Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dragonraven

Pages: 1 2 [3]
31
Apocalypse World / Re: Molotov Cocktails and Failed Rolls
« on: September 16, 2010, 09:03:28 PM »
Make him roll +Cool under fire. ;)

If they fail, then maybe they take 1-harm AP, but then the fire goes out.  If they only get a partial success, then maybe other stuff gets set on fire, or they get surrounded while trying to put out the flames. 

32
Apocalypse World / Re: New Playbook: A Boy and His Dog
« on: September 16, 2010, 09:00:00 PM »
I think the player's adding to the world is a great idea.  The game belongs to them as much as to the MC.  Adding something they want means they'll be more invested in it, as opposed to the MC trying to guess what they want.

If the player's a twink, and wants to find Excalibur, or a piece of the True Cross - or something equally silly and out of the setting, well first of there should be a social contract in place where the MC frowns and asks, "really?" 

If the player persists, well, there's a failsafe.  Even if the player rolls 12+, the MC still chooses the outcome.  "Excalibur is far away.  Really, really far away."

If the request is reasonable - like finding a doctor to save the PC's dying sister, there's a way to do it.  And the MC can put the person, place or item square in the path of one of the Fronts.

Therefore, if x exists, the PC will want to go towards it.  Complications will arise based on the effect the MC chooses.  Then characters will try to overcome.  A narrative is weaved, based on the obstacle and the actions of the players. 

If anything, this is a Move that helps the story forwards.

33
Apocalypse World / Re: New Playbook: A Boy and His Dog
« on: September 16, 2010, 08:00:31 PM »
Somewhere Out There:
I love this move.  So much.  Though, I'm not sure why "it's in the vicinity" is on the list.  All the others are bad.  That one doesn't sound like it could possibly be bad if you're naming something "you want to find."

Hmm, was wondering if I should reword that.  Maybe: "It's not where you thought it was, but you're close."

Ie, the PC's never been there before and is fuzzy on the details.  Or maybe it's moved.  Or maybe someone's making off with it.

34
Apocalypse World / Re: New Playbook: A Boy and His Dog
« on: September 15, 2010, 12:25:43 PM »
I was also thinking about a "Search" move for ABaHD. 

I did come up with a move called "Somewhere Out There" for the Tribal Playbook I created a week ago.  Was wondering if it worked for this Playbook, or if something else would seem more appropriate?

Somewhere Out There:  Name a person, place or thing out in the Wastelands that you want to find.  It exists.  Roll +Sharp.  On a success, you know where it is, but the MC chooses 1.  On a 7-9, the MC chooses 2.  A fail, the MC chooses 4.
•   It's far off;
•   In hostile territory;
•    it's in the vicinity;
•   You can't go back the same way you came;
•   it's been claimed;
•    it's not what you expected;
•   it's in danger.

35
Apocalypse World / Re: In which we vomit forth apocalyptica
« on: September 15, 2010, 11:05:26 AM »
A slaver's settlement, and colosseum, where the currency is human ears.

More often than not, you'll see some poor scab sweeping floors who decides to give up sunglasses, lest he go without his next fix, if you know what I mean...

36
Apocalypse World / Re: Tell me about your experiences with Ally:
« on: September 15, 2010, 12:03:21 AM »
Colin here.  I play JC the Operator in the Gamma Road, MC'd by Jon (Glendower).

JC had only a partial success for a Cool Under Fire roll, to avoid the advances of several women.  I played this as JC staying up real late into the night, pondering some tough choices he's made and obsessing over a personal object of his. 

This led JC - the next morning - to be very frazzled, unfocused, and weak-willed, when he was to be the leader of the convoy that was meant to carry forth The Dream.  It showed a weakness to JC's followers, and to Goldie the Chopper (and her gang), who was acting as the convoy's protection.

After playing through the morning, JC's Allies actually got together and bucked up JC, reminding him that he needed to appear strong ... and to get dressed.  This gave JC back his resolve. 

The MC did an excellent job bringing them in as character support, and gave me a lot to work with as a player.  The MC made an effective use of the altruism and support that the Allies were created for - showing actual concern and compassion in the hellish world, while all the other NPCs are looking for their own.

