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 - noofy

Pages: [1] 2 3 ... 52
AW:Dark Age / Re: Just stumbled across AW:DA, some questions
« on: January 31, 2016, 08:44:32 PM »
Hey mate,
There hasn't been much development publically from the BAkers, though Vincent has a little spiel of two on his Patreon.
Adam, John and Sage et al have been playtesting their version of this concept (which is a more condensed, less setting specific version) here:

Apocalypse World / Re: An Arresting Skinner
« on: May 18, 2015, 08:14:01 AM »
Lukas, that clip NAILS an arresting Skinner. Spot on chap.

I know its necro-ing, but this is a good thread. This skill (as I've developed it over the last few years) has become the most valuable technique both as player and GM. When you play with a group where ALL the players consciously utilise this 'trick' to play to see what happens?!

The games really sing.

AW:Dark Age / Re: Playtest report : the Golden Woods
« on: September 25, 2014, 03:43:26 PM »
Yeah Jim, I agree.
It takes some skill as an MC to draw those 'pushes' out of the evolving setting. There almost needs to be a mechanical / sheet driven means to generating situation (other than moves / rights). Something like Bonds or Hx? Or at least a section on how to use Rights as an MC to generate the 'shifting state of unstable alliances'.

Awesome AP! I like the characters very much! I look forward to seeing how they interact.

AW:Dark Age / Re: Slavery
« on: September 25, 2014, 06:48:42 AM »
It may be an uncomfortable fact, but Anglo Saxons and the Viking races thought that slavery was a normal part of their working economy. It has been estimated from entries in the Doomsday Book that as much as 10% of the population of Anglo Saxon England were slaves, although this is difficult to verify, as one has to make an estimate of the size of slave families from the actual working slaves listed. The general Old English term for a slave was wealh, which is associated with the ideas of 'Welsh' or 'foreigner.' That gives a clue to one of the major sources of slaves: prisoners of war.

Slaves may have worked at ploughing, building walls, spreading muck, peat digging, grinding corn, dairy duties cooking or general housework. However, higher status occupations are recorded, such as goldsmith or embroiderer. Some female slaves were used as sex workers, although later laws tried to protect female slaves from sexual abuse.

Giving up one's slaves (sometimes known as manumission) may have been hard to contemplate: who else was going to plough the fields, cook, or herd the pigs, whist the landowner got on with higher status tasks like weaving, trading or warfare?

There were a few other ways that people may end up as slaves, other than as prisoners of war: the Old English term wite þeow refers to penal enslavement i.e. a punishment of a court for crime. Some families who had become bankrupt may sell their children, or even themselves to ensure survival, and in some cases they were allowed to earn money to redeem themselves, and repay their price or debt.

The term that Vikings used for slavery was generally ánauð, and a slave was referred to as a þral or thrall. One could be termed a fostne, which indicated that you were a hereditary fostered slave. Bond servants (bondi) could pay off their owner if they could raise enough money. The image of a slave was one who had short cropped hair and an iron neck collar. After Christianisation a female slave was not allowed to wear a kerchief over her hair, which was a privilege reserved for her mistress.

Dublin was to become the centre for the slave trade for the Vikings in Ireland, with Bristol being an important exit port even then, well before the African slave trade centuries later. They probably also used Jorvik (York) and London as trading centres.

Recommended Reading: Pelteret, D. (1995) Slavery in Early Mediaeval England. Woodbridge: Boydell Press

AW:Dark Age / Re: Crown of Towers Playtest
« on: September 25, 2014, 01:01:26 AM »
Great insights guys - it seems to be shaping up to a wonderful story! Are you finding it easy to play to see what happens with the switching roles thing going on?

AW:Dark Age / Solo Play!
« on: September 24, 2014, 10:12:11 PM »
So I'm playing Dark Age as a solo playtest :)
Here's the Google Doc which I will update as I go. with comments and thoughts. Feel free to do the same.

AW:Dark Age / Re: Crown of Towers Playtest
« on: September 24, 2014, 01:48:17 AM »
So Josh, were the fronts cobbled from AW ideas? Or simply targeting PC's rights? I know you can't share until post session, but I'm curious to your methodology? Was it time consuming?

