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Topics - Simon JB

Pages: 1 [2]
16
blood & guts / The "get +1stat" advances
« on: June 11, 2011, 11:24:40 AM »
I've been struggling to see a pattern in what "get +1stat" advances the different playbooks get, but failed so far, so I thought I'd ask. Obviously the ones who can raise their signature stat with color through a move don't also get it as a colorless advance, but apart from that? Is it a numbers thing who gets to advance the same stat twice, or is it purely thematically decided? (I'm not that good with numbers and seeing patterns in them, I'm afraid.)

17
Apocalypse World / Threat of violence - manip or aggro?
« on: June 07, 2011, 08:21:40 AM »
I generally don't have a problem deciding what moves in the fiction should go under aggro, seize or manip, but right exactly now I'm in a position in a game where we're a bit unsure.

This guy has threatened me and made me angry, and now I've got him by the throat, literally. I lean in close to him and growl into his face, "take that back now, or I will break you in half, right here, right now". Neither of us is waving weapons around, and my character is clearly bigger and stronger (huge body, hard+3, not to be fucked with-equivalent).

Would you play it as aggro or manip?

18
Apocalypse World / Single player and Hx
« on: December 03, 2010, 06:57:15 PM »
We're running a single player PbP game (one player, two characters), or we're just starting it, and I'm sure I saw a thread with some advice on what to do with Hx with such a setup. I can't find it, though.

Can someone point it at me, if you know how to find it?

19
brainstorming & development / Brainstorming, Weird in a SF-setting
« on: November 21, 2010, 03:43:08 PM »
I'm trying to get a hack up and running for playing with AW rules in a Transhuman Space/Eclipse Phase type world. It's a very primitive hack, with rules as close to AW proper as I can get them, in order to get to the playing as soon as possible. For example, playbooks are basically ported straight off, with just some changes to some options and details.

But I'm not sure what to do with weird! Should I just take it out? Should it be about your ability to jack into the datamesh? Do I want some metaphysical weirdness going on under the surface? My instinct would be to take it out, have it be all about mundane people in a hard-sf world, but I'm not sure. I'd have thought the same about a post-apoc world, but in AW proper I love the psychic weirdness and how everyone have access to it via the open you brain move.

So, hit me with your suggestions! Or ask me if I'm not clear about something!

20
blood & guts / outnumbering in combat
« on: November 05, 2010, 01:45:42 PM »
What would I miss if I used an alternative to the system with gangs from AW, say maybe stating that being outnumbered several times, tenfold and fifty times or more would have consequences for harm and armor similar to the way gang sizes do it?

My reason for doing this would be to make the system scale easily with bigger numbers, for a setting where a military force could be hundres or tens of thousands of soldiers. Plus that I'm uncomfortable with the gap in AW proper between 'a guy or two' and a small gang, making me unsure how to handle one person surrounded with like five guys in a fight.

21
Apocalypse World / AW over Google Docs
« on: October 21, 2010, 03:22:34 PM »
So, now that google is discontinuing wave, I've started experimenting with different tools. Forum or blog format has been too unefficient, I mean, there's too much space between the text in each post, making it annoying with really short posts. And I think really short posts are important for getting that easy, creative conversation.

So, after sketching up how I'd like it, and discussing it a bit on some swedish boards, I realized I had what I wanted in google docs.

So, now I've got two games running. Thought I'd show and tell, in case someone else would be interested in play-by-posting.

(Big disclaimer, though: It's played and written in Swedish, and just run through google translate. So don't hit that link looking for litterature! I just translated it so you'd have an idea of what's going on, how the dynamics of play looked when we did that. But the text will look awful and occasionally unintelligible. Also, it's set in Scandinavia, hence the names.)

We played this session, our first this way, as a real time session, all three of us online at the same time. There's a chat built into google docs these days, so we kept commenting there while the game ran. The person who had the ball, who was writing, passed the ball by adding a new line, showing that sie was finished. For dice rolls we used an online roller with a game room, so we all saw each roll, in a tab of the browser. Oh, and at the opening, where Frost and Stieg are in different scenes, we had those two scenes running parallel.

Anyway, take a look if you've been thinking about running a game over wave or forum or something.  See if it's something useful for you.

Here it is.

22
brainstorming & development / [Super World] Some Basics
« on: September 29, 2010, 04:18:22 PM »
Working on a hack for playing a superpowered campaigning with an AW base. Primary inspirations is part Marvel and part Aberrant RPG, I guess you could say. What is important:
 - People are real people, with superpowers.
 - Personal relations are central. Stuff that are what makes the supers people, just like us, the players.
 - No measuring of the exact tonnage the hulk can lift or of how far spiderman can jump.
 - uhm, more, I guess. It'll get clearer.

