 02:35:36 AM »
"I'm not carrying bacon around all day."

"Why not?  Its the Meat of Peace!"

Well, maybe not so much if you're the pig.

-JC

39
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: February 19, 2011, 02:34:12 AM »
Nothing like a couple of nice fat slow pitches over the plate to make for a happy GM. And I have to say, getting to see Nash tell his story was super-fun.

What in the world is it that compels us to write dumb stuff like "He's a good-lookking kid with a mean streak" when describing gang members, and not "Like everyone else, he's easygoing and steadfastly loyal to me?"

It's a sickness.

40
Apocalypse World / Re: Custom Moves Compendium
« on: February 18, 2011, 03:35:51 AM »
Just opened up in our most recent Decimation City session (posted in my AP thread!):

When you send a message through the pneumatic tube system, roll +sharp.

-On a 10+, it gets to the right place, right away.
-On a 7-9, it gets to the right place, but not right away.
-On a miss, it eventually gets to the right place, after stopping somewhere else first.

Note that none of the old phones seem to work any more, even when you charge them up. The Tube System, which reaches every part of the city, still does, for some reason.

Thus far, none of the PCs have had any desire to experiment with either Bane or Speedforce yet, so I haven't posted those moves. We'll see whether peer pressure and/or necessity embolden them.

-JC

41
Apocalypse World / Decimation City, Session 4
« on: February 18, 2011, 03:27:59 AM »
We start 3 days or so after the incident at the bridge and the visit to the Sunset by the Crocs.

Adele has had a good run of research lately, and feels pretty confident {Start of session move: Bonefeel, Hit 10+} that she’ll be able to handle anything the world throws at her today.

LOVE LETTERS:

Damson goes in search of someone to help him install his new window and runs into Juke and Loose, who proposition him. He tips his hat and wishes them good day, causing them to impugn his manhood before roaring across town towards the Theater district.

He ends up contracting with Miss Honeytree, the super-cum-hardholder of the condo building across the street, home to half a dozen families who occasionally put together sufficient barter to visit the Sunset.

In exchange for labor and some tools, he comps 2 tickets to the Cabaret to Beasty (a strapping young man of 18 or so who works as a zookeeper) and Smutty (the barber himself, in his early 60s and suffering from arthritis). He returns back to Ruby and the Sunset with a movie for that evening…

Hammer is rousted out of the sack by a trio of Trout’s girls, LaLa, Grace, and Heron, looking to score some pharma. Hammer gets the party started, and spends the rest of the afternoon and the evening that follows entertaining them {CUSTOM: +1 to next Pack Alpha roll, and 1 Hold to have them show up looking for him later}…

Adele has found some info on Wetware interfaces for the new leg she wants to try and fashion for Tavi {Advance a project clock 1 Tick}, and receives a lunch invite from Crille, the Croc who noticed her before, on which she takes him up. They eat the the Deep Freeze, and Adele divines his intent as nothing more than a desire to get to know her better, and he wants to know how to get her to help him leave the gang. After lunch, he points her at a building she hadn’t noticed before and helps her bring a piece of heavy equipment back to SPECTOR {CUSTOM: Advance another project 1 Tick, and Take +1 Forward to her next roll involving a Croc}…

Jones has his meeting with Absinthe and receives her offer of employment, which he has a week to mull over. Tavi requests he return to her bedside, and then her bed, and he agrees, leaving him entangled {CUSTOM: Mark experience when he acts in Tavi’s best interest against his own, + 1 forward to rolls to interact with Ruby, and + 1Hx with Damson}. He returns home to prepare it for her coming to stay with him…

The next day, Adele is in need of more parts, so she decides to to and contact Crille through the Tubes Network. As she readies a message capsule for him, she realizes that something about it has changed; some of the levers and dials that did not work before now seem operational, and she realizes that she’ll actually need to rely on her smarts and understanding of the city’s layout to make sure her message go where they need to from now on. So she turn a dial, open a couple of valves, and drops the Cpasule into the tube, hopefully to end up at the Sewage Plant where the Crocs hang out {Custom Move: Use the Tube Network, Hit-10}.

