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 - wightbred

Pages: 1 ... 11 12 [13]
181
Dungeon World / Re: Clarifying "Make a Stand"
« on: January 04, 2011, 04:40:50 AM »
Sorry - I'm not looking at the current version (10.08.25) so we are talking apples and oranges. I'm looking at the next version Sage and Adam are drafting and tracking as part of their open design process. It looks only about 50% finished has a great new draft move for the Cleric and some additional sections. Tracked version is here: http://www.latorra.org/dungeon-world-svn/browser

This is only a draft so it may change, but I found the basic move clarifications on page 17 really useful for my current game, so check them out if you are hitting issues. In these basic moves clarification my reading is you can:
- Kill lower and make it everyone you can reach on a Hack and Slash; and
- Only divide damage on a Make a Stand - solving my concern.

Johnstone - Not sure that the intention is to use Pull a Stunt not Hack and Slash based on the notes on p17 of the new draft, but it is a very cool way to handle it. I'm thinking of giving this a go. Cheers.

182
Dungeon World / Re: Clarifying "Make a Stand"
« on: December 29, 2010, 06:49:01 PM »
Just read the latest draft version on Sage's site which clarifies this: "if you choose to effect all on a 10+ ... you split your damage between them". So should have split the damage roll between the monsters.

Also notes that when you Hack and Slash with a 10+ you can "kill outright (lower level Monsters) and effect everyone he can reach". This gives me the cool multiple kill option I was looking for so I'm very happy with this.

A couple of semi-related follow-up questions:
- Can a person with a bow reach everyone they can see for Hack and Slash? Thinking of limiting this to monsters in a certain area.
- How are people handle Hack and Slash with a bow against monsters not threatening the character and only with melee weapons? I'm following the fiction and playing that the character doesn't take damage from making the Hack and Slash.

And a completely unrelated one:
- Cleric doesn't get d6 weapons or chainmail. I'm houseruling that they can have these. Anyone else doing the same?

183
Dungeon World / Re: Clarifying "Make a Stand"
« on: December 22, 2010, 01:42:35 PM »
Thanks for the reply.

I agree that DW moves are more vague than AW moves. I haven't had any similar problems MCing AW moves, and have played a lot more AW than DW now.
Probably too much group / fiction context:
- We've recently stopped playing D&D 4E because we found it limited our freeflowing style. Everyone was keen to try DW ironically because we want every roll to matter.
- Set the game up as a one-shot trial, so the players were playing faster and looser than usual.
- Party of five in an evil forest on a specific quest but were sidetracking to check out a goblin village on their own instigation. Was letting them go with their interest, but had made it clear that the village was going to be a challenge for them.
- Most of the party tied up with the Goblin sentries in trees, but the Fighter charaged up to the village alone. I let him know that there were 40 or so goblins in the village.
- The Fighter smashed open the gate using Bend Bars.
- I described how 10 goblins were counter attacking to take the gates back, and he chose Make A Stand and rolled 10+.
- We talked about how to rule this, with pros and cons either way and I made a ruling to keep it moving. The roll really defined the Fighter as a character as he hadn't had a chance to shine yet and it defined our need for every roll to matter.

We all agreed that killing a bunch of monsters in a single 10+ roll was awesome afterwards. It felt like the best possible spirit of 3:16 was present in this game as well. Since then I've been thinking about how I can capture this as a consistent part of the game with house rules. Not looking to be power gamerz, we just want quick but challenging combats.

184
Dungeon World / Clarifying "Make a Stand"
« on: December 19, 2010, 05:53:49 AM »
In the first game I MC'd of Dungeon World we had and interesting effect from the Basic Move "Make a Stand" that I agreed I'd try to get some advice on.

The Halfling Fighter advanced alone to the Goblin Village and was attacked by 10 Goblins. He "Made a Stand", rolled 10+ and chose "Deal Normal damage to the enemy" and "You also defend against all nearby enemies, they are all effected by this move" intending to hit and (with the damage roll) kill all 10 goblins. I ruled this was OK and in an awesome scene he slaughtered 10 goblins.

We debated after the game if this was the intention of the move. It seems out of proportion with the damage of "Hack and Slash" although you do need to roll 10+, take the hit and roll moderate damage.

So here's my question: is this an intended way to use this move?

By the way love this hack. It convinced me to buy AW.