Some basic moves
These feel really basic, and maybe too flat or something. Many do just what the AW basic moves do but with different wording, I think...

Quote
When you fight for something, you get worn and hurt. Roll+strong. On a strong hit, you choose three. On a weak hit, you choose two:
  • You get what you fight for
  • You opponents are defeated
  • You are not worn
  • You are not hurt
  • There is no collateral damage

When you try to outspeed someone or something, roll+fast. On a strong hit, you're fast enough. On a weak hit the MC tells you what it will cost you if you keep speeding, like getting you worn or hurt or causing collateral damage, for example, and then you choose.
 
When you defy the odds, roll+cool. On a strong hit, you pull through. On a weak hit, you can choose to do it, but the MC will tell you the consequences, like getting worn or hurt or causing collateral damage, or something else depending on the situation.

When you set something up, describe what you do and how it gives you or an ally +1forward, and roll+bright. On a strong hit, it goes as you say. On a weak hit the MC tells you what consequences you must accept if you go through with it and lets you choose.

When you push people to do as you want by telling them something good or bad that will come to them if they do or don't, roll+suave. On a strong hit, they take your word for it. On a weak hit, they need you to prove it before they do as you say.

When you go up against superior numbers, take -1ongoing against them if they're a bunch. Take -2ongoing if there's a shitload of them.

When you attempt something that is obviously out of your league (according to the MC's judgement), you just can't do it.

The last one might be a bit superfluous, but it's there as a reminder that, since we don't measure how super someone is, there's going to be some calling to on the MC's part. There's an "obviously" there, because it should be apparent from how things are established in the fiction, but the MC needs to be the one to ultimately call it. I think.

Also, I guess setting something up should give you hold to spend instead. I'll rewrite that.

Next up, a different way to do injury and the like...

Quote
Getting worn, getting hurt, and Recovering

 
When you get worn, you check one of the worn traits and follow what it says, and the same with getting hurt. If you have one checked, you cannot choose it again, obviously.
 
Worn traits:
  • Angry: you take -1ongoing when you do things that requires calm demeanor or a friendly face.
  • Stressed: you take -1ongoing when you don't go for immediate results.
  • Down: you take -1ongoing when you do things that require confidence.
  • Desperate: you take -1ongoing when you don't act self-destructively.
  • Scared: you take -1ongoing when you act boldly.

Hurt traits:
  • Stunned: you take -1forward directly after you get bruised.
  • Lost balance: you take -1forward when you need to be quick with a follow-up.
  • Slowed: you take -1ongoing when you need your speed.
  • Hurting: you take -1ongoing on everything you do that requires your health.
  • A mess: you take -2ongoing on everything you do that requires you health, but this does not stack with Hurting.

When you spend some time recovering in some way with at least one other person, like chilling out, sparring to blow off steam, getting drunk, having sex or something similar that means recovering in some way, you can remove one of the worn traits.
 
If the recovering includes getting patched up or healed in some other way, you also get to remove one of the hurt traits. This has to take some reasonable time, depending on how you are hurt.

Yes, recovering is very much based on refreshment scenes in Solar System/Shadow of Yesterday. I've had so much fun with that in the last few years.

The idea with the hurt traits is of course that you take the "lesser" ones first, and then you have to take the harder ones. Also, in a physical fight, you generally would prefer to get worn instead of hurt, since getting worn usually does not ruin your ability to fight on. But they are all ongoing, so you'd probably like to get rid of them soon. Thus, more recovery scenes, for that lovely change of pace in the session.

Of course, there will be character moves that will trigger from these traits and manipulating them. I'm thinking a standard toughness move will let you become worn instead of getting hurt.

Oh, and since I don't track damage the same way AW does, I need different gang rules. Hence the rather primitive -1/-2 move above. I'm not sure if this is a bit lame or not.

Stuff on threats, and lives, and super types will follow, but thoughts on just this is welcome!

23
Apocalypse World / Changing prep
« on: July 29, 2010, 05:21:41 PM »
Do you allow yourselves to change the prep you've made, that hasn't been onscreen yet? Or is that disallowed from treating the world as real and what the prep demands?

I've just MCd my first second session and I'm not at all happy with a lot of the prep I did. Now I'm not sure to what extent I want to change it over, add stuff, or remove stuff.

24
the preapocalypse / Weapon stats
« on: July 08, 2010, 07:21:38 PM »
Some things about weapon stats that I find confusing and or bothersome...

 - Battlebabe's guns: What's the idea behind three round burst giving near/far range? I mean, why does a handgun that goes from single shots to burst gain far, and why does a rifle with bursts gain close, when automatic doesn't grant that?

