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Messages - gregpogor

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46
Apocalypse World / Re: My gang isn't human. Literally.
« on: March 12, 2012, 05:27:44 AM »
So... non-human gangs. Thoughts?

One : awesome.

Two : if I were you, I'd give them the whole package : 2-harm gang small 1-armor then 2 options. I'd work with the player to make sense out of it. Maybe the savvy' used some mean drugs and strange emissions to "enhance" the rats and now they're bigger, smarter and meaner. Maybe I'd add a custom move or two to fit the situation. But that's me.

47
Apocalypse World / Re: Not to be fucked with and AP ammo
« on: February 28, 2012, 06:21:04 AM »
Thats where I am a bit confused. If he is using his weapons then shouldn't I use the harm value of his weapons rather than 3-harm?

My take:

If the gunlugger'd use them as they should, yeah, they'd do damage as established. But when they're not to be fucked with, they're a one-man-army, shooting left and right and above and behind and keeping their own ass from a lot of people's line of fire. 3-harm is the best they can do in that situation, and it's already pretty rad as is.

Now the player has the choice not to use NTBFW, deal their full damage as established and count as a sole person instead of a small gang. They're not going full throttle but they retain a modicum composture.

48
Apocalypse World / Re: The Brainer is a Dog, of the four-legged variety
« on: February 27, 2012, 09:02:06 AM »
Obvious net result, the Battlebabe in put in charge of walking the Brainer-dog.

And it makes total sense to my damaged brain, but I can't explain why.

49
Apocalypse World / Re: The Brainer is a Dog, of the four-legged variety
« on: February 25, 2012, 01:04:13 PM »
Sex moves are operative.

When someone feeds you and gives you shelter and talks to you as you were a person...

50
Apocalypse World / Re: Pirate city?
« on: February 07, 2012, 06:13:17 AM »
The main thing to consider in my mind is that transport of some type is a lot more useful in a water game. There's no way you're swimming to the next hold, or anywhere worth going that's above water. So the Driver becomes much more important.

Putting a makeshift raft together and going away at sea doesn't seem to me less accessible or safe than trying to cross the Burning Plains or the Breeding Pit on foot. I'd say it's on par.

51
Apocalypse World / Re: Look-alike (rules question)
« on: February 04, 2012, 06:25:37 AM »
I'd do what I do whenever I'm in doubt : scan the MC moves' list.

"So there's Dremmer's coming in, but he's all acting weird, like not making eye contact and keeping his head low, and then he spots you and leaves like his ass's on fire or something, what'd do you do?" (Separate fake!Dremmer and the PC)

"...and when he leaves you notice your bag's gone. What'd you do?"  (Take away the PC's stuff)

"...so you follow him and just when you turn around you feel a gunpoint between your shoulders and Dremmer says — with a voice that's definitely not Dremmer's — “Boss wants you dead, no hard feeling, a'right?" (Fake!Dremmer is some Warlord's agent, and he just made a careful study of you and then attacked when you're weak)

"So here's Dremmer and he's cocky as always, he comes in like he owns the place and all, he smiles at you and then WHAM with the biggest smile and his hand moving so quick you barely see it he sticks his big-ass knife in your guts! Everyone around is like "wait what ?" You take 2-harm. What'd you do?" (Fake!Dremmer is a grotesque:mindfucker who can shapeshift — he just attacked you face-on, with a side-dish of inflict harm for good measure)

"You've just said that to Dremmer and this guy, Balls you think he's called, shakes your shoulder and ask you "hey, man, who you talking to ?" and when you look back to Dremmer, he's not there man, like he never was." (Landscape:mirage, revealing fake!Dremmer to your eyes and yours only)

Or something like that.

52
Apocalypse World / Re: Guide to creating new playbooks
« on: February 02, 2012, 06:10:40 AM »
Edit: I'm also probably going to experiment at some demos next month with hold tokens. In a full game they'd have to be color coordinated to keep better track of what is what but it strikes me as a great visual reminder of what you've got waiting to happen. Most PCs are only going to have one type of hold anyway, so it should be more convenient than a pain.

Completely aside: I did just that with nondescript tokens and the players naturally kept their holds on their trifold, right on the place where the corresponding move is written down. But most holds evaporate after the situation anyway (read a person or deep brain scan eg).