As well, the MC played out their Ally type in the scene really effectively - Patch (the medic) was a Guardian (Impulse: to intercept danger), and Rice (JC's aide) was a confidant (impulse: give advice/perspective/absolution).  Both Allies bolstered JC from their own impulse - Patch ordering JC to get some water and sleep, while Rice suggesting that JC's rumpled appearance and disquiet was was hurting JC's leadership. 

37
Apocalypse World / Re: New Playbook: A Boy and His Dog
« on: September 14, 2010, 11:44:51 PM »
Willow:

Really like the concept, and some of the stuff you've written. I've been getting a few ideas of my own, reading this, and would like to try my hand.  Would you mind if I wrote up a separate entry for ABaHD?

38
Apocalypse World / Re: New Playbook: A Boy and His Dog
« on: September 13, 2010, 05:53:23 PM »
I really like the concept - the lone character and his loyal pet.  World's full of raiders, scum, and mutants, so who can you trust more than your best friend?

I was partially inspired by this concept to write the the Tribal Playbook (yeah, I'm advertisting.  Tell your friends).  I can see the Tribal getting a pet and Tricks as an advancement. 

I really like the idea of customizing the dog (like the Driver customizes his car, or the Hardholder his holding/gang).  But I think the Move:Tricks needs to be more like how Pack Alpha, Seize by Force, etc operates in that after rolling, the player can pick how well, and to what degree the canine functions. 
Example:

Tricks:  Give the dog a command.  Roll +Sharp.  10+ Pick all 5.  On a 7-9, pick 3.  On a fail, the dog does not, or cannot obey. 

--The Dog obeys the command immediately.
--The Dog is not harmed.
--The Dog is not confused or distracted.
--The Dog performs particularly well.
--The Dog performs happily. 

This way, with Tricks, the dog can hide equally well from the hungry raiders, attack the radscorpion, or track the kidnappers through the swamp. 

Also, I think all Playbooks need social Moves, or Moves that add to the world in some way; that create something in the world.  Also, what is the BaHD's niche in the world?  I'm not sure it's combat.  The Gunlugger and Battlebabe already do combat - that is their niche. So where does the Boy and His Dog fit into the world?

A social move, like: "Pet the Dog.  Roll +[whatever. Sharp?] when dealing with someone.  They'll stare into the loveable mutts eyes and as per the Skinner's Hypnotism. (maybe?)

Maybe a Move where the Boy can communicate with his Dog.  Telepathically, like in the case of Blood from the story: ABaHD?  Or if the dog's a mutie or cybernetic, then maybe it can speak?  If the dog's just a regular ol' dog, maybe it can simply communicate empathetically like fucking Lassie? ("What's that Dogmeat?  Mel fell into the well?")  And then, maybe - as per the loyalties of a dog, it can give you some good advice, granting the PC some +insight? ("Don't do it, Davie.")

Canine Sacrifice: The Dog can take a point of +harm for you or someone else in battle?  It follows the theme of loyalty.  After someone takes +harm, roll +sharp.  10+ the dog gets to them in time and the person takes no harm, while the dog takes half the harm (rounded down).  7-9 Subtract one harm from the total.  The dog, and the person divide the remaining harm between them.  Fail, both the dog and the person take the full harm, after armour. 

Trying to think of a Move that can change, or add to the world.
What do ppl think so far?  Hope it inspires.

39
Apocalypse World / Re: Playbook: The Tribal
« on: September 13, 2010, 04:48:56 PM »
I agree that with the tribal moves included, you'd want to limit initial choices to Wasteland Survival and then pick one.  That gives you the "Three things" that's common to the various playbooks. 

The tribe sets are great.  There's a lot of evocative images there. 

After taking another look at the Playbooks, I'm in agreement.

Change:

Tribal Moves: The Tribal gets all the Basic Moves, plus one Move from the Tribal Set, and Wasteland Survival.

Also, having talked to Glendower some, I wanted to assert I believe Wasteland Survival should be a Move common with any and every tribal, no matter from what sort of tribe he's from.  Any Tribal, from a cannibal, to a spiritual guru, would have a basic understanding of how to fend for himself, and live off the land.  The other playbooks need barter from their respective jobs in order to make their way, but the Tribal is contrasted as being self-sustaining.

40
Apocalypse World / Re: Playbook: The Tribal
« on: September 13, 2010, 04:40:56 PM »
Quote
This is fantastic. Do you mind if I borrow it?
John

John Anderson:  Please borrow, and share with the rest of us if you can.

