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Messages - tonydowler

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61
blood & guts / Re: Sex Moves
« on: June 30, 2010, 03:01:04 PM »
I don't know if this helps, but here's an alternate point of view.

Apocalypse D&D doesn't have Hx, sex moves, or helping rules. I've never missed them, because they aren't really required to do what ApocD&D sets out to do.

That said, Hx, sex moves, and helping/hindering are some of the best parts of Apocalypse World, so if they port over to your hack, so much the better for you! I'd love to see what the sex moves are like in a game about Greek gods, for example, or mafia families.

62
blood & guts / Re: Opening your Mind
« on: June 30, 2010, 02:42:38 PM »
Yeah, you're right, it's Brain. That's actually pretty important. I'm embarrased to have made that mistake.

Ben, in our Apocalypse of Dust game had a drug you could take for +1 forward to opening your brain. It also had tons of nasty side effects, not the least of which was a burning addiction and dependence on the tyrannical forces of evil for your supply. It was the source of much mayhem. :)

63
Dungeon World / Re: My First Session
« on: June 28, 2010, 04:08:08 PM »
I'm so glad you're using Unearthed Arcana stuff. I'm a fan of UA, but I haven't converted any stuff from it for Apoc D&D.

On the fast levelling, I would suggest requiring more boxes to level. I used 8 at Go Play NW, and people went up VERY fast. Even 10 is pretty fast. For an ongoing game, I'd suggest 15 or even 20.

About those parlays... was there any attempt on the part of the players to make the parlay meaningful? Or did they just trying to get the monsters to talk before slaughtering them so they could gain an XP check?

64
Dungeon World / Open your Mind to the Dungeon
« on: June 28, 2010, 01:15:47 AM »
Apocalypse D&D doesn't have an Open your Mind move. If you like opening your mind (and everybody should), I suggest you give each of your dungeons a custom mind opening move.

For example, in the caverns of the Purple Worm, open your mind to the Worm God and roll +CON:
  • On a 10+, your mind is in contact with the Worm god and it shows you what you want then offers you a bargain or a gift.
  • On a 7-9, you receive a true impression or vision of what you're interested in, but then suffer a temporary insanity.
  • On a 6 or less, the DM decides what happens.

Temporary Insanities:
1. Fall on your hands and knees and start eating dirt voraciously for 1-4 rounds
2. Projectile vomiting for several minutes
3. You realize that somewhere, somehow, there's a worm in your body. You can feel it, but you can't tell where it is.
4. The Worm god has a command for you, and he's watching to make sure you carry it out!



65
blood & guts / Opening your Mind
« on: June 27, 2010, 10:47:27 PM »
I want to talk about the Open your Mind move, because this is some serious, serious Apocalyptic mojo. I considered bringing this up in "the basis for all the moves" thread, but I think it's further ranging than that.

Elsewhere, Vincent says:

The basis for all of the moves in Apocalypse World, every single one, is an active conflict of interests between named, human characters.

So what's the deal with Open your Mind, then? Is it because I usually have a specific question in mind, and that question is related to the conflicts-of-interest in the story? What if I open my mind with no particular question in mind? That's become a fairly common practice in our AW games. Where's the basis then?

And a related thing: I'd like to talk about how the maelstrom functions or does not function in a way that's analogous to a character in the fiction. The maelstrom doesn't act like a disinterested force or entity. It acts like it's involved in what's going on. Do other people find that in their game? Is this an intentional characteristic, and what are the implications of including or not including Open your Mind in your hack?

Edits: accidentally published before I was done asking.

66
blood & guts / Re: the basis for all the moves
« on: June 26, 2010, 09:37:31 PM »
That move looks fine to me, although depending on the taste of your game it might or might not fit.

My take on the conflict of interest is that it's not "in" the move, it's the "basis" for the move. Having to choose between two things fits the bill, because the basis for that situation coming up in apoclypse world is probably some previously existing conflict of interest: you can save your friend (who ran off and got himself shot), or your van (which the wastelanders are setting on fire), but not both.

The fiction of apocalypse world creates tough choices, partially because there's so much conflict of interest going around. The danger with this move is that it potentially defuses the hard choice by letting you get both sides of the choice. In my book, if you do that through a move, with all the potential for fuckery and failure that a move entails, I'm cool with it.

67
Dungeon World / Re: Apocalypse D&D Rules
« on: June 26, 2010, 03:33:28 PM »
Hi Jeff,

A month and a half ago is probably about the time I posted the latest version, but you might want to check that you have the latest. I can't vouch for anything earlier than the 3.0 version.

Apoc D&D Was played a lot at Go Play NW, and I have a lot of good feedback to incorporate into the newest version. How spells and spell memorization work is going to change.

This forum is going to be my design journal, in so far as I have one. I apologize if it's kind of sporadic. Sometimes I need to ruminate on stuff before I start talking about it in public.

If you're interested in the older thought behind ApocD&D, it's in these blog posts:
http://blog.microdungeons.com/search/label/dungeon%20mastering

There's also some AP here:
http://blog.microdungeons.com/search/label/AP

68
Dungeon World / Apocalypse D&D Rules
« on: June 25, 2010, 11:30:54 PM »
Welcome to Apocalypse D&D!

Apocalypse D&D is a mashup of traditional D&D (OD&D) with Apocalypse World. I have a great love of the dungeon crawling adventure style of OD&D. I think Apocalypse World facilitates that kind of adventure beautifully.

Current playtest rules for Apocalypse D&D:
http://planet-thirteen.com/apocd&d/ApocalypseD&D3.0.pdf

Apocalypse D&D magic items:
http://planet-thirteen.com/apocD&D/ArtifactCompendium.pdf

Added 7/1/10: Provisional new spellcasting rules:
http://planet-thirteen.com/apocD&D/spellcasting%20Update.pdf

Adam Koebel's Apocalypse D&D Character Sheet:
http://skinny.fire-storm.net/RPG/Indies/ApocalypseD&D/Apocalypse%20Character%20Sheet.pdf


69
Thanks Gregor! Yeah, I'm definitely going to get active here with Apocalypse D&D. More, much more, to come!

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