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Messages - Z in VA

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16
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: March 05, 2012, 11:25:26 AM »
Wahoo! I have a couple of players who would probably LOVE to check this game out.

Thanks for all your (continuing) hard work, folks! It's greatly appreciated.

17
The Regiment / Re: I'm hoping to run this next weekend!
« on: March 03, 2012, 02:41:44 AM »
Yes!! After seeing a teaser on John's website, I have been really stoked about what would be my first entry into military-action role playing.

18
Apocalypse World / Re: Re-highlighting mechanics
« on: December 16, 2011, 08:18:07 PM »
That's true. I suppose what makes me think these things aren't connected well/clearly is how they work together:

- how harshly do/should folks enforce attributing the +1Hx at the end of each session? It seems to largely function as a "<3 love ya!" device, given that play does not explicitly tackle the subject of "a character who knows you better than they used to".

Oh, damn it, I just realized I've been doing it backward. You decide who knows *you* better. You give the +1Hx to someone else. Argh.

19
Apocalypse World / Re: AP: The Shire
« on: December 16, 2011, 11:01:38 AM »
it sounds like you had a couple, two-three of those A-ha! moments that seem to accompany MCing Apocalypse World :)

two of my PCs are pretty passive, and that's proved pretty frustrating for me. they're getting better about it, but our town's NPCs "reflect" this: they have stuff of their own going on that doesn't involve the PCs, on account of how i didn't know about pc-npc-pc triangles yet when we started, and couldn't figure a way to get them involved anyhow.

what seems to have worked is: violence.
even the most passive, easygoing Angel will react if someone waves a gun in hir face. that's what happened in our game (but it followed from the fiction, too).

as for the issue of Going Aggro?, there's this flowchart floating around the webs that seems to be useful: https://docs.google.com/drawings/d/1ETp72rzwzNhfGEb-yKj2buZlrZ3zfQqUnHStoNCDRBQ/edit?pli=1
in my game, we basically do it like this:

- are you going to be willing to back up your threats with actual violence, but the NPC can't fight back? that's Going Aggro.
- are you just holding a gun for show? like, if they spit in your eye, will you just get mad instead of blowing out their kneecaps? that's Seduce/Manipulate, with poooossible wiggle room to allow "what they want" to be "getting that gun out of my face". but that may be stretching things too far.

basically, really pushing the players hard on "so how are you using violence?" can be a good way to make them decide what to do - if a PC has +3hard but only 0=hot, deciding between Going Aggro and Seduce/Manipulate could either be very easy (duh! I'm good at Going Aggro) or a very fun, tough call to make (jeez, i don't *want* to hurt them, but if i do Go Aggro, i'm way more likely to succeed...)

on a totally different note
hey, how 'bout them Threats, huh? isn't it awesome how turning something into a threat (of the right variety) can really make it come alive as a play element.
in my game, there's this merchants' consortium that was using a town, Bluesquare, as their big trading hub. well, then, Diamond the Chopper and Rue the Gunlugger come along and knock over Bluesquare, killing all but one (!) of the guards, whom they keep for questioning.

so now that they own the town, they're moving it over to, basically, communism. that is, the townspeople are now eligible for free food and medicine and stuff, provided some of them are willing to help bring in the harvests up north. this obv is going to fuck with the merchants' profit margins, since their wagons were the main source of food in Bluesquare.

so they're a threat. but making them a Brute or a Warlord didn't make sense. instead i went with making mercantile trade an Affliction, and the consortium is merely the "carrier" of the "disease". this works well mainly because all the Affliction moves involve the people who are infected, not the (possibly abstract or immaterial) disease itself. They'll also get my first Countdown Clock, too, but that's more for the consortium hiring mercenaries to take back the town if they find themselves stymied by Diamond's gang.

also - well done on reorganizing Shaky Dave et al. as Threats. it is absolutely the case that NPCs could go from the Home Front to other Fronts, sometimes quite suddenly. rock on!

20
Apocalypse World / Re: Re-highlighting mechanics
« on: December 15, 2011, 11:42:45 PM »
To me, highlighting is a totally out-of-fiction comment along the lines of "Hey, you should do more of this" or "It'd be cool if you paid more attention to this".

But is there some element to it that models something within the fiction?

21
Apocalypse World / Re: Re-highlighting mechanics
« on: December 15, 2011, 10:34:11 AM »
It feels like folks don't really understand what getting rufied means.
It means you're out of it, not remembering shit, and quite susceptible to being taken advantage of, or raped.
The... idea that a character in such a state should be encouraged to engage in sexual activity is pretty creepy.

This is why I suggested Cool instead. That way the emphasis is on having a hard time doing stuff, rather than on being sexy and manipulative (again, creepy in this context..)

