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 - tonydowler

Pages: 1 2 [3] 4 5
31
Apocalypse World / The (awesome) Science of Apocalypse World
« on: August 16, 2010, 02:46:41 PM »
Science rules! Post your Apocalypse World science inspiration goodness here! (inspired by Glendower's food preservation thread)

Some scientists speculate that should the oceanic conveyor shut down (say by the poles melting), our oceans will eventually become dead, stagnant ponds choked with deadly hyrodgen sulphide:
http://lifeboat.com/blog/2010/08/warm-poison-planet

Now only people with protective equipment can navigate the waterways of Apocalypse World. When the wind goes a certain way, everyone locks themselves inside and seals the door to avoid being sickened by the sulphide clouds. Everyone except Kettle and his cult of wackos. They say it gives them great dreams. Meanwhile, someone or something likes living in the poison water quite well, thank you very much, and it's coming to town tonight.

By the way, Lifeboat News is a vertiable cornucopia of apocalyptic inspiration. I dare not tell my players what I have planned for them tonight. :)

http://lifeboat.com/ex/main

32
Apocalypse World / Re: A Scientist talks Food Preservation
« on: August 16, 2010, 02:37:53 PM »
Wow, thanks for that!

It gives me lots of ideas of how these factors change in my world. Like, there's a savvyhead in town who can preserve good by irradiating it with the psychic malestrom. :)

33
Apocalypse World / Re: Opening your brain and missing
« on: August 16, 2010, 02:32:32 PM »
One of my favorite things with missed moves is to give them just what they want PLUS. So if it's a gunlugger getting all violent, tell them how the malestrom floods them with violence, power, strength, and energy. Then let them know they can go aggro with a 10+ right now, as long as they don't mind going aggor on everyone in the room, including the innocent bystanders.

34
Apocalypse World / Re: Apocalyptic Wave
« on: August 13, 2010, 12:13:23 AM »
I'd like to hear where you take this without Wave. I'm thinking of starting up an Apoc D&D game, but I'm not sure where to do it without Wave.

35
Dungeon World / Re: Death's Door
« on: August 10, 2010, 09:37:16 PM »
That's a good move for near-death.

The purpose of the "revive a day later" move wasn't clearly stated. It was that the character is essentially left for dead but not subject to further danger. I guess it should say something like:

"You're out of the action and left for dead. The DM decides where and when you wake up."

36
Dungeon World / Re: Apoc D&D Books
« on: August 10, 2010, 02:44:18 PM »
Those look really nice! They put  me in mind of the old white box books (which, alas, I don't own).

37
Dungeon World / Death's Door
« on: August 10, 2010, 02:43:11 PM »
A new move:

When you're brought below 1HP, but not below -10, roll CON

10+ Down but not out, choose 1
  • Stand up again with 1 HP left. If you drop below zero again before you rest or heal, you're just dead.
  • You're unconscious and helpless. You'll revive a day later with 1HP
  • You're dazed and horribly injured with 1 HP left, but conscious and able to crawl.
  • Your nearly dead. You need a week's rest to heal.
Or choose any option below

7-9 Unconscious, helpless, and horribly injured; choose 1
  • Survive, but give up adventuring. Narrate a suitable retirement for your character.
  • Broken: -1 Strength modifier
  • Crippled: -1 Dexterity modifier
  • The Shakes: -1 Constitution modifier
  • Addled: -1 intelligence modifier
  • Lost your nerve: -1 wisdom modifier
  • Horribly scarred: -1 Charisma modifier

Miss: you simply die. The adventuring life is hard.

38
Dungeon World / Re: Apocalypse D&D Rules
« on: August 04, 2010, 06:52:26 PM »
So the intent is that a 10+ is normally success with extra candy. Rolling a 10+ should generally be great. Like if you're in combat, going aggro, on a 10+, not only do you succeed, but you also get to potentially avoid damage, kill an opponent, or something similar.

