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Messages - Simon JB

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121
Apocalypse World / Re: Threat of violence - manip or aggro?
« on: June 07, 2011, 09:49:51 AM »

Wouldn't a "tell you what you want to hear" be the easiest choice there?  

On a 10+ (assuming they don't suck it up), they take it back and mean it, but on a 7-9, they take it back and don't mean it... and, hopefully, that leads to more fun times!  *laugh*

I like making subtle distinctions like that... which become significant in further play.

Haha, of course you're right! I didn't see the obvious. Thanks a lot! :)

122
Apocalypse World / Re: Threat of violence - manip or aggro?
« on: June 07, 2011, 08:33:30 AM »
Yeah, and yes I am. On the other hand, it's a bit harder to make the 7-9 options of aggro work, no?

While it's much easier to imagine concrete assurance - eg breaking a finger, or squeezing his throat a bit.

123
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?

124
Apocalypse World / Re: Types of games
« on: June 04, 2011, 06:53:51 PM »
Could you give us a link or a screenshot to have a peep at what it looks like ?

Sure, glad you asked! I'm on my mobile, so if the link is wrong I'll correct it later. Oh, and the text is in Swedish, but for the form I guess it doesn't matter. We use colors for character "voices" (works really well!). We also use fonts and background color to separate the feel of different games from each other. :)

It's here: https://docs.google.com/document/d/1aJbxQqGn0rKb26e12Gbu5j1RgUEFAMvqPKUFv6mBfJ8/mobilebasic?authkey=CKTLnrcM&hl=sv

125
Apocalypse World / Re: Types of games
« on: June 04, 2011, 10:17:14 AM »
Solo games work fine, but as others have already said they can get rather intense, so expect shorter sessions. Oh, and assign the playbook's Hx options to NPCs when there's only one PC! I've gotten a lot of milage out of that.

I've been PbPing more or less constantly since early autumn with this game, and it works great (assuming PbP works for you at all, that is!). One of the things that make this game run better than others, I think, is that the rules require so little handling time, so the fiction keeps moving forward at a very good pace.

We're playing on a google document, using a two-column table, with fiction talk to the left and rules talk to the right. Works like a charm, and is much more readable than playing in proper forum threads, in my opinion.

126
Apocalypse World / Re: Single player and Hx
« on: December 04, 2010, 07:19:08 AM »
Yes, that's it, thanks! Searched with every phrase I could think of, but missed "1:1"!

127
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?

128
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!

129
blood & guts / Re: outnumbering in combat
« on: November 21, 2010, 11:36:35 AM »
Vincent! Thanks for that input, I feel silly now. :) I actually thought the numbers I saw at one place ("a small gang is 15 guys") also applied where it says "when a small gang fights" and so on. But of course the combat rules are about relative numbers, I see that now!

John, good point!

130
Apocalypse World / Re: new character playbook: quarantine
« on: November 13, 2010, 07:20:56 PM »
Noooooo! I've missed my shot at this, haven't I? Damn, I've been working to much lately to follow this. :(

131
brainstorming & development / Re: finished hacks?
« on: November 07, 2010, 09:26:09 AM »
Sagas of the Icelanders especially looks playable to me. The blank spots are very small.

132
blood & guts / Re: outnumbering in combat
« on: November 05, 2010, 03:46:43 PM »
Oh, no, there is no problem. My main question is, if I do it like this:

When you inflict harm on an enemy force that outnumbers you, the harm you deal is reduced by -1 (a few times), -2 (tenfold), or -3 (many tenfolds).
When you inflict harm on enemies you outnumber, the harm is increased by +1  (a few times), +2 (tenfold), or +3 (many tenfolds).

...would I miss something, compared to the way AW proper does it?

And, on a related note, how do you guys handle a fight between one PC and four or five NPCs?

133
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.

134
brainstorming & development / Re: [Super World] Some Basics
« on: November 01, 2010, 06:10:46 PM »
Jeff, thanks for the pepp!

Powers, I was going to do that real descriptive, to a large part just letting the players define what their characters can do and then how they do it. I want to stay very far away from the Mutants & Masterminds way of quantifying how strong super-strong is, and letting the fiction dictate when regular moves trigger. Here, two very primitive drafts of super types:

Quote
The Brick

You are very strong and durable. Take strong+2 and choose other stats between -2 and +1 so they sum up to +1. You get these two moves:
    * Super-tough: Whenever you get hurt, you can choose to get worn instead.
    * Super-strong: When you fight, you can always choose to defeat your enemies, on top of you regular options and even on a miss, but if you do you have to cause collateral damage. Choose how strong you are:
          o Heavy-weight: You push down doors, knock people out with one punch and can even turn over a car.
          o Super-human: You punch through sheet steel, throw cars down the streets and kick people through walls.
          o Godlike: You tear down buildings and juggle aeroplanes.

Also choose some of these:
    * Berserk: Whenever you get worn in a fight, you get +1forward to fight back.
    * Quick healer: You can recover from being hurt the same way as from being worn.
    * Intimidating: When you push people by threatening them, roll+strong instead of rolling+suave.
    * Tank: Never take a penalty for going up against superior numbers.
    * Ram: When you want to ram someone or something at full speed, roll+fast to set it up instead of rolling+bright.


The 'Porter

Take +2cool and choose other stats between -2 and +1 so they sum up to +1. Choose one of these:
    * Teleport: you disappear from one place and instantly reappear somewhere else.
    * Portal: you make an opening in space where you and anyone else that fits its size can pass instantly to another location. That is, both friends and enemies can use it while it is open.

One of these:
    * You cannot 'port when you are hurt.
    * 'Porting is not discreet. Lights, sounds, maybe smells, make it apparent you've gone or come.
    * You cannot 'port repeatedly, you must rest a bit between 'ports.
    * You can only 'port to places you know well or have seen yourself.
    * (etc)

And some of these:
    * You 'port fast enough to use in combat; when you do, roll+cool instead of roll+strong.
    * You can take people with you if you teleport, or choose who comes through if you make portals.
    * You can 'port to different dimensions and worlds.

So, powers are basically descriptions of what you can do. Actions you take, with or without using powers, trigger moves.

Um, yeah.

135
Apocalypse World / Re: Any chance of those updated mini-books?
« on: October 21, 2010, 03:38:07 PM »
FYI, you can scale the legal-sized trifolds down to letter size when printing in Adobe Reader, and they work just fine. So, maybe that would work scaling to A4?

It does, but it gets printed at like 81%, so the text is awfully small. It definitely works, but It's got me looking for legal sized paper here in Sweden, so far with no success.

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