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Messages - Eruditus

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31
Apocalypse World / Re: New Playbook: The Shell
« on: March 10, 2011, 10:24:27 AM »

It only makes me stronger
Whenever you mark debility choose a move from your own playbook.

Choose 2:

Saw that coming
I would take out the additional question and just say if you are acting on a read a situation or read a person you gain armor+1.

Paranoia
I'm not seeing paranoia here nor do I see where this furthers the concept.  By all means sell me on it but I'd lose it to begin with.  If you are really keen on paranoia for the character (which makes a certain sense) then may I suggest: If you are the target of a character manipulating you, going aggro or taking something by force you may roll to hinder them first. Failure also indicates they gain a +1 to the roll as you were distracted by other worries.

I've had worse
I'd say keep the healing to the Angel.  If you'd really like some healing, get the Angels move in improvement.  Maybe something that stabilizes and gives you +1 Hx for it.

Everybody bleeds
Maybe make it a roll where you find a weakness and exploit it delivering 1-harm (ap) instead of whatever harm you would normally deliver.  This becomes a good decision point - more harm from weapons or moves or definite 1 harm.

Everybody talks
I get a torture vibe here and I think I see where it's going.  I'd make it exclusively one sided and if pillow talk is important to you then make it part of a special move.  Otherwise I dig this.

Everybody sleeps
This is an interesting stealth move that doesn't add much to the concept.

Twitchy as all hell
I dig this one.  Pretty standard stuff.  How does using sharp make him Twitchy, though?

See what I've seen
I don't know what you are going for here.  I'm not sold on it.

Glimpsed the beyond
This is rough but I like it.  If you are going to have more than six (ie seven moves, I'd keep this). Each brush with death makes him crazier.

Hope this is helpful
-Don


32
Apocalypse World / Re: New Playbook: The Shell
« on: March 10, 2011, 09:52:19 AM »
He's my thought on the moves thing... ( note: said with an air of suggestion. It's your design.  You asked for opinions and I'm giving mine but no worries or judgement if you don't take them.  I just approach this by saying, would I add this to my game. Your game might be different)

First, don't start with four.  Start with two or three.  Second, change advancement.  Have getting moves be through It Only Makes Me Stronger.  You really don't want a character whose schtick is " he gets more moves than everyone else." I wouldn't think.  You get moves through disabilities and push for violent conflict to get new moves.  You can then focus on getting OTHER improvements for your initial six.


33
Apocalypse World / Re: AP: Silo 29
« on: March 10, 2011, 09:42:22 AM »
Rawk. Love the setting.  Love the idea.  How harsh is the outside? 

34
Dead Weight / Re: Dead Weight Working Docs
« on: March 10, 2011, 09:34:25 AM »
Just finished reading this.  Great stuff.  This would be a really fun game.

I think I'm going to steal the scars idea for mine.

35
blood & guts / Re: Why is there no "what do I know about X?" move?
« on: March 10, 2011, 09:12:37 AM »
Sounds like a character move for a missing type - the character that studies the past.  Hmmm I've been thinking about playbooks unlocked from moves - conditions in the world based on character actions.  It would be cool as a condition of long term surplus if a playbook were made available that is a archivist/scientist type.  I think I'm working on that playbook now. :)
-Don

36
the nerve core / Re: Oil Riots in Egypt. The End is Now?
« on: March 10, 2011, 08:46:28 AM »
Oh man! Oil Wars! Why didn't I think of that!

37
the nerve core / Spoiled by Social Networking
« on: March 10, 2011, 08:18:42 AM »
Just a non-sequiter. I found myself reading posts and not interfere but display my support.  I never thought I'd actually want a Like button.  Lol

-Don

38
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: March 10, 2011, 08:11:03 AM »
Good stuff guys. So this campaign has been going since November? How often do you play? Mind me asking what the characters look like now, mechanically? Or should that be a different thread?