Crille arrives an hour or so later at the SPECTOR building in full Croc gear: mask, bondage gear, boots, etc. Adele lets Damson know where she’s headed, and borrows his bike cart to transport her goodies…

Over at the Rainbow Bridge, most of what can be done to ‘troll-proof’ their place seems to have been accomplished, so he heads over to the Sunset Cabaret to talk to Damson. When Damson meets him outside, obviously agitated, but Hammer isn’t worried {Read a Situation, Miss-5}. Keeping in mind the warning about Valks entering the Sunset, Hammer waits outside with Satan and Domino for Damson to bring them some beverages. On his way back from the cooler, Damson notices that there’s a picture on the TV, even though it seems to be off. He takes a moment to investigate and studies the flickering, abstract test pattern long enough to get a sense it isn’t actually as random as it looks {Open Your Brain, Hit 8}. What feels like only a moment to Damson spent staring at the screen apparently was a full minute or more according to Hammer…

Jones has decided that since Tavi is going to be moving in with him, he’ll need to fix his place up so that she’ll be more comfortable. Surrounding himself with housekeeping and ladies interest magazines, he tried to get a sense of what she might like {Open Your Brain, Hit-10+} and realizes that there are a number of problems with his current lifestyle: 1) She’ll need some way to make music, as that’s a terribly important thing to her, 2)His efforts to try and somehow hide the level of his obsession with faces and old photos will surely fail, so he may as well come clean about it now, and 3) She’ll want to be a more social than he typically is, so he’ll need to be much more open about where he really lives and allow social callers and not just prospective clients. In search of the materials to prettify his Sanctum, he heads to the Bridge, where he has reason to believe the Valks have plenty of paint and other decorating supplies handy…

Adele’s Gravity Gun turns out to be exactly the tool she needs for this job: {Spend 1 Hold from Bonefeel} extracting a big heavy computer module from a building to bring back to SPECTOR to plug into the building’s Electronic Brain. She and Crille are getting to know each other a bit, he telling her how hard it is to get out of the Crocs once you’re in, but that he has managed to avoid getting jacked with Bane as of yet. Tech in tow, the head back to the Sunset…

Jones arrives at the Bridge, but Hammer is absent, so he ends up asking T-Bone for paint. He is ushered into the little lean-to T-Bone maintains on the Bridge and sees his extensive collection of heavy metal concert posters, spray paint cans, and various unlabeled lockers and containers. Jones’ attempt to get close enough to Brain Scan him is met with threats of serious physical violence, so he relents. T-Bone doesn’t have the specific colors Jones is looking for, so he sends Gnarly (who shows up at his call and calls him ‘boss’) off into the city to find some, after being assured by Jones that he’ll owe him a favor for later…

Damson passes out beers and asks Hammer about the difficult business with the Crocs {Read a Person, Hit-8} and divines that Hammer is not telling the truth when he says the Crocs “started it”.

As the group is starting on their second round, Adele and Crille come around the corner, a block or so away. Adele immediately realizes this might be a problem {Read a Situation, Hit-8} and realizes from where Crille is glancing that what she needs to be on the Lookout for is the trio of Crocs on the roof across the street lining up cinder blocks on the edge of the roof some 6 stories up.

Hammer takes a second to assess as well {Read a Situation, Hit-9(+1)=10} but Damson has noticed where Adele is looking and nudges him to notice the Crocs {Assist, Hit-10}. Hammer realizes that its Adele in control right now because she’s with Crille and the other Crocs are waiting to see what happens. He’s picked up on his enemy’s true position on the roof across the street, and Domino’s tense muscles and readiness to fight make her the biggest threat.

