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 - Simon JB

Pages: 1 ... 3 4 [5] 6 7 ... 14
Uncharted Worlds / Social moves
« on: June 22, 2014, 12:48:14 PM »
In version 0.81 at least, there is no manipulation move. The only social pressure move is command. How come?

Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: June 22, 2014, 12:43:26 PM »
Stat A:
- Repair, Maintenance, Construction
- First Aid, Medicine, Chemistry, Experimentation
- Economics, Logistics, Administration

Stat B:
- Computer Use, Programming, Hacking
- Sensors, Scanning, Diagnostics
- AI, Virtual Reality

This has been one of the big issues from the playtests, and I'm looking for inspiration. Thoughts?

Gonna brainstorm a bit here, throwing out a few bad names that might maybe be seeds for better ideas...

Sounds like the basic divide is between Stat A as hardware and Stat B as software, am I right? So, from that point:

Stat A: Mech; Hardware; Handy; Deft; Adroit; Hands-on; Craft; Crafty; Practice; Skilled; Trade...

Stat B: Software; Informatics; Theory; Systems...

Okay, that's it for now.

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 19, 2014, 05:39:40 PM »
One thing I believe is a weakness in the experience rules as they are now, is that they move away from the principle behind experience in both vanilla AW and Dark Ages, a principle inherited from the keys of Solar System. That is, that characters get rewarded for doing things, for trying, not for succeeding and achieving goals.

I think this is a very important difference, since having the players roll dice for moves is what drives the action and the drama forward, and rewarding this is good and nudges the players towards doing things with small chances of success, while only rewarding success and achievements steers players away from boldness, and thus is less good.

Hm, I'm probably saying the obvious here, but in that case, regard me as just thinking aloud. :)

Doc Cthulu's suggestion with keys for the careers is nice. I think I would suggest doing it with a number of triggers for each career, and possibly for the origins as well, with checkboxes so the same trigger will not give xp several times before levelling, at which point the marks would be erased.

The xp system, as of 0.8 anyhow, certainly has charm, but I think it is better design to make the advancement rules stimulate good, bold play rather than to try to keep it more logical within the game's fiction.

Uncharted Worlds / Re: Latest releases (v0.81)
« on: June 19, 2014, 05:18:11 PM »
Looking to play on Monday, just in case you have a new version coming up... ;)

Uncharted Worlds / Single player UW
« on: June 08, 2014, 12:17:51 PM »
Looks like the first chance I get to try this will be a single player setup. While I'm not the least anxious about this, I'm curious about whether you have any particular thoughts about it. Maybe add a few crew member NPCs from start, to not make it so lonely aboard the ship, for example. Anything you have tried?

Uncharted Worlds / Re: Latest releases (v0.81)
« on: June 07, 2014, 01:53:22 PM »
Great, thanks! Wilco! :)

Uncharted Worlds / Re: Character Sheets, Ship Sheets, Universe Sheets
« on: June 07, 2014, 01:52:40 PM »

Uncharted Worlds / Re: Character Sheets, Ship Sheets, Universe Sheets
« on: June 07, 2014, 06:38:10 AM »
Would you care to post some empty versions of whatever sheets you are using, in the form they are now? Would be super.

Uncharted Worlds / Re: Latest releases
« on: June 07, 2014, 06:35:15 AM »
This looks very much like something I've been trying to write for a long time. Glad I looked at it! Thanks!

AW:Dark Age / Re: Ambush and backstabbing
« on: April 21, 2014, 08:05:05 AM »
Yeah, that's more or less how I did it.

Still curious about how other players have handled it in actual play, though! I guess ambushes aren't that uncommon, I mean.

AW:Dark Age / Ambush and backstabbing
« on: April 17, 2014, 12:34:57 PM »
How would you handle ambushing with DA's moves?

I have a Troll Killer having maneuvered to get in a high position behind a bounty hunter and about to jump down, blade first, assassin's creed style bind and on top of her enemy. In vanilla AW a clear case of going aggro.

In general, as I'm reading the new moves, I'm leaning towards rolling to hold steady to get into a position of backstabbing and then just doing weapon damage or even just kill the victim straight out. Then, if the enemy still lives and maybe strikes back, we would be in a going into battle situation.

In this particular case, the Troll Killer has held steady climbing to the position above and behind the bounty hunter, and she is wearing her bunny cap, allowing her to go unnoticed by her enemies. What now? Jumping down and sinking her blade in the bounty hunter seems like it should mean rolling for something, but if that roll is holding steady, should the bunny cap mean she can leap within sword range without a roll? Nah, don't think so. I think I'll go for another roll for holding steady for jumping down, blade first, and if that succeeds, just have the bounty hunter take sword damage, probably killing her outright.

Am I missing somthing?

Apocalypse World / Re: Playbook focus: The Angel
« on: September 20, 2013, 04:15:05 AM »
Great stuff, once again!

Apocalypse World / Re: Seduce or Manipulate Questions
« on: August 27, 2013, 09:34:36 AM »
1. For the barter move - what's the difference between using 1 barter as leverage and rolling+hot vs using 1-barter for leverage and auto-scoring a 10+? Is this rule there as a money=power thing?

Note that the manipulate move gives the npc room to decide what to ask for themselves. Not certain they'll ask for something you want to give them.

Apocalypse World / Re: Gigs and how they work
« on: August 27, 2013, 09:19:57 AM »
Well you can get extra Juggling. From the Operator Special Move or just from fiction things.

Don't miss that the Moonlighting move itself gives you +1juggling whenever you get an additional gig, of any kind.

I'd love to playtest the latest version of the rules, if you'd like to send them. I happen to have perfect timing for that at the moment. (Already pitched in for the finished work ;)

Pages: 1 ... 3 4 [5] 6 7 ... 14