Thanks,
-Don

39
Apocalypse World / Re: New Playbook: The Shell
« on: March 10, 2011, 07:45:41 AM »
Oooo, how about this:

Underestimated
When acting against you PCs are at -1.  On a miss that player should factor in how your disability lulled him into a false sense of security.

40
Apocalypse World / Re: New Playbook: The Shell
« on: March 10, 2011, 07:39:40 AM »
I believe you should trim it to 6 moves.  While they need tweaking I personally like It Only Makes You Stronger, Twitchy as Hell, Saw it Coming, Everybody Talks, Glimpse the Beyond.  If you are interested in hearing my move tweaks let me know.

One I will mention: I'm not a fan of the special move.  I don't read that and see the character concept in there or say ewww or Awesome.  Since I don't believe in naysaying without suggestion here's some possibilities...

Special Move
When you have sex with someone roll+weird. On a 10+ you see their death and gain a +1 forward when helping or interfering in situations similar to their death scene. On a 7-9 they see your first death and you both gain +1 Hx with one another.  On a miss they see their death and won't have sex with you again until similar circumstances arise and they don't die.

41
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 09, 2011, 09:33:37 AM »
Shreyas:  Nods.  Although Glitter Boys are shiny, laser-resident mechs. There are also Cyber-Knights, RIFTs version of the Paladin.

Alex: I like the idea of using armor for Sieze by Force in Living Tank.  No need to add harm to that roll.  It's redundant with the possibility of dealing actual harm if the target sucks it up.

42
Apocalypse World / Re: AP Narrative Heavy Session One
« on: March 08, 2011, 10:57:52 AM »
***I felt that I got a little lazy with the post so I did a bit of clarification and cleaned up the notations.***

Apocalypse World
Actual Play
Session One, Part One

We started a new campaign of Apocalypse World.  You can learn more about the game and other games from rockstar game designer Vincent Baker here.  Apocalypse World is a story game with some interesting mechanical elements that make this a different kind of game then this group is used to playing.  For the past three years we've been playing games characterized with significant player authorship, scene framing as a standard pacing mechanism, and a top down approach to story development.  Apocalypse World's player authorship is less obvious.  There are no scene framing mechanics and everyone at the table is instructed to “make it real.”  We're coming at game play from a character's point of view and following them along their brutal day to day lives with emphasis on the most interesting parts.  Apocalypse World's mechanics go a long way in bringing old tropes to the table in an accessible fashion (buying gear, for example) while keeping pressure on the players to face challenges lest they  come to bite them later.  I feel like we've been easing back to more GM driven games ad this group is ready to really get their hands dirty.

The narrative below will have some mechanical notations so you can see what were the outcome of the characters' moves.  [I will put the moves themselves in bold along with the number rolled all packaged in brackets.]

Setup was fast.  This process is definitely subject to the proclivities of the group.  We really tried to keep the setup focused and stuck with the rules.  The players chose character templates, or playbooks.  As the MC, or Master of Ceremonies, my role in this was to direct and inform.  I kept the group on track and answered any questions they had about the system.  I avoided going into too many details about the setting or the character's back story.  I knew the game was going to be a slow burn as players really got to know their characters.

I covered a few details about the world, that we would have the shambling dead as an ever present environmental danger and that they would be part and parcel to the mystery of the Apocalypse.  The game would be set in the Philadelphia area.  We all thought it would be fun to manage through the ruins of our area.  I was pulling from some of my own post-apocalyptic favorites – The Walking Dead, The Road, Doomsday and 12 Monkeys – for my creative inspiration.  There would be time for Mad Max and Resident Evil but for the moment the setting called for lonely and bleak.

I will link the characters' statistics later.  Check out the character playbooks on the Apocalypse World site for a better idea of what the characters are all about.  In the spirit of the game I will always refer to the characters' names.     