He looks at her and Satan and orders them to “Be Cool” {Pack Alpha, Hit-9(+1)=10} and Damson helps out by putting another beer in her hand before she can fill it with a weapon {Assist, Hit-10}. Adele sees that Hammer has his gang under control, advises Crille to make some sort of face-saving gesture (he curses out and flips off the Valks) and then go home, which he does. Domino rushes to her side, assuring her that she’ll get the bastard is he messed with her in any way. Adele assures her she’s fine, but she insists on helping wrestle the computer into the SPECTOR building. Hammer sends Satan back to the bridge to put together a war party as he’s worried something might go down with the Crocs tonight…

On his way back from passing along Hammer’s orders at the Bridge, Satan comes across Jones walking to the Sunset and offers him a ride to wherever he’s going. Jones says he’s looking for music, and Satan nods and hauls off Crosstown to pull up in front of a locked-up abandoned shop that he seems to have the key to. Letting himself in, he reels off a bit of Bach on one of the pianos (it turns out he’s got hidden depths) and manages to dig up a small harpsicord for Jones. As they emerge from the building, the locals seem to be getting restless, and have started to pelt them with trash. Satan is forced to pull off at speed, with Jones awkwardly trying to hang onto both the bike and the precious instrument {Act Under Fire (Hang onto the bike), Miss-5} and is barely able to hold on as he is blinded by a pamphlet that slaps into hsi face from the fallling debris. Desperate, he psychically addresses Satan: “PLEASE.SLOW.DOWN!” {In-Brain Puppet Strings, Hit-11} who complies immediately, allowing Jones to resettle himself and read the flyer that hit him in the face, a tract that calls him out as a hoax and claims the ‘Myth Busters’ will prove he is a fraud…

The evening crowd that’s gathering for the Cabaret are startled and intimidated by the arrival of the Valkyries in full fighting trim. Damson studies the crowd carefully and tries to intuit their mood {Open Your Brain, Hit-10} and as the Maelstrom opens in the form of an old-timey B&W film, a gaggle of cartoon Vikings arrive to startle the spectators (“Oh No!, Vikings!”)but when one Viking exclaims that his boat is the fastest, and another challenges him, Damson realizes that getting the Valks to compete amongst themselves will defuse the situation, so has Hammer set them up with racing down the street in front of the Cabaret, much to the delight of the assembles patrons.

Jones arrives on the scene to kiss the ground just as an altercation breaks out between Tinker and Diamond about who won a close race. They are pushing and shoving and the crowd who were betting on the contest are also agitated. Hammer gets in their business and tells them to cool it {Pack Alpha, Hit-7}, getting to do what he wants, but they both demand he tell them who won, so Hammer just pulls out his Magnum and blows a big hole in Diamond’s bike. He’s pissed, of course, and demands that Damson make the call. Damson, who didn’t actually see the race, tries to guess who the crowd seems to be pulling for {Read a Situation, Hit-6} and Hammer’s not much help, either, having exhausted his bag of rhetorical tricks pretty quickly {Assist, Miss-5}.

The potentially volatile situation is broken up by a weird noise coming from the West, a combination of whining motors and rattling metal. A cloud of grit and trash swirling into the air before a large swarm of small vehicles signals the arrival of the Trolls.

The trolls have managed to take grocery arts and tack on some better wheels and pack the bottoms with fission batteries to produce rickety but efficient little go-carts. Up in her lab, Adele notices the commotion, and studies her camera feeds to try and understand who the carts are built {Open Your Brain, Hit-8} and immediately understands that what she needs to watch out for are the bundles of primitive explosives wired to the front of each cart.

Jones reaches out with his powers {Direct Brain Whisper Projection, Hit-8} and manages to get a couple of them (there seem to be at least 2 dozen, closing fast) to swerve into each other hard, causing them to explode messily. Damson bolts into the Cabaret and grabs his psitol, and is back out in just seconds opening up on the advancing horde {Go Aggro, Hit-11} They are determined, though, and keep coming despite Damson taking out half a dozen of them as he empties his revolver.