 - Gunlugger: Isn't an assault rifle the exakt example of a weapon with close/far range? As far as I know those things are accurate at several hundred metres as well as being able to spray away at close range. It looks strange to me that the assault rifle doesn't have close/far and the mg only far. Those things are unwieldy.

Um, there was more but I've been on the beach all day. Might be back tomorrow!

25
brainstorming & development / Iron World
« on: June 30, 2010, 08:39:22 AM »
Awright, time to get my hands dirty and try to do some hacking.

I'm looking at making a hack for something based on Iron Empires, Chis Moeller's setting for Luke Crane's Burning Empires. At the moment I'm not that interested in the whole meta-plot conflict with the Vaylen (parasitic aliens), but that might change. But right now playing warlords, planetary governors, criminal bosses, court diplomats and stuff seems interesting enough.

Stats might be something like Bold, Hard, Comely and Sharp, perhaps Mantle (inspired by Nathan Orlando Wilson's Bulwark)

My current list of character types include the Ruler, the Commander, the Diplomat, the Provider, the Boss, the Pilot, the Spy and the Grunt.

Obviously this game is going to be a lot about running stuff. Running your country or your world, keeping your liege happy, taking your anvil army toe to toe with rival armies, going after space pirates with your hammer fleet, but also brokering deals in back-rooms, sneaking about and getting into serious scraps in space stations and on the ground.

Strata are orders of magnitude and size and are used with things like wealth, armies, populations and so on.
  • 1-stratum is people and groups of people, households, gangs and squads, hammer gunboats.
  • 2-stratum is small towns, small businesses, anvil platoons, hammer corvettes.
  • 3-stratum is large towns, anvil companies, hammer frigates, small strategic nukes.
  • 4-stratum is major cities or small countries, anvil regiments, hammer fleets based around a cruiser.
  • 5-stratum is major countries or whole worlds, anvil armies, large hammer fleets with a line of cruisers.
I have this idea or armies and navies requiring wealth of an appropriate stratum for supplies and repairs and so on, and that a worlds of lesser strata might not be able to supply that, thus driving the anvil or hammer lord to go mercenary or pirate or risk desertion and breakdown. I don't know if this will actually be interesting, though, but for now it's still there.

So a country or a city generates wealth of its own stratum, but I'm not sure how that should translate to the ruler's wealth, for example.

A ruler's realm
A large town or small city, with a couple hundred thousand people, or an equivalent piece of countryside. (3-stratum surplus: 1-wealth)
Levied militia soldiers for defense. (2-stratum 2-harm army unprofessional 1-armor)
Choose a few of these options:
  • +1stratum for both the realm and the army.
  • -1stratum for the realm, +1good option.
  • Trade lanes. Surplus: +1wealth, want: +piracy
  • Heavy industries: Surplus: +1wealth, want: +pollution.
  • Your army is well trained. Drop unprofessional.
  • Your army is well armed. +1harm.
  • Your realm has fortified borders. +1armor when defending.
  • You rule a civilian fleet instead of a city or country. Defense is a 2-stratum navy, like a hammer corvette and a bunch of gunboats.
  • Anvil Lord. If you have an army, it is +1stratum, if you have a navy, you also get an army of the same stratum.
  • Hammer Lord. If you have a navy, it is +1stratum, if you don’t, you get one of the same stratum as your army.
Choose two of these options:
  • You are a vassal under a more powerful lord. Surplus: -1wealth, want: +obligations.
  • Your rule is under constant scrutiny. Want: +judgement.
  • Your army is -1stratum.
  • Border world. Want: +anxiety.
  • Not self-sufficient. Want: +supply crisis
  • Corruption. Want: -1wealth.
Uhm, gotta go, but I'll be back with more. I guess there isn't much to say about this yet, but that's cool with me.

26
brainstorming & development / Thoughts on BSG moves
« on: June 16, 2010, 02:17:06 PM »
I'm not working on a whole hack yet myself, figure I need to see the whole game first, but seeing BSG mentioned elsewhere got me thinking of what a few setting-specific moves might look like.

Command Decision
When you make a hard command decision, weighing risk versus reward, and you or your subordinates act on it, roll+sharp (or whatever stat is appropriate in the hack). 10+ gets you all three of the following, 7-9 you choose two, 6- you choose one and the MC makes a hard move.
  • Objective achieved
  • You suffer no significant losses
  • There is no significant collateral damage

Dogfighting
When you and your wing are in a dogfight against gut-wrenching odds, roll+hard. Choose options. 10+ gets you three, 7-9 gets you two, 6- gets you just one. Choose well.
  • Objective achieved
  • You return to base
  • All birds stay in condition to fly again
  • All pilots are unharmed

Okay, that's just two for now, to get me started. Thoughts?

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