Whether the Tribal is playable or not, one of the biggest things I'm concerned with is ideas getting passed around, and developed.  And if this inspires someone to write something even bett]er, then it's all our gain.  So please go for it.

I like the revisions!

Glendower, I think Leadership works well if you're looking at "I'm the next chieftain" rather than "I'm the big hunter" as a concept. I'm interested to know if that was the justification for it :)

Glendower and Mike Sands:  I was actually waffling over whether to add Pack Alpha or Leadership with the gaining of a gang.  Both can make sense, depending on what the player and MC agree on.  Both also do roughly the same thing, except the context and flavour is different.  I'm more leaning towards Mike Sands' interpretation, however, as Pack Alpha implies the gang actually needs to be forcefully coerced into doing what the PC wants.  Leadership implies there's a sort of union, organization and training involved. 

My interpretation of the Tribal is that he is - ironically - from a community, despite being "uncivilized."  There would have to be a level of trust, co-operation and teamwork if they are to work together to bring down the radscorpions, raiders and two-headed dinosaurs.     

41
Apocalypse World / Re: Playbook: The Tribal
« on: September 12, 2010, 02:16:47 PM »
Oh, and the junked Sawn-Off Shotgun also does +Messy.  Duh. 

42
Apocalypse World / Re: Playbook: The Tribal
« on: September 12, 2010, 02:10:52 PM »
A change on the weapons.

The bolas do not do 1harm, but they still do s-harm.
Bolas: (s-harm, close, reload.)

The Outdated Hunting Rifle:
(2-harm, far, loud, reload, AP*)  *-AP only if attacking by surprise. 

43
Apocalypse World / Re: Playbook: The Tribal
« on: September 12, 2010, 02:07:24 PM »
I really love everyone's suggestions!  And Mr. Sands, good call on everything.  A hunting/raiding party?  Hell yes.  The idea of adding extra bonuses for Ambush is also good - was trying to come up with ideas for additional bonuses, without taking away from what Going Aggro or Seize by Force accomplished.

And yes, Mr. Johnstone, the Tribal will take the Hx the other PCs tell him, after he picks the one option (or both options).

Changes:

Wasteland Survival: The Tribal can create something, with preparation, and the right materials.  Pick one:  Clothes, shelter, protection, food, water, temporary medicine, 2-harm weapon, 1-armour. 
Then roll+Sharp.  On a 10+ Pick 3.  7-9 Pick 2.
-It can be fashioned quickly.
-It can last for a while.
-It's of good quality, capable of adding a minor effect.
-It can supply up to a small gang.

On a fail, time, and the resources are wasted.

Ambush: Prep before going aggro or seizing by force.  Prep can mean anything from hiding a broken bottle behind your back, setting snares, or waiting till night falls.  Right before you make your move, roll +Sharp.  10+ pick 3.  7-9 pick 1.   
•   They're vulnerable.  You do AP or +1 harm.
•   They're disorganized.  They do -1 harm.
•   You set the engagement.  Pick your starting range.
•   You're in good position.  Add a piece of cover in this battle that you can hide behind.  Worth 1-armour. 
•  They're cutoff.  The enemy cannot retreat the way they came in.
•  They're distracted by you.  Your allies take +1 forward if Going Aggro/Seizing by Force.

On a fail, you're caught before you're ready.  The MC can choose 2 from the list.
Vulnerable/Disorganized lasts till whenever the MC decides the NPCs can identify the threat and/or get themselves rallied.  For PCs, they'll need to Act Under Fire.  The other effects are under the whims of battle.

Improvement:
--+1 Cool (max +2)
--+1 Hard (max +2)
--+1 Hot (max +2)
--+1 Weird (max +2)
--Gain a gang (detail), and Leadership.
--Gain the second tribal trait from the set you've already taken.
--Gain a tribal move.
--Gain another tribal move.
--Gain a move from another playbook.
--Gain a move from another playbook.
[Note:  The Tribal has to take the second trait from the Tribal set.  And I removed getting a third tribal trait, and added the gang.  Was wondering whether to take Pack Alpha or Leadership, but settled on leadership]

44
Apocalypse World / Playbook: The Tribal
« on: September 10, 2010, 05:45:13 PM »
Hey.  My first post.  Would love suggestions, tips, ideas, thoughts. 