Hammer hollers at his gang to start getting people out of the way and squints for a moment at the advancing gang, gauging how good their carts are {Read a Situation, Hit-9 (+1)=10}. A bit of residual psychic energy leaching off of Jones {Assist, Hit-8} allows his to see through the mob to the larger cart at its center, packed with several barrels of gasoline {the biggest threat}. He also realizes they seem to be bearing down on Damson specifically {what to look out for} and that he’s probably got the best shot at getting all of them out of this in one piece {who’s in control}. He hollers at Jones to “Use your Mojo!” as he moves to try and protect Damson.

Adele frantically searches for ways to short out the carts and attempts to blast them with water from the sprinkler system she’s working on {Go Aggro, Hit-7}. It’ll work, but it’ll mean she’ll have to re-pressurize the entire system {Cost: Lose 1 Tick off the Sprinkler Project Clock}. She blasts the mob, and another half dozen carts are incapacitated as they’re pressure-hosed, their drivers smashed into walls or electrocuted.

Jones just blasts out with a burst of psychic force {Go Aggro with Your Brain, Hit-11} and manages to send the incendiary cart careening into an unoccupied apartment building where it erupts in a huge fireball that immolates several of its fellows and starts that part of the block burning.

Damson snaps more rounds in and blasts away just as the carts close the distance {Go Aggro, Hit-8} and though he fells a couple more, is struck directly by one that makes it through the gauntlet. The initial shock does not blow him to bits {Take 2-Harm after armor and NTBFW} but he is hurled off his feet and smashed through the window of the cabaret by the force, where he lies dazed on the floor {Harm Roll, Hit-13}.

Hammer wheels around on his bike and races to reach Damson before another cart can smash into him {Act Under Fire, Hit-7} and ditches his bike in the path of the oncoming Troll rather than dodge and allow it continue through to explode in Ruby’s kitchen (currently occupied by a cowering Ruby). The bike takes the brunt of the big explosion, destroying it, and Hammer is pretty badly burned and has some shrapnel in his legs {2-Harm after Armor} but is able to get up and drag Damson away {Harm Roll, Miss-6}.

Upstairs, Adele has gotten a window open and reconfigured her Gravity Gun for a wide beam. Tuning it on full power, she engulfs the last few straggling carts as they close the final feet to the Cabaret {Seize by Force, Hit-7}. As their vehicles are flipped upside down and violently flung into the sky to disappear from sight, the few remaining Trolls flee down a manhole cover. Jones cautiously follows them to the edge of the hole, where he determines to his satisfaction {Read a Situation, Hit-8} that they are, in fact, fleeing {Enemy’s True Position}.

As the flames lick from the next block over and the Valks chase down the few Trolls who fled on foot, Damson fades in and out of consciousness, and the cleanup begins.

42
Apocalypse World / Re: share your apoc world stories
« on: February 11, 2011, 06:56:57 PM »
Remmun-

Welcome! Your best bet if you're really curious about everyone else's games is to sit back with a snack and a beverage and bust open any of the threads that start with: AP, as those are all of out Actual Play posts. Not everyone does them exactly the same way (some people list moves, dome don't, some post their love letters, etc...), but I guarantee you'll see something cool you wouldn't have thought of on your own in every single one of them. There's enough content to keep you busy for several weeks (and give you lots of awesome MC ideas)if you flip back through the archives.

-Jim C.

43
Apocalypse World / Re: How to handle pregnancy?
« on: February 09, 2011, 03:28:02 PM »
Even without the actual birth, the pregnancy becomes relevant because of how it affects people around it: the mom, the dad, their roles in the holding, their call on the holding's resources, anybody who's got a stake in the outcome. Currently, we have a newly-revealed-as-pregnant NPC in The Windmills. I figure she's about 2, maybe 3 months along. One missed period is just a thing that happens occasionally, but two is noteworthy, and three you've got a reason...

...and the odds of that baby having a daddy are very much up in the air right now! That little embryo isn't a child OR a choice, it's sweet, sweet leverage over not one, but TWO NPCs. It's a little prenatal triangle!

-JC

44
Apocalypse World / Re: AP: Decimation City
« on: February 09, 2011, 02:07:39 AM »
Love Letters Pre-Session 4

It’s been three days since Damson and Hammer came up from under the bridge and the Crocs left Adele and Jones with a message. It’s been relatively quiet, mostly cleanup, maintenance, and dealing with the regular daily problems.

JONES: With some attention from Ruby and proper care, your leg has gone from a stabbing pain to a dull ache {Heal 1-harm}.

Your meeting with Absinthe goes quickly and smoothly. She’s waiting at the docks with half a dozen very attractive young women in provocative stylized costumes (you recognize one of Trout‘s ’hummingbirds’, Bright, among them), some of them masked. There is a large, sleek motor boat anchored at the end of the pier, with a couple of lean and very fit young men in very stereotypical ‘sailor’ outfits attending it: striped shirts, white hats, etc.

She tells you that she’s going to be opening a new ‘entertainment establishment’ Uptown where Fiddler’s Green once stood, and she’d like to employ you as a bouncer/scanner in a manner similar to what you do at the Sunset Cabaret. She understands you have other obligations to discharge, but promises the pay is excellent (she waggles the smart-phone), and that ‘use of the facilities’ comes with the position (and the girls titter, as if on cue). She tells you to show up at Fiddler’s Green in a week if you accept.

You go about your business until the Third Day, when you are visiting Tavi and she makes it clear she’d like to fuck again, and she definitely wants another of those drinks.

-If you refuse, she says she understands, and eventually sends you on your way. You’re pretty sure she won’t be asking you up to her room again, and Ruby gives you a surprised look as you leave.

-If you agree, she opens herself to you completely during the deed, and it’s clear she’s in love with you. You don’t have to ‘fall in love with her’, too, but the experience definitely means you’re carrying a little piece of her around with you: every time you act in her interest in a way that might run counter to your own from now on, you can mark experience, and you’re Acting Under Fire any time you take an action directly AGAINST her interests. From now on, take +1 on ANY interaction with Ruby, and increase your Hx with Damson by +1 as you learn tidbits about him through Tavi.

ADELE: You plug away at your projects and Oliver is particularly helpful in finding some resources you overlooked. Advance either of your project clocks 1 tick, and remind everyone what you did to get the job done.

Over the next couple of days, Ruby is your new best pal, bringing you lunch and inquiring after what it is you’re working on. She apologizes several times for her crazy behavior, and hopes that you’ll stay to keep everything working.

On Day Three, you’re out and about trying to scare up some parts you need when you turn a corner and run into one of the Crocs from a few days ago, the one who made the awkward pass at you, in fact. He’s dressed in an outsized men’s suit, a little long in the legs and a little short in the arms, but looking quite strikingly different than when he was done up in leathers at the Sunset. After convincing you that he means no harm, he introduces himself as Crille and says he was hoping to run into you in a little less tense of a situation. Saying he knows where you might find what you’re looking for, he asks if you might have lunch with him.

-If you refuse, he actually blushes and mumbles an apology for bothering you and heads off up the street in the direction of Uptown. You’re pretty sure he won’t be hassling you again. Your lead doesn’t pan out, and you go home empty-handed, but otherwise fine.

-If you take him up, he walks a couple blocks with you to the Deep Freeze, a diner that serves frozen meals scavenged from freezers around the city. He pays for your lunch with 4 tickets to the Zoo, and proves to be a nice enough but ill-educated fellow with a genetic gift of great size and strength. Ask ONE ‘Read a person’ question, and the MC will ask you one in turn, which Crille will now know the answer to.

When you finish, he points you at a building you hadn’t expected to find anything interesting in but lo and behold, it has an old piece of tech that’ll help! Mark Experience, Advance the OTHER project clock you didn’t advance before 1 tick, and take +1 forward on your next roll to Read a Croc or a charged situation with one or more involved. He heads back Uptown, whistling a tune you don’t recognize.