We have Amber, a Battlebabe.  I see Amber as an ambitious and capable hottie who refuses to conform to the gritty and des0late landscape.  If the world were painted in shades of gray Amber would be in Technicolor.  Amber doesn't trust Sundown much.

Sundown is a Brainer.  While pretty, Sundown is too awkward to be considered attractive.  Spending moments with her clues you in to how disconnected to this world she is.  While she stares at you wide-eyed, you are uncertain what she is looking at and equally unsettled.  Sundown watches Amber intently.

We also have Bells the Operator but he wasn't in this session beyond character creation so we'll see him in session two.  We just know that Amber let Bells down in a deal that went wrong.

[Author's Note: I had the inclination to pretty this up, this morning.  I was going to add info and detail but realized that as an Actual Play report, while fiction, it should also reflect the game closely.  If there wasn't enough detail in the setting, honestly, that was my fault as a MC not bringing enough Apocalyptica and detail into my descriptions.  I will do better in the future.]

The game starts in a empty farmhouse...

Amber is in a cheerleader's outfit and a furred jacket.  She is sipping tea spiked with moonshine looking out over the overcast farmland.  The house they found has a generator in it with some fuel so they've had light and hot food last night in the sparse living room in front of a fireplace.

Amber walks around the perimeter and sees that there's little cover.  They are surrounded by miles of ruined crops and little tree cover.  It would be hard to escape unseen if anyone happened upon the farmhouse.  However, they'd probably have a twenty minute warning if anyone were to come upon the farm as they had.  Amber sees another farmhouse a good distance away, up the road.

She finds a burn scar out behind the house, some ten to fifteen feet across with various blackened objects scattered about and two obvious charred bodies.  She looks about and determines that the fire was about a week old and could be seen from several days distance.  Whomever did this used the farmhouse furniture to fuel the fire and either had enough fuel they didn't need the generator's or hoped to come back. [10+ on a read charged situation move.]

Amber looks over and sees Sundown staring at her through a wavy farmhouse window.  Sundown is absentmindedly winding string into a ball.  Amber lifts the old window and Sundown looks down at her ball of string.  "We're going to have to leave soon," Amber says, "whoever did this is gonna come back." Sundown hands her the string and walks away.

Amber looks at the string and instinctively drops it as the hairs on the back of neck stand on end.  She takes a few steps toward the front of the house and stops, looks back and picks up the string.

Before they leave Amber does a sweep of the house.  Upstairs she finds some shards of mirror on the floor, the mirrors and windows are broken in the bathroom and some dried blood on the glass of the broken window. Touching the blood she pays more attention to the tingling sensations tugging at the periphery of her senses.  She quickly shuts out the flood of images of violence, fear and surprise [rolls a 7 on her attempt to open her mind to the psychic maelstrom.]

Sundown approaches the burn scar.  She turns over one of the bodies and sees that the hands are bound in barbed wire.  She wraps her hands in some clothing from her pack and begins to untangle the barbed wire from the body's wrists.  She wonders who this was.  Why she was here.  The voices speak to her from beyond.  Sundown listens.  She hears the sound of the burnt earth crunching under someone's feet.  Startled, Sundown bears the barbed wire between her hands to defend herself.  A sooty woman in her 40s, in common clothes and a scarf, stands there wringing her hands looking toward the house.
"What are you afraid of?" Sundown asks.
"I don't know what she's found," the woman looking up to where Amber can be seen poking about the upstairs.
"Is there something there she should fear?"
"My husband. I don't know if he rests. I worry he'll be violent. Hungry."
"Where is he? Where did you come from?" Sundown looked around, "did you walk here?"
The woman raised her skirt to reveal her ankles were still bound in barbed wire and bleeding.  Sundown noticed the cuts on her wrists matching the wire Sundown took off one of the burned corpses.  When Sundown looked back to the woman she was gone.  [Open herself to the psychic maelstrom 10+.]