THE TRIBAL:
Gone are the old ways, and the good ol' days.  What happens when you've forgotten how to speak, how to act,  how to be 'civilized?' You reinvent yourself, and take what you can from the dead world.  You've taken the scraps of memory left in the ruins, and from it, a new order -  a new culture - has arisen.  One that can survive the toxic air, the things that roam, and worst of all, other people.  When the last of your machines break down- when everyone's dying for a drop, you will thrive.

Creating the Tribal
Choose a name, look, stats, a tribal trait, moves, gear, and Hx.

Name:
Pale Dog, Joe, Zog, Oog, Kurtz, Rags, Hunter, Bad Crow, Him/Her, Mister/Misses Savage, Si, Sprang, Za, Sky, Pepsi, Ghost, Knocker, Demon, Black man, No-No, Mojo, Gungadish, Skeleton, Monkeyboy, Noble, John.

Look:
 
Man, woman, ambigious, transgressing.
Leather wear, fur wear, scrap wear, scrounge wear, vintage wear, rugged wear, display wear.
Lithe body, scarred body, tattooed body, gaunt body, muscled body, bony and tall body, solid body.
Noble face, scarred face, crooked face, tired face, gorgeous face, inbred face, weathered face.
Laughing eyes, Serene Eyes, Wild Eyes, Pale eyes, Cloudy Eyes,  Sad Eyes, Watchful Eyes, Guarded Eyes, Spooky Eyes, Clever eyes, Dull eyes, Squinty eyes.

Stats:
•   Cool+1  Hard+0  Hot+1  Sharp+2 Weird-1
•   Cool+0  Hard+1  Hot-1  Sharp+2 Weird+1
•   Cool+1  Hard-1  Hot+1  Sharp+2 Weird+0
•   Cool-1  Hard+1  Hot+0  Sharp+2 Weird+1

Moves:
You get all the basic moves.  And this one:

 Wasteland Survival:  With preparation and the right materials, the Tribal can make something for himself, up tor a small gang.  Pick one:  Shelter/protection, food/water, medicine, basic weapons/armor.   Plus roll+Sharp.  10+ The creation is permanent.  7-9: Will soon break down with use.  On a fail, you end up wasting time and the material. 
And pick 2:

Ambush:  Prep before going aggro or seizing by force.  Prep can mean anything from hiding a broken bottle behind your back, setting snares, or waiting till night falls.  Right before you make your move, roll +Sharp.  10+ pick both.  7-9 pick one.   
•   They're vulnerable.  You do AP or +1 harm. 
•   They're disorganized.  They do -1 harm.
On a fail, you're caught before you're ready.  You do -1harm.  They do +1harm.
Ambush lasts till whenever the MC decides the NPCs can identify the threat and/or get themselves rallied.  For PCs, they'll need to Act Under Fire.

Quick In:  When using a hand weapon, or any tribal/primitive type weapons (like a bow), gain +1 armour.

Somewhere Out There:  Name a person, place or thing out in the Wastelands that you want to find.  It exists.  Roll +Sharp.  On a success, you know where it is, but the MC chooses 1.  On a 7-9, the MC chooses 2.  A fail, the GM chooses 4.
•   It's far off;
•   In hostile territory;
•    it's in the vicinity;
•   You can't go back the same way you came;
•   it's been claimed;
•    it's not what you expected;
•   it's in danger.

Deja Vu: At the start of a charged situation, make a prediction then roll + Sharp.  10+ Hold 2.  7-9 Hold 1.  You can spend your holds 1-for-1 on yourself, or another PC to take +1 to make the prediction come true.  On  a fail, take -1 forwards, as you're looking the wrong way.

In Every Footprint, In Every Cloud, a Sign:  Use Sharp when opening your brain to the psychic maelstrom.

You are the Prey, the Hunter: +1 Sharp.

Tribe Set:
You come from a tribe.  They worship a specific way, they act a specific way, they believe in certain gods.   Because of where you're from, choose a set, and pick one of the tribal traits therein:

-Child Tribe:  The adults never found you, or maybe you exile anyone over a certain age.   Pick one:
•   Child immortality:  The first time you take a debility, ignore it.  You're now out of the fight and left for dead.   You'll come back in the aftermath.  Erase all harm.
•   Perceived vulnerability: Whenever someone offers you aid, protection, care or comfort, and you accept, they gain +1 xp.