53
Dungeon World / Re: Gold for XP ?
« on: January 29, 2012, 09:18:26 AM »
I love the GP=XP rules in the old BECMI D&D games. I thought it was clever. Back in the day, there was no "roleplay XP" or "story XP" in D&D: you got XP either by killing things, or taking their stuff.

Your goal as a PC was to amass glory and wealth. XP was glory and wealth both. Glory you got by killing foes, and amassing insane amounts of wealth. The fact that high level PCs got automatically access to castles and such was linked to that : if you were high level, either you were known enough so someone gave you a castle ("I heard you were a great warrior: here's a keep on the borderland, go and defend it in my name") or you were wealthy enough so you bought one.

Always made sense to me.

So, yeah. Maybe some custom moves that let you gain XP when you spend insane amounts on gold in training, research, viral marketing and such.

54
Apocalypse World / Re: what MC move to just describe ?
« on: January 18, 2012, 09:42:00 AM »
I'd barf forth while misdirecting, then hitting them with a soft move, so it'd keep the ball bouncing.

55
brainstorming & development / Re: Homestuck
« on: January 17, 2012, 12:06:47 PM »
Captchalogued in my sylladex.

56
brainstorming & development / Re: Unknown Armies hack
« on: December 24, 2011, 05:19:10 AM »
I'm reading what you wrote here with upmost attention, since UA and AW are two of my five favorite games. And everything sounds pretty solid from here. Especially the way you're thinking your playbooks (I LOVE the way you deconstructed adept schools). I'm gonna steal the shit out of your ideas, that's for sure.

I'd simplify the madness meters a little bit myself. Nemesis, the ORE game with MM, has only four, and I think I can deal with only three (something like violence, unnatural and... sumthin sumthin, I dunno, Self maybe).

I'd do it with an armor-like mechanic myself. 1-Hardened (you're accustomed to that shit) to 3-Hardened (you're a sociopath), and stresses like harm (1-stress is already pretty stressfull, 5-stress will definitely make you lose your shit and demand therapy unless you're a sociopathic bastard, and even then you'll have scars).

Four counters (if you count harm), and four types of armour is the most I can manage, myself. I'd even try to model different types of stress with only one counter if I could. I'm a firm partesan of the KISS principle.

Still,

Quote
Seize by Force is being cut completely. It just doesn't seem to fit the vibe of UA to me.

Are you fucking kidding me? A move that's all "I want that shit now, no matter how badly it will hurt" in a game about obsessed people fighting for power? A game about consequences ? That coined the phrase "when you're hungry for power, you'd better be the one with the fork" ? I can't see any move that suit UA more that Seize by force. You put it back in now, or I will.

I kid of course. That's your hack, do it any way you want. But if I ever play a UA game powered by the Apocalype, Seize by force will definitely be part of it.

57
Apocalypse World / Re: To drive or not to drive.
« on: December 23, 2011, 02:11:51 PM »
What happens, then, if other players start taking the No Shit Driver move? Is there a potential balance issue here?

I don't see it as a balance issue. The Driver gets No shit driver from the start, and the other characters will have to spend an advance to get it. The time it takes for them to do so, the driver can get a +1stat and they'd be on the same page. Plus, you get a limited "other playbook move" advances, so taking No shit driver means not taking another move.

If that's still an issue for you, we play with a houserule that says that taking a move from a playbook already taken by another player means asking that player the permission to do so. That way, if the resident driver ressent not being the only one having No shit driver, they can veto anyone else doing so.

58
Apocalypse World / Re: To drive or not to drive.
« on: December 23, 2011, 02:37:05 AM »
One other thing occured to  me. For the driver, her car(s) are part of what the character is, so you are not supposed to take them away, even with hard moves (at least not permanently).
For the other characters though, it's just crap, so you can target it with your hard moves.

Am i right?

Not really. It is part of the character so don't take them on a whim not to give them back, that's for sure. As the Good Book says,

Quote
The worst way there is to make a character’s life more interesting is to take away the things that made the character cool to begin with. The gunlugger’s guns, but also the gunlugger’s collection of ancient photographs — what makes the character match our expectations and also what makes the character rise above
them. Don’t take those away.

But your sheet is descriptive as well as prescriptive. If your driver risