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Messages - gregpogor

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136
Apocalypse World / Re: Cool Game!
« on: May 02, 2011, 03:39:00 AM »
Yeah, Noofy is spot on about two very important things : the game does play like a fucking charm if the MC follows the book to the letter, garanteed - I mean, the players are insta-sucked in and your game just writes itself - and we are a band of voyeurs.

137
Apocalypse World / Re: Cool Game!
« on: May 01, 2011, 08:04:15 AM »
These days I mostly ignore the clunkier generic systems in their massive 400+ hard-covers, they tend to hurt my back when I try to read them.
What I am loving is the digest sized soft-cover indie games with their emphasis on story, minimal prep time and easy to learn rules.

If you're anything like me you're in for a treat then. Add character-sueded sandbox generation and AW is pretty spot on. Wait 'til you play it.

138
Apocalypse World / Re: Choosing names from the list
« on: April 30, 2011, 10:29:21 AM »
People name their children whatever they want because they don't have cultural references, but for some reason every Driver is either a Golden Age movie star or a car model. Every Hoarder is named for a shoplifter/rich guy from modernity/fictional dragon*.

They're a-cultural for characters, but for the players they are heavy with references. Player-wise, it can be a tool for a quick immersive feeling.

139
Apocalypse World / Re: Beastiary
« on: April 19, 2011, 03:27:09 AM »
So far we've seen :

• the six-legged giant rabbits. They aren't six-legged all the time, sometimes they have five, or seven, or so legs. They're pretty giants, though, for a rabbit. As long as an adult. The hold raise them for food.

• the mutant vine plant. It grows in the ruins of the old city. Some people get high by chewing its leaves. It's really a hivemind, and animals (including people) who eat it too much start acting weird, in a cryptic-but-coordinated fashion.

• the cats. That's how we call them anyways but nobody saw what they're really like. They purr and mieow all right, but they only hunt at night, where it's pitch black, and what they leave behind is a little pile of leftovers with scraches as wide as your knife blade. Yeah, the big-ass one.

• the pigeons. They seem normal but they look at you like they know something. They always come when it's gonna be interesting. They always leave before the real heat.

140
Apocalypse World / Re: different advanced improvements?
« on: April 18, 2011, 03:57:57 PM »
Silerias : he's talking about the five advanced options. And they're the same for each playbook.

I've been wondering about advancing playbook moves, like the Vision of Death or the brainer's moves. Direct Brain Whisper Projection could mark a NPC as "yours", etc. But in the end, I've got enough with the "basic" (eh) advanced stuff we're barely toying with.

141
Apocalypse World / Re: Playbook: A Boy and His Dog
« on: April 13, 2011, 01:44:47 PM »
I like the Boy special a lot. Also, do strengths, look and weaknesses have any effect, mechanic-wise ? I can see the Dog getting some kind of surplus and wants instead (after all, the dog can grant insight).

142
Apocalypse World / Re: Ken from Fist of the Northstar as a battlebabe.
« on: April 01, 2011, 12:45:33 PM »
Yeah, we can go wild, but I was trying to build the character with as little modifications to the game as possible. Still, like your moves !

A bit unclear about how NPCs react to s-harm. Is it in the book somewhere ? I don't have it around. They just go down stunned or something ?

143
Apocalypse World / Re: Ken from Fist of the Northstar as a battlebabe.
« on: March 31, 2011, 11:28:09 AM »
No problem Nathan, it didn't feel that snarky to me. And you're right  : swapping custom weapons for martial arts moves IS a custom move. Maybe something like

Martial art school
When you create a battlebabe, you can choose to take a martial art move instead of a custom hand weapon. Simply take the staff (kicks and large moves) or the handle (punches and short, quick moves) as a basis, and take the following option :
• Martial arts (+implanted)

The real question is : does this count for 2 options or not ?

144
Apocalypse World / Re: Ken from Fist of the Northstar as a battlebabe.
« on: March 31, 2011, 08:45:23 AM »
Sorry, I fucked that up.

It should read CAN NOT GET OUT OF EASILY WITH VIOLENCE.

Dang.

I got that, no big deal. I'm just trying to say : Ken is the kind of guy who stirr the shit up and leave the people who sheltered him to deal with it, when you look at it. The stranger who comes to a town that has a (sucky, but still) status quo and when he leaves it's revolutions and bodies and ruins burning and stuff.

Also, in the original post I totally meant

"Since implanted is kind of a big deal (you can't take that stuff from the character)"

145
Apocalypse World / Re: Ken from Fist of the Northstar as a battlebabe.
« on: March 30, 2011, 12:09:00 PM »
"Battlebabe are about starting trouble they probably can get out of easily or with violence."

That's more or less why I thought Ken was a battlebabe. Shit hits the fan shortly after he arrives somewhere, often because he pissed the wrong person off and when he leaves, damage was done on and by both sides. That screams battlebabe to me.

For the martial arts as implanted weapon, well, it doesn't do anything but back up threats the character might be doing ("...or else you'll feel the power of the okuto technique") or when he charges into battle. It's not like he's really a one man army. He's just very effective at using violence as a tool.  Since implanted is a legit tag, why not shoehorn it into the weapon creation rules ? Battlebabe weapons are highly personal and unique. You don't see them twice. Why not make them martial arts, simply by adding implanted to them ?

It's more or less the same as a move like

Okuto technique : when the player has nothing but her fist to fight, she can use them as a weapon : 3-harm hand.

(And I might add noisy or messy in there. The ma in Fist of the Northstar are pretty graphic).

But I feel it's more elegant as it follows the rules more or less as written without a big change like a custom move, and it does cost a weapon slot to the character. The thing is : is implanted really worth only one tag, or should it "cost" more, maybe a noisy or messy mandatory to the mix.

146
Apocalypse World / Ken from Fist of the Northstar as a battlebabe.
« on: March 30, 2011, 09:10:33 AM »
So I'm recruiting a pal for our thursday game and I'm like "it's a rocking post-apocalyptic game", and he's like "can I play somebody like Kenshiro, from Fist of the Northstar in that game ?" and I'm like "Kenshiro is totally a battlebabe !"

I mean, crossing the wastelands displaying his awesome pectorals for anybody to see and starting shit left and right with style ? Totally a battlebabe. So I figured out how I'd do it:

I'd pick the set with Cool+3 Hard=0 Hot+1 Sharp+1 Weird-1 then I'd pick the moves ice cold and impossible reflexes. Now he's a bad mofo.

Then I'd consider making a custom move or two for his martial arts but then I'd think hey, martial arts are all about turning your body into a weapon, right ? So I'd just make a couple custom weapons and give them the implanted tag instead.

Since implanted is kind of a big deal (you can take that stuff from the character) i'd count as one of the two custom options. I'd take two hand weapons instead of one and one gun and since not getting a gun is kind of a deal, I'd throw in one option more.

I might give him his dim mak touch by taking a handle and making it 3-harm hand implanted (3 options). Then I'd give him some kind of super-duper technique that makes him a bit more credible in face of a small gang : starting with a staff, I'd make it 2-harm hand area implanted.

Legit ? It might be a big... big. 3-harm implanted seems like a great deal of harm character can dish out without a mean to take it from him.

Any other pop culture character you'd turn into a basic AW character type ?

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