Thanks so much for all your AP so far. Just for what its worth, as an audience member I have such an awesome vision of the setting, characters and milieu of your game, just from the write-ups in this thread. It oozes theme, reminding me very much of the defunct TV series Camelot. Bravo!

AW:Dark Age / Re: My first map
« on: March 17, 2014, 10:28:39 PM »
Great Looking map!
I bet the Dragons lurk near Neverskye?

AW:Dark Age / Videography / bibliography
« on: March 16, 2014, 06:06:36 AM »
Hey Gang,
I know Vincent usually has a media-ography  section in his games, and many of his HBO watching angst has been shared with us via google+ and oh, how we love that level of personable opinion, its so great! :) :)
Anyways, are there any other films / TV / Books that inspire your Dark Ages?

I'll start:

AW:Dark Age / Re: Maps/Holdings
« on: March 14, 2014, 08:11:47 AM »
Yeah, Scrape is full of good advice as always. Also Tim's group does a great job of showing this process on their playthrough video.

Your additions are just what you find exciting about the situation / setting. They are your chance to make a claim in the unfolding fiction. What have you been daydreaming about?

AW:Dark Age / Re: Maps/Holdings
« on: March 13, 2014, 06:43:42 AM »
What part of the MC advice needs clarification for you? What steps do you need help with?

The map is yours as MC to make. After everybody’s made and introduced their characters, have them go through their holdings and introduce them to you. Sketch a first map.

Land & Vassals
Include everyone’s holdings, with population numbers. Distort the map’s scale and level of detail as you need.
Brainstorm with the players the relationships between the characters’ various holdings.
Interests & Ventures
Include all the ventures that fit on the map. List the rest in their appropriate margins.
Coherent Contrasts
Incorporate the players’ material and build it up with your own additions to be full of coherent contrasts and tenuous, untenable situations.

Dungeon World / Re: How to make a bad guy really challenging?
« on: September 24, 2013, 06:49:35 PM »
As Eon advises, state the consequences and ask all the time with badarses. This reveals, piece by piece, the enormity of the antagonist they are facing. It ratchets the tension soooo good.
I also like to 'ramp up' an enemy that is hard to engage fictionally, not just with the monster moves, but with modifying the base moves too.
One of my favourites is:  'yeah, you manage trade a few blows and realise this guy is GOOD. In order to deal more than just stun damage you are going to need to roll a 10-12, a 7-9 just won't do. On a 13+ you'll hit a little harder. Still want to try and engage in melee?'
This tends to rally the players as the others try and fictionally help in order to throw a +1 the fighter's way. Or look for alternatives to Hack 'n Slash to overcome their adversary. Makes for great little narrative 'hooks' for the combat too, encouraging the spotlight to shift constantly.

I know I've said it before, but when you are dealing with the big bosses, (or anyone really), think of HP as 'mistake potential' rather than just 'health'.

Dungeon World / Re: Extending Campaigns
« on: September 18, 2013, 07:27:14 PM »
Our original 'camping at the beach' campaign from the good ol' days levelled the characters pretty fast (with the old Hx system), but as we've switched to the current ruleset the characters have attained prestige level status and shifted into compendium class play. This works admirably to circumnavigate the delving mindset and also gives access to some pretty cool broadscale moves that shift the situation in nicely satisfying meta-plot ways. Tonks has assumed lordship over Dingledale as a wannabe Duke of Wizardry that often sticks his foot in owlbear poo, whilst Brancino runs the local thieves guild with an iron codpiece.

We have done a few things to alleviate the 'fast levelling' phenomenon. Players level at their current level X 2 XP. (They were above level 7 anyways)
The key 'achievement' points after attaining compendium classes for XP are now:
*Did we effect some significant and important change to the world?
*Did we overcome a Nemesis?
*Did we amass a hoard of treasure or uncover a unique and potent magical item?

The second has been a constant in our games for some time. Similar to Reno, Xp are a resource currency in the game, so players can choose to hoard them in order to level or they can spend them after a roll to add an extra d6 move die (or damage die) per point. The player takes the best 2 results for their move roll.

Since I am fond of making a pretty damn hard move when given a golden opportunity, XP are often spent in this manner (to influence rolls to ensure success). Its worked admirably so far.

Lenny Nero is totally an Operator,

Pages: [1] 2 3 ... 52