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Messages - Simon JB

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106
the nerve core / Re: Buying Apocalypse World in the EU?
« on: October 02, 2011, 12:05:20 PM »
And no similar distributor? The stores here say they can't buy from you at customer price and sell it onwards without the price getting unreasonably high. Lots of gamers are missing AW completely because of this! :O

107
the nerve core / Re: Buying Apocalypse World in the EU?
« on: October 02, 2011, 10:32:49 AM »
Sorry. Haha. I meant IPR, Indie Press Revolution.

108
Apocalypse World / Re: Hard moves for Sharp/Hot
« on: October 01, 2011, 04:48:21 PM »
'Course! :)

109
Apocalypse World / Re: Hard moves for Sharp/Hot
« on: October 01, 2011, 11:56:15 AM »
Sure, but I don't see the MC's job as bringing problems that couldn't also be opportunities! Even the worst problem for the character could also be an opportunity to shine as an awesome badass, for example. And I think every good MC move, hard or soft, should to some extent be an opportunity to go straight for action – if nothing else by providing a concrete situation where it's easy to at least see what you could do, if not what you should, of course!

By the way, let's not, as MCs, forget "offer an opportunity, with or without a cost", in my mind one of the most important MC moves to keep at hand for some situations in play! That move can also be made very hard! :)

110
Apocalypse World / Re: Hard moves for Sharp/Hot
« on: October 01, 2011, 11:06:08 AM »
The badness doesn't have to follow from the character's move, even if the announcing does. You can decide on the badness going on and give the info as if the read had succeeded (but with no bonuses, obviously).

"Straining your senses, you realize there is the smell of burning in the air/sounds of shouting and gunfire/something else that points to badness going on."

Or the reading itself could cause the trouble, thusly: "Looking around the bar, you catch the eyes of this hard-as-flint looking woman in the corner for what is obviously a second to long. She shouts across the bar: 'Hey! What the fuck are you looking at?' Her two friends rise with her."

Otherwise, even if you don't have some good badness that would follow from the character move itself, there is rarely a situation for a character to be in when making a move that couldn't suddenly worsen by itself without it feeling very much like a stretch. After all, a charged sitch is called charged for a reason, right? ;)

Even if that wouldn't help, there is always more to the fiction than meets the eyes of the character, right? Anything that would feel like it follows organically from something that could be going on behind the scenes is probably appropriate, no?

111
the nerve core / Re: Apocalypse World game...online?
« on: October 01, 2011, 10:11:53 AM »
I've been constantly running one or more text based games at a time online for more than a year now, and I find google documents work like a charm for this. Way less clunky than a proper forum. We write in a two-column table in a regular text doc, with fiction text to the left and ooc text to the right - both for rules talk and for cheering each other on. It also has a built-in chat and simultaneous editing, which does a lot of good as well.

The game pace goes up and down over the weeks, of course. Sometimes, when everyone is at their comps - or with our smartphones at the ready - the game runs really fast. (I love sitting in the sun, playing on my phone, or playing on the subway, or during breaks at work, or wherever!) At other times a week goes by without a single move, which is okay, because everyone is too busy now and then.

Sorry to sound as a sales text, but I'm having so much fun with this. We've been playing much more this way than in several years face-to-face before we started with this. :)

112
the nerve core / Re: Buying Apocalypse World in the EU?
« on: October 01, 2011, 09:58:28 AM »
No plans to distribute through IDR? I know several stores here in Sweden who need to buy it through a distributor to be able to have it on their shelves.

113
blood & guts / Re: Workspaces, augury and playbooks
« on: August 31, 2011, 07:36:13 AM »
Thanks for the input!

Also, my MC gave his verdict: "Does it give you augury? Then go for it!" :D

114
blood & guts / Workspaces, augury and playbooks
« on: August 30, 2011, 06:51:50 PM »
How do you see workspaces and how they can be acquired and used in play? Would, say, a gunlugger that takes control of a facility that is technically a workspace be able to use it with the ordinary workspace rules, or would she have to change playbooks for that? Anyone can drive and use a car, but you need the no shit driver-move to get bonuses from its stats. In the workspace rules there is no move associated to it, but that could be intended to say either that anyone could use one if it seems right (maybe while acting under fire, as with angel kits and non-angels), or that no one except a real savvyhead should be able to use them. And people that can get them through improvements, of course.