Blood and Darkness tribe:  Gathered in secret, your tribe conducts dark rites.  More in tune with monsters, than with people.
•   Cannibal:  While away from your tribe, gain +1 xp when you eat someone.  Spread the love.
•   Wasteland demon:  Pick one condition:  Inflicting harm in darkness/Inflicting harm with a hand or intimate weapon.  Whenever you inflict harm with this condition, then inflict +1 harm and +messy.  If the weapon is already +messy, it becomes +GORE EXPLOSION.

Exploration tribe:  Your tribe roams the earth, learning about the people and the world.
•   Crazy prepared:  Gain a piece of gear from another playbook.
•   Well versed:  Gain an additional sex move from another playbook.  When you do the nasty, you can now use either the new sex move,  your tribal sex move, or both.

Exodus tribe:  Your tribe has suffered, and forced to leave their ancestral land. The tribe's warriors are dead, and only you remain to lead them.  The tribe consists of the very young, and the very old.  A medium gang, 0-harm, 0-armour.  Plus pick 2:  Vulnerable: Desperation; Vulnerable: Disease: Vulnerable: Hunger, Vulnerable: Violence.  In addition, at the beginning of every session, they produce 1 barter for you.
•   You can consult the tribal elders.  Gain +insight.
•   Whenever you protects the tribe from danger, or improves their lot, you gain +1 xp.

Maelstrom Tribe:  You are the product of a tribe highly in tune with the ebbs and flow of the psychic maelstrom.  The tribe even refers to the maelstrom directly, as if it were a place.
•   Shaman: With preparation, gain +augury.  You can use Sharp for augury if you have a move that lets you use Sharp to open your brain to the psychic maelstrom.
•    Intimacy with the secret world:  Once per session, in private, you can ask the MC about the nature of a threat that has been encountered, or is looming.  Gain +1 if you act on what the MC tells you, similar to using the basic Sharp move.

Wasteland tribe: Your people are tough and hardy, pragmatic.   You're in balance with the land, and conduct regular business with other settlements.
•   Nothing wasted:  Whenever you successfully use the Wasteland Survival move, gain +1 barter.
•   Helpful Native:  After a successful Wasteland Survival move, whenever you share the earnings with one or more PC, gain +1 xp.

Gear:
You get clothes appropriate to your look, and 1-armour at your discretion.  Plus, pick 2 Tribal weapons:
Boomerang:  (2-harm, close/far, returns) and an armoured glove.
Longspear: (3-harm, hand/close)
Garrote: (2-harm, AP, intimate)
Blunt War Weapon: (3-harm, hand, messy)
Great Scything Blade: (3-harm, hand, messy)
Bow: (2-harm, close, AP)
Outdated Hunting Rifle: (2-harm, far, AP, loud, reload)
Ceremonial dagger:  (2-harm, hand, valuable)
Hunting knives: (2-harm, hand, infinite)
Javelins: (2-harm, hand/close, reload)
Bolas: (1-harm, s-harm, close, reload).
Junked Sawn-off shotgun: (3-harm, close, loud, reload)
Your Own Damn Nails and Teeth: (2-harm, intimate/hand, implanted, messy).
Clawed glove: (2-harm, close, messy)

HX:
On your turn, pick 1 or both:
Tell someone +1 hx.  They've had dealings with your tribe before.
Tell someone Hx-2: Your tribe has been hostile to that PC, or someone near and dear to them.
Everyone else, tell them -1.  You're strange and different.
On their turn, pick one or both:
Whatever number someone tells you, write +2 instead.  You've helped them when they were lost, alone and hurting.
Hx -2: They've fucked with or double-dealt your tribe.

Tribal Special:
When you and another character have sex, you can gain +1 history with them, and they get -1 history with you.   Or you get -1 history with them, and they get +1 history.  What with the cultural difference.

Improvement:
--+1 Cool (max +2)
--+1 Hard (max +2)
--+1 Hot (max +2)
--+1 Weird (max +2)
--Gain another tribal trait from a different tribe set. 
--Gain the second tribal trait from a set you've already taken.
--Gain a tribal move.
--Gain another tribal move.
--Gain a move from another playbook.
--Gain a move from another playbook.

Pages: 1 2 [3]