22
Apocalypse World / Re: To drive or not to drive.
« on: December 14, 2011, 10:14:15 AM »
i figure there should be some way to make drivers special without making them the only vehicle owners in Apocalypse World.
if anything, being able to show how much better at driving you are than others is kind of what road movies and chase scenes are all about - it's about demonstrating superior driving, not about being the Guy with a Car so much.

in teen flicks and period pieces, yes, Guy with a Car has a role to play. but in the future, where there's effectively infinite biodiesel and bullets for all, there is probably a reasonable number of vehicles out there.

23
Apocalypse World / Re: Re-highlighting mechanics
« on: December 09, 2011, 10:16:39 PM »
I mighta chosen to highlight Cool instead ('cause your judgment is all fucked up) AND I really really like this idea!

Cool :)

24
Whoa, Wraith was a game I loved to read, but I only ever played it once.
I'm impressed that you managed to make so many of those factions fit reasonably well with playbooks.
How's it coming along?

Oh, and scarcity is already a theme in Wraith. I think it has a lot of potential to be an awesome setting for an AW hack! :)

25
Greg,
Lightsaber duelist is absolutely inspired. Well done!

26
talking to him sounds perfect! tho it does mean i have to wait til monday to talk to him about it, but we don't play again for almost a week anyway.

i'd be very interested in the possibility of diamond becoming a threat altogether, but then he couldn't legit be retired to safety, right? would that be a problem, or would it be up to biff to decide whether he wanted Diamond to stay in safety?

27
so we're about 8 sessions into a sweet campaign.
biff, the guy playing Diamond the Chopper, wants to take over as MC.

there seem to be 2 main options for Diamond:
- he could go off somewhere into the fiction (possibly on a gig or whatevs)
- he could use his next advance to (much more interestingly and plausibly) retreat safely into retirement
ok so probably retreat, then. that option is a superior source of fun! :)

question time!:
would it be weird or whatever to put Diamond into retirement while biff is the MC, and then un-retire him again?

also of note:
biff just purchased the Chopper advance, "get a holding (detail) and wealth", so Diamond is going to be at the head of a holding with lots going on, instead of merely the de facto head of a holding (really, its magistrate and chief of police) that's a pretty sleepy little place.
this could complicate things, but it might simply mean that Diamond becomes more of an elusive figure, and/or that the focus could shift away from using the town as the focus of play to using the town as a jumping off point to adventure.

this also means i could make a character! that is not something you necessarily need to know, but i'm excited about it :D

28
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 03:59:47 PM »
Good points, Nathan!

On the subject of 14yo's having sex - - of course people are sexually active at that age! My best friend in high school lost his virginity at 15, for example. All I'm saying is that, hey, if someone is uncomfortable with the subject matter of teenage sex, that's fine by me and I am happy to brainstorm how to work around or work with that discomfort.

Now, just for argument's sake, if someone said they were uncomfortable with gay sex, I would tolerate their sex-squeamishness but try to explore their LGBT-squeamishness. A recent session of Hot Guys Making Out really brought out some underlying homophobia in the game group (thankfully, no one who had seemed like an ally was proven to be otherwise), and I think it's important to address these things head-on.

On the subject of characterization of women, I think you raise some important criticisms. I'm not interested in exploring archetypes that deprotagonize or diminish women, and it's definitely possible that this idea could be taken in that direction if the point had not been raised.
None of the "feminine" playbooks in AW are degrading, objectifying, or minimizing in any way; on that note, there are few strictly-gendered playbooks (especially in the core set). Instead, there are playbooks that give the "concealed" option, and those that do not. Those that do not, however, tend to still have a plethora of options: "man, woman, ambiguous, or transgressing." Lots of room for expression, which rocks!

One my players in a current AW game actually chose "concealed" and corrects anyone who uses gendered pronouns for hir; it's been a neat, organic opportunity to teach folks about gender-neutral pronouns like zhe and hir.

29
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 02:58:51 PM »
Why not define the Special in terms of something like "when [Your character] do something quiet and childlike to attract the attention of someone you Like..." and then finish off with a description of the mechanical effect?

It doesn't HAVE to be a sex move, but it could/should relate to romance, love, feelings, etc. I would say, though, that if you're worried about the ick-factor of having a 14-year-old girl or whatever in the game, then you should take a page from My Life With Master and clarify with your play group just how "far" people can go with icky content.

Mechanical idea:
"... to attract the attention of someone you Like, roll +hot.
On a 10+, they find you endearing, adorable, funny, or just plain neat. Take +1 ongoing until you've gotten them to do something you want or need, and give them the tag +likesyou.
On a 7-9, they find you amusing, cute, or at least an odd diversion. Take +1forward to getting something out of this person that you want or need."

Also: it'd be cool if the Lost Girl had a Move that allowed her to sub +weird for +hot. There's different types of tween-cuteness, you know?

30
Apocalypse World / Re: Can I haz playbooks
« on: November 19, 2011, 02:33:38 PM »
I have the following, and will give them for a song:

- the Fallen
- the Valkyrie

email me at zdettwyl at gmail dot com to get 'em! and include a couple of lines from your favorite song, if you feel like you need to "pay" something ^___^

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