185
brainstorming & development / Re: Apocalypse World Tour
« on: October 28, 2010, 07:51:09 AM »
This is exactly the feel I'm trying get! Thanks.

186
brainstorming & development / Re: Apocalypse World Tour
« on: October 27, 2010, 06:06:46 AM »
Revised creation

A. Choose musical style: pop, cock-rock, metal, blues, reggae, country, covers, whatever.
(Note you can choose something other than a straight band like a Circus, Orchestra, Boy Band, the travelling musical family or whatever. Note this might cut the seriousness. The existing Band Roles will probably work with some mods. For example Face for ringmaster or conductor, Solo for first violin or trapese, or Hammer for dancer. Enjoy.)

B. Choose a Fame level for the band as a group:
- Headliner (Fame +2 at one city, Fame -1 at one city, otherwise Fame +1)
- Also appearing (Fame +1 at one city, Fame -1 at one city, otherwise Fame +0)
- Ex-roadie krew (Fame +0 at one city, otherwise Fame -1)

“There’s no lower life-form than a roadie krew who breaks off and forms their own band.” (Brian playing Grunge Warriors, from KoDT #90)

C. Choose band member type for each player. 

D. Make the rest of the character as per the standard Apocalypse World rules.

E. Don’t forget to argue over the band name during the first session.

 
MC notes

Need a new MC move: Reduce Fame as established. Probably stick to dropping it by -1 at a time. 

In terms of Fronts, the Fundamental Scarcities (p137) are similar, except that actual Hunger and Thirst are probably less frequent in the cities or the cities wouldn’t be there. Think fame, money, drugs and groupies to replace them during the city bits, and hit them hard with Hunger and Thirst on the trips between cities.

There are additional options for Threats (p138) from this Hack:
- For Warlords also think rival major bands, corporations and corrupt managers, promoters or even city governments.
- For Grotesques also think crazed fans and disgruntled groupies.
- For Brutes also think roadie gangs, over zealous security and cover bands.
- For Catastrophy also think riots and civil disturbance.

Playbooks

All standard Apocalypse World character playbooks are available: Angel, Battlebabe, Brainer, Chopper, Driver, Gunlugger, Hardholder, Hocus, Operator, Savvyhead, Skinner.

For Hardholder use the standard or think either a venue owner or a traveling hold, like a group of tour buses.

187
Apocalypse World / Re: SMG, MG and belt ammo
« on: September 23, 2010, 07:27:41 PM »
Jeff Russell - that's funny: your first post put me onto this.

Jim D - sorry about the lack of attribution!
 

188
Apocalypse World / Re: SMG, MG and belt ammo
« on: September 23, 2010, 05:23:51 AM »
Cool, thanks. This works for me.

189
Apocalypse World / SMG, MG and belt ammo
« on: September 22, 2010, 08:18:32 AM »
On the Forge someone noted the SMG says "area" in the Gunlugger playbook, but "auto fire" in the gear. Vincent replied it should be "autofire", which is cool.

MG has the same problem, but I love the idea of a belt-fed MG just continuing to fire on and on.

I was thinking that changing "auto fire" to "area" seems an appropriate Gunlugger "serious" gun option for an MG, about the equivalent of adding "ap".

Normally I'd just do this, but as I'm hoping to play the a Gunlugger at some point I want a second opinion. Thoughts?

190
Apocalypse World / Re: Extended Mediography
« on: September 19, 2010, 07:35:23 AM »
Definitely second checking out The World Without Us. A tasty read and it gave me a bunch of ideas for AW.

191
brainstorming & development / Re: Apocalypse World Tour
« on: September 19, 2010, 07:16:10 AM »
Why play this

I’ve always loved the internal politics of the band, as shown in Metallica’s Some Kind of Monster and This is Spinal Tap. The rock tour brings this into sharper focus. But I’ve found integrating the threat of violence challenging until now. We played a Boy Band Shadowrun one-shot a long time back, but I think the rock concept really shines when combined with Apocalypse World. You need the threat of violence and the Psychic Maelstrom to really make it sing.

Like XXXXtreme Street Luge I don’t see the actual on-stage happenings themselves as the central focus. Its the tension on the bus from the gig I want to focus on. Alternatively crank up your Rock Band or equivalent to simulate the gigs and get you in the mood before you play or as a break.