Amber is picking about some discarded bedclothes in a corner with the broken end of a broom.   The linens are crumpled in the corner of an otherwise empty room.  Arms stretched she unfurls the heap of comforter and sheeting to reveal ichor, brown and deep green instead of the dark reddish she would expect.  Amber drops the stick and steps away from the gore cover sheets.  She backs out of the bedroom door into the hall.  Sundown is behind her, waiting and watching silently.  Amber, startled, takes a deep breath, her hand tightening around the butt of her revolver. "Someone's coming." Sundown points out the window.

At first the girls freak out, pack up and prepare for a hasty retreat, making certain the farmhouse is always between them and the stranger.  They stop a few feet from the house.
"Why are we running. It's one man.  Maybe he knows something?"
Sundown just nods and follows behind Amber.

As he gets closer they can see he's an older guy, maybe 30s or 40s.  He's in overalls and a quilted shirt.  A floppy hat shadows his face, beaten and streaked in dried blood. He walks with a limp and one bowed leg.  He stops about 50 yards from the girls.  Amber is leaning against a post eating a small crab apple.  Sundown is several yards behind her on the porch of the farmhouse.

"Hey" he shouts.  "You alone?"
"Just about to leave," Amber calls out to him paying attention to her apple. "Care for an apple?"
"Uh, sure. But whatcha doing out here all by yerselves?"
"Same as you I suppose.  Where are ya comin' from, sugah."
"I had a farm a ways back.  My wife died.  I figured I'd find other folks to work or travel with.  Aren't you girls worried about traveling alone?"
Amber pulls out her hand canon.  "Nope.  Not worried at all."
"Uh, I'm Tork.  Ya all have any food?"
From the porch Sundown stiffly sticks out her hand. Wide eyed she says, "pleased to meet you, Tork. I'm Sundown, this is Amber." She stands there, arm straight out, extended to a man in shouting range.  Amber look st Sundown and then to Tork.  She sees the hungry look in his eyes but can tell his focus is more on the food and her gun than on them.  He's scared and wants to eat.  He's no threat, she thinks.
[read person in charged situation 10+.]
"Come on in, Tork.  We can trade stories and some grub before we go."
Tork looks at her and chews his lip.  Amber eyes the man and slowly unloads her revolver.  Tork gives them a nervous smile, takes a deep breath and walks toward the house. [rolls 8 on an attempt to manipulate someone.  Note because she rolled a 8 she had to give him something before he'd agree going into the house which was why she unloaded the revolver.]

The three eat what they have. Tork tells them he's been walking for a couple weeks.  He ran afoul of a gang of ghouls and Sundown looked at them both quizzically.
Amber scowled. "I ran into ghouls once.  Nasty buggers.  Folks that eat other folks and aren't right after a while."
"After a while?!” exclaimed Tork, “As if eatin' folks doesn't make you not-right off the bat?"
"I dunno.  I was lucky.  A weak soul allowed me to get a little too close to him.  After I broke his nose and freed my bonds I high-tailed it outta there."
An uncomfortable silence hung in the air before  Tork continued, "so, where are you headed?"
"Meeting a man named Bells in York. We split up for a bit. He had work to do."
"Well, we're on the same road. Lookin' for the same thing. I don't have much to offer but I'm another set of hand and eyes."
Amber eyes them both, "Well, we could use someone that runs slower than we do..."

43
Apocalypse World / Re: Fanzine Idea: Luxe Eternal
« on: March 08, 2011, 10:15:49 AM »
I'd be into it and I'd be willing to help in any way I can. 

Any ideas on scope and size? Will it be laid out in any fancy fashion? Consistency with AW as far as layout, especially playbooks? How many pages?  Playbooks, moves and hacks are obvious.  Fiction? Reviews? Mediography? GMing and playing tips?

Will there be any sort of review process? ie MCs and players given some sense of how balanced the playbook/moves are to the current game or will they just have to figure it out for themselves?