The flip side is that a lot of moves assume a risky situation. Like bending bars. When you do it, maybe you break something, or make a lot of noise. These could even happen when you succeed. So maybe whether you want to bend bars or not depends on the situation. Say you're trapped in the Goblin prison. Trying to escape probably entails some risk. Or you're trying to open the portcullis that blocks the Lich's horde. Risk is part of the situation.

On a 7-9, something bad might happen. On a miss, the DM gets to just say what happens. That sounds pretty bad, right? But the DM must still stay true to the situation. Example: you're making a bend bars move to open a sarcophagus in the old tomb. It's reasonable that you might make a lot of noise and attract a wandering monster, but maybe worth the risk. It's not reasonable that the dungeon collapse on your head killing you instantly.

39
Dungeon World / Re: Apocalypse D&D Rules
« on: August 04, 2010, 12:46:27 AM »
Sage, your rules are superb. I recommend these to anyone who wants to play Apocalypse D&D.

40
Apocalypse World / Re: AP: Gamma Road
« on: August 02, 2010, 12:51:00 PM »
So did you essentially rely on asking questions and MC moves for the whole first session? It sounds like it worked like a charm!

41
Apocalypse World / Re: Strange Machines
« on: August 02, 2010, 12:48:15 PM »
This puts me in mind of Gamma World. There was this great list of random conveyances, ranging from a simple grav-lifter thing to a Bubble Car. The Bubble Car could travel at supersonic speeds, didn't need to be refueled, could enter vacuum safely, and so on. I like this move.

42
Monsterhearts / Re: Your Darkest Self
« on: July 27, 2010, 01:23:26 PM »
Really nice. I think you nailed the werewolf, and that vampire sounds pretty awesome too.

Maybe a ghost type character's darkest self is a lone observer who can watch anything unfold, but can't interfere or make their wishes known.

What if a mutant's darkest self is a cyclone of power that can only destroy things.

How about a character whose darkest self can only manipulate: like the skinner, who keeps giving people hold that makes them want to do stuff for you, but completely removes the possibility of authentica intimacy?

43
blood & guts / Re: Moves harness the power of random tables
« on: July 21, 2010, 01:44:54 PM »
Wow, I totally forgot that Hite post until you linked it. It blew my mind at the time as well.

In OD&D, rolling a random table is one of those things the DM does when it feels appropriate. Apocalypse World provides rules that help you see more clearly when it is appropriate. Have you ever noticed when you go to a random table and one option jumps out at you as just being the right one for the situation? Well I think of the pick lists in AW as simply being random tables where the options are so well written that you can just pick instead of rolling.

For the record, in Apoc D&D "Roll on a random table" is one of the standard GM moves, and it works very well in play.

44
blood & guts / Re: Defensive/Reactive moves - Are they bad?
« on: July 21, 2010, 01:32:40 PM »
Great question!

So Apocalypse D&D has saving throws. They're completely passive, more or less colorless generic rolls a character makes when they're affected by a spell. So far in play they've proven to be rather flat. I think it's because an active move and a reactive move all have intrinsic fictional content, whereas passive moves don't unless you take an extra step to add it.

Saving throws were included in ApocD&D as a point of connection between Apoc and the D&D source material. They provide compatibility where the D&D rules call for a passive roll. It sounds like you might have a similar point of connection with Wraith (a game I don't know at all).

The problem with the passive move is that it takes the form of "when you resist X" where X is an abstract, not fictional fact, like "harm" or "petrification". In a reactive move, X is fictional, like "when Wist touches your skin" or "when you meet a medusa's gaze".

In Apoc D&D, I've been slowly replacing the passive saving throws with custom moves. Thus the save against petrification becomes a custom move on the medusa monster, or flesh to stone spell, or whatever. This works vastly better, as being petrified (or not) becomes a part of the fictional positioning.

45
Dungeon World / Sample Adventure: The Purple Worm Graveyard
« on: July 20, 2010, 06:21:21 PM »
Here's the sample/playtest adventure for Apocalypse D&D: The Purple Worm Graveyard.

http://planet-thirteen.com/ApocD&D/ThePurpleWormGraveyard.pdf

Pages: 1 2 [3] 4 5