The rules additions to make this work are straight-forward, so I’m tempted to call this a “Skin” that goes on top of Apocalypse World rather than a “Hack”. (You’ll see it may work as written on top of other Hacks like Sixth World as well, but that’s not my focus right now.)

The new rules are Band Role, Fame and Cash. The band name, musical style, Fame with a bunch of nearby cities and Band Role of each chararacter and their related moves are recorded on a small separate sheet that you use in combination with your standard playbook.

Band Role

Like D&D 4e or XXXXtreme Street Luge there are two sides to the characters. They can play a wicked tune, but they also have to be able to survive the harshness of the world. Add Band Role as additional layer on top of character “classes” in the playbooks. So each character has a Band Role AND a standard Apocalypse World playbook.

Specific classes suit specific Band Roles better, like Battlebabe Faces, Operator Managers and Skinner Yokos. But these are merely suggestions and you can crank the combinations how you like to get a Roadie Brainer for example. Also unlike the standard “classes” in the playbooks you can double up on band member types if you want to. Think how much fun you’d have with two lead guitarists (Solos).

Each Band Role gets an additional single move which is usually roll + Fame (see below) and some appropriate instruments and details.

Fame

Fame is like the band’s Hx with a particular city. Unlike Hx it works two ways, as you understand the people of the city more, you are treated with a higher regard within the city. Outside a city use -1 for Fame as the degenerates that live there have probably never heard of you. Fame resets from +4 to +1 like Hx, and when this happens everyone marks experience.

There are two Fame moves:

Another day, another city: Roll + Fame from the last city.
- On 7-9 add +1 Fame in this city.
- On 10+ add +1 Fame in this city and a crowd forms to meet you.
- On 6 or less the MC can make a move as hard as they like, which may even drop your Fame here.

The Main Event: Once per city during a performance roll + Fame. You only get one roll per city regardless of how many performances, until there is a decent break between them like travelling to another city and back.
- On 7-9 add +1 Fame for a wicked performance.
- On 10+ someone on stage gets good detail as if they rolled 10+ on open your brain. You can fight over who gets the detail if you need to as normal, potentially with the locals who want a piece of this action.

Cash

Cash means that people can buy concert tickets and you can get paid. Whilst barter is the norm across the wasteland, luckily some cities print their own cash for you to collect. New City Dollars, Silver Town Bracelets, Old Irish Pounds, Motor City Dimes, and Fair Land Credits. The MC will give you an easy exchange rate like 10, 100 or 1000 of the local cash = 1 barter. But you’ll get a worse exchange rate for non-local currency, if you can use it at all. 1 unit of barter = front row seat, back stage pass, 2-3 good seats, 5-6 cheap seats, latest rec of a famous band (recordings in variable format), a stack of old/unknown recs.

Still to come
- Revised creation
- Band Role moves
- Additional MC notes

In the meantime hit me with suggestions and feedback...

192
brainstorming & development / Apocalypse World Tour
« on: September 18, 2010, 08:53:37 AM »
The flag day riots showed the brainers in Motor City the hard link between raw crowd emotion and the psychic maelstrom. They started to whip their people up to tap that juice. And the best way to tank a crowd is, and always was, full-throttle rock.

Now head-line and dive bands travel the the waste between the cities built in the shadow of ancient towers, hunting the juice-hit and barter so they can rise above the filth.

This is your world tour. Welcome to the apocalypse.

I’m with the band

Face: Someone needs to front the crowd and make them roar. Think Mick Jagger, Henry Rollins or Anthony Kiedis.

Solo: Making music is a talent, and you and your instrument on stage is the sole definition of the term. But did you bargain with the devil for the skill? Not just for guitar players, but think Hendrix, Slash or Frusciante hammering out an abnormally long solo.

Pace: A pace, a rhythm, is the base, the heart of a band. All the flash and clever solos won’t make a difference if the songs don’t hang together. Think the unknown bass player, the extra guitar player or that weird guy on keyboards.

Hammer: Music is a physical thing. Lose yourself while hammering the skins, animal drummer.

Manager: I found these guys playing to mutant rats in a garage. They’re gonna get me somewhere. Somewhere better.

Roadie: “I’m responsible for the bands overall musical direction.” “You’re our roadie.” (Satanic Sketches, D-Generation)

Yoko: “You can't fucking concentrate because your fucking wife! Simple as that, alright? It's your fucking wife!” (Nigel Tufnel, This is Spinal Tap)

Pages: 1 ... 11 12 [13]