HAMMER: It’s a busy couple of days buttoning up the Bridge and keeping an eye out for Trolls. Stinky is more lucid than he’s been in a while, and Gnarly is keeping his yap shut and his head down. You don’t spot any trolls, though you do notice now that you’re actually looking it over, that the Rainbow Bridge is in rougher shape than you realized: the paint is covering bit rust spots, and some of the rivets have sheared off. The roadbed has definitely seen better days, too, the potholes are getting pretty epic.

On Day Three, three of Trout’s girls, Lala, Grace, and Heron, show up on the Bridge late in the evening and when they can’t find Snake Eyes, they come to you. They’re looking to score some of the pharmas the Valks have been known to bring back from raids, and offering payment by way of ‘Triple Overtime’.

-If you tell them to fuck off, they bitch at you and wander off to try and find Satan to see what he might have to offer. You’re pretty sure you won’t get a shot at that trifecta again any time soon, but no foul.

-If you Get the Party Started, they deliver the goods and it’s clear that Trout has a real eye for talent. You manage to keep up, but it’s close, and you finally kick them out just before dawn.

You really have no choice but to make good: Knock off 1-barter, but mark experience, take +1 forward to your next Pack Alpha roll, and take 1-hold forward. Spend it to have the girls show up looking for you anywhere that’s not the middle of a battle.

DAMSON: The window fits fine, and the Barber shop guys tell you the Crocs actually paid them for it, so with some help from a neighbor in the condos across the way who’s a handyman, you get it installed and everything is soon up and running again. Tavi seems to be feeling much better, you can hear her singing occasional snippets of pop songs from her room, and she’s taking food again. Ruby is a whirlwind of activity, cooking, cleaning, re-arranging her kitchen, and spending some of her saved-up barter on the local kids to bring her stuff for the pantry and freezers. She doesn’t hassle you at all, and doesn’t mention the incident with Lars. A couple days go by quickly and relatively packed with activity.

On Day Three, you’re out and about trading for some DVDs when you hear the roar of motorbikes and Juke and Loose pull up next to you and wolf-whistle and make a few crude remarks specifically in reference to both your ass and the direction in which you ‘dress’. They’re both obviously high, but in very good spirits, and specifically seeking you out for some Afternoon Delight.

They insist you haven’t done it until you’ve done it in motion, and invite you to ‘go for a ride’ with each of them’ in turn. They laugh and tell you they’ll hook you up with some pain meds for your singer because they have no use for downers.

-If you tip your hat and wish them a pleasant afternoon, they cuss at you and impugn your orientation before roaring off in the general direction of the Theater District. You are quite sure they’ll not proposition you again. You manage to acquire the DVDs in exchange for a couple of comp tickets to the Cabaret. Name the attendees, and return home.

-If you climb aboard, you experience intense and borderline-terrifying high-speed coitus with each of them as they drive and you ride in back. It’s quite invigorating, and they’re giddy and flushed when you finally pull up in an alley around the corner from the Sunset an hour or so later.

They both swear that was WAY better than they imagined it would be, and tell you to just ring the little bell on your bike if you ever want to do it again. Mark Experience, take +1 forward on your next roll with Tavi or Ruby for the pain meds they hand off, and take 1-hold forward. Spend it to have Juke and Loose show up anywhere their bikes can get to, including in a tense situation or a battle, looking for you.

45
Apocalypse World / Re: Confessions of a Bad MC
« on: February 05, 2011, 01:55:25 AM »
Last game I ran I totally failed to make the Gunluggers life interesting. There was some cool stuff the players came up with during the first session, involving rival factions and a gladiator style contest. When I got to asking the Gunlugger what he was doing he said he was sitting in his room. Nothing else. I was kinda lost what to do with him so just left him there.....

I always default to Raymond Chandler in situations like that: "Undoubtedly the stories about them [hard-boiled detectives] had a fantastic element. Such things happened, but not so rapidly, nor to so close-knit a group of people, nor within so narrow a frame of logic. This was inevitable because the demand was for constant action; if you stopped to think you were lost. When in doubt, have a man come through a door with a gun in his hand."

-JC

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