Situation is, I have a gunlugger-like character who would be sooo sweet with reality's fraying edge, but I don't want to change his type into a proper savvyhead-type. Would you allow generous interpretations like, sure, your armor and equipment could be arranged to connect to the maelstrom-equivalent! Or would you say no man, that is the savvyhead's fun, you have yours already?

115
brainstorming & development / Re: Weird Move for a Conan hack?
« on: August 30, 2011, 11:56:36 AM »
I don't think there is anything wrong with your oath-move, but I wouldn't personally recommend that you remove open your brain to fit it in. Open has a very potent function that it took me some playing to identify: it serves as a sort of emergency-move for whenever a player gets bored or frustrated with not knowing what to do in play. No matter the situation, if you're talking to the king or being shot to pieces or whatever it is, you can always announce that you open your brain to the maelstrom and something will invariably be added to the situation that changes it and moves it forward.

So I would recommend tweaking the setting in some way to allow for a basic move that is similar or at least does the same thing for the process of play, before removing it or replacing it with a different kind of move.

Are you keeping the rest of the basic moves and the stats from AW?

116
brainstorming & development / [Dark Galaxy] Kicker moves
« on: June 13, 2011, 11:53:01 AM »
The hack I'm playing with now, and writing at the same time, uses kicker moves as specials, so every playbook has one. Currently no playbook has exactly gigs or wealth as in AW, but this is intended to cover some of the same ground, helping the group set up a situation in motion and making the play hit the ground running. These are intentionally written to cross the line between player and MC authority, but I feel that works because they are used when play is not exactly in a here-and-now situation, and cover stuff that would be done with a lot of questions to the players anyway. We've only used two in play thus far, the first and second here, but the third is coming up fast. 

There are a couple of shaky points, for example "they don't rule the world" which maybe should be "they don't hold more power here than you previously thought", and the second might get a full rewrite, I'm not sure. Still, I'm curious to hear any thought about this. 

----

Inquisitor
When you enter a world in pursuit of your enemies, roll+sharp. On a strong hit, choose two, on a weak hit, choose one:
-You know where to find them
-They do not rule the world
-They do not know you are coming

Ship's Master
When you approach a world, roll+status. On a strong hit, choose two. On a weak hit, choose one:
-There are forces here that need what your domain can provide
-There is someone here that you fucked over. Take +1forward when dealing with them.
-There is someone here that fucked you over. Take +1forward when dealing with them.
On a miss, the MC chooses two:
-There are forces here that want what your domain can provide. Take -1forward when dealing with them.
-There is someone here that you fucked over. Take -1forward when dealing with them.
-There is someone here that fucked you over. Take -1forward when dealing with them.

Trooper
When, at the beginning of a session and after a bit of dowtime, you are in the middle of the action, roll+status. On a strong hit, choose three. On a weak hit, choose two:
-You have the objective in sight
-You are not pinned down
-There’s not many civilian bystanders being threatened
-Many lives have not already been lost

117
blood & guts / Re: The "get +1stat" advances
« on: June 11, 2011, 11:55:07 AM »
Great, more or less as I thought then. Thanks! I'll probably have more questions on the subject later.

118
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.)

119
blood & guts / Re: Concentric Game Design
« on: June 11, 2011, 10:58:30 AM »
I just wrote a thing that'll be interesting to you all here: 2011-06-07 : Concentric Game Design

Discussion welcome, here or there, both or either.

This gave me words for why my latest hack actually has gotten somewhere and why it plays so well, compared to my earlier attempts - it leaves the first to layers untouched, and even borrows freely from the third layer of AW proper. It's also clearer what I need to work with if I am to pick up and finish a few of the ones that deviate on the lower layers. So thanks for that!

120
Apocalypse World / Re: Threat of violence - manip or aggro?
« on: June 07, 2011, 12:34:24 PM »
Vincent, even more clarifying. Thanks!

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