I honestly don't have any initial opinions yet.  I was just curious where your ideas were headed.  :)

Thanks in advance,
- Don

44
Apocalypse World / AP Narrative Heavy Session One
« on: March 07, 2011, 01:59:46 PM »
Crossposted from my gaming blog: http://realityvault.blogspot.com/2011/03/apocalypse-world-rough-narrative-on-our.html

Apocalypse World
Actual Play
Session One

We started a new campaign of Apocalypse World.  This is a very different game then what we've been into, not separating the fiction from play as much as we are used to.  The players are to play their characters as if they are real people and the GM, or Master of Cermonies, is to run the world as if it's real and speak directly to the characters instead of the players.

We jumped in and chose characters - a brainer, a battlebabe and an operator.  In history (hx) we followed the instructions closely introducing the characters by name, look and outlook only.  

As we went around highlighting I decided to focus on Weird to start, inspiring players to open up to the Psychic Maelstrom and hopefully creating more Weird custom moves.  

The Brainer, Sundown, starts with +3 with both characters.
The Battlebabe, Amber, starts with +3 with Sundown, trusting her least and +1 with Bells.
The Operator, Bells, star is at +2 with Amber because she let him down in the past.

We had a very brief discussion on setting.  We will have shambling dead in the game as environmental hazards.  We don't know how we become undead or what created the undead but we will be exploring that over time.  We are using straight up barter for the world's economic system.  We'll be set in the Philadelphia region.  I am definitely using The Road and Walking Dead as my creative inspiration to start - bleak, empty.  

I wanted to start with loneliness and cold.  The game starts in a empty farmhouse.  Amber is in a cheerleader's outfit and a furred jacket.  She is sipping tea spiked with moonshine looking out over the overcast farmland.  The house they found has a generator in it with some fuel so they've had light and hot food last night in the sparse living room in front of a fireplace.

Amber walks around the perimeter and sees that there's little cover.  One one hand it would be hard to escape unseen if anyone happened upon the farmhouse, as they have.  However, they'd probably have a twenty minute warning if anyone were to come upon the farm as they had.  Amber sees another farmhouse a good distance away, up the road.

She finds a burn scar out behind the house, some ten to fifteen feet across with various blackened objects scattered about and two obvious charred bodies.  She looks about and determines that the fire was about a week old and could be seen from several days distance away.  Whomever did this used the furniture to fuel the fire and either had enough that they didn't need the generator's fuel or hoped to come back (10+ on a Read Charged Situation move).

Amber looks over and sees Sundown staring at her through a wavey farmhouse window.  Sundown is absent-mindedly winding string into a ball.  Amber lifts the old window and Sundown looks down at her ball of string.  "We're going to have to leave soon," Amber says, "whoever did this is gonna come back." Sundown hands her the string and walks away.  

Amber looks at the string and instinctively drops it as the hairs on the back of neck stand on end.  She takes a few steps toward the front of the house and stops, looks back and picks up the string.

Before they leave Amber does a sweep of the house.  Upstairs she finds some shards of mirror on the floor, the mirrors and windows are broken in the bathroom and some dried blood on the glass of the broken window.  Touching the blood she pays more attention to the tingling sensations tugging at the periphery of her senses.  She quickly shuts out the flood of images of violence, fear and surprise (rolls a 7 on her attempt to open her mind to the psychic maelstrom).

Sundown approaches the burn scar.  She turns over one of the bodies and sees that the hands are bound in barbed wire.  She wraps her hands in some clothing from her pack and begins to untangle the barbed wire from the body's wrists.  She wonders who this was.  Why she was here.  The voices speak to her from beyond.  Sundown listens.  She hears the sound of the burnt earth crunching under someone's feet.  Startled, Sundown bears the barbed wire between her hands to defend herself.  A sooty woman in her 40s in common clothes and a scarf stands there wringing her hands looking toward the house. 
"What are you afraid of?" Sundown asks. 
"I don't know what she's found," the woman looking up to where Amber looks about.  
"Is there something there she should fear?"
"My husband.  I don't know if he rests.  I worry he'll be violent.  Hungry."
"Where is he? Where did you come from?" Sundown looked around, "did you walk here?"
The woman raised her skirt to reveal her ankles were still bound and bleeding.  Sundown noticed the cuts on her wrists matching the wire Sundown took off one of the burned corpses.  When Sundown looked back to the woman she was gone.  (Open herself to the psychic maelstrom 10+)

Amber is picking about some discarded bedclothes in a corner with the broken end of a broom.  It is the only thing in this room.  Arms stretched she unfurls the heap of comforter and sheeting to reveal ichor, brown and deep green instead of the dark reddish she would expect.  Amber drops the stick and steps back away from the gore cover sheets.  She backs out of the door into the hall and into Sundown waiting and watching silently.  Amber, startled, takes a deep breath, her hand tightening around the butt of her revolver. "Someone's coming." Sundown points out the window.

At first the girls freak out, pack up and prepare for a hasty retreat, making certain the farmhouse is always between them and the stranger.  They stop a few feet from the house.
"Why are we running. It's one man.  Maybe he knows something?"
Sundown just nods and follows behind Amber.

As he gets closer they can see he's an older guy, maybe 30s or 40s.  He's in overalls and a quilted shirt.  A floppy hat shadows his face, beaten and streaked in dried blood. He walks with a limp and one bowed leg.  He stops about 50 yards from the girls.  Amber is leaning against a post eating a small crab apple.  Sundown is several yards behind her on the porch of the farmhouse.

"Hey" he shouts.  "You alone?"
"Just about to leave," Amber calls out to him paying attention to her apple. "Care for an apple?"
"Uh, sure. But whatcha doing out here all by yerselves?"
"Same as you I suppose.  Where are ya comin, from, sugah."
"I had a farm a ways back.  My wife died.  I figured I'd find other folks to work or travel with.  Aren't you girls worried about traveling alone?"
Amber pulls out her hand canon.  "Nope.  Not worried at all."
"Uh, I'm Tork.  Ya all have any food?"
From the porch Sundown stiffly sticks out her hand. Wide eyed she says, "pleased to meet you, Tork. I'm Sundown, this is Amber." She stands there, arm straight out, extended to a man in shouting range.
Amber sees the hungry look in his eyes but can tell his focus is more on the food and her gun than on them.  He's scared and wants to eat.  He's no threat, she thinks.
(read person in charged situation 10+)
"Come on in, Tork.  We were actually about to leave but we can trade stories and some grub."
Tork looks at her and chews his lip.  Amber eyes the man and slowly unloads her revolver.  Tork gives them a nervous smile, takes a deep breath and walks toward the house. (rolls 8 on an attempt to manipulate someone)

The three eat what they have.  Tork tells them he's been walking for a couple weeks.  He ran afoul of a gang of ghouls and Sundown looked at them both quizzically.  
Amber scowled. "I ran into ghouls once.  Nasty buggers.  Folks that eat other folks and aren't right after a while."
"After a while? As if eatin' folks doesn't make you not-right off the bat?"
"I dunno.  I was lucky.  A weak soul allowed me to get a little too close to him.  After I broke his nose and freed my bonds I high-tailed it outta there."
After an uncomfortable silence Tork continued, "so, where are you headed?"
"Meeting a man named Bells in York. We split up for a bit. He had work to do."
"Well, we're on the same road. Lookin' for the same thing. I don't have much to offer but I'm another set of hand and eyes."
Amber eyes them both, "Well, we could use someone that runs slower than we do..."




45
Apocalypse World / Re: The faceless at cons
« on: March 04, 2011, 10:23:24 AM »
I'm totally running this at PoliCon this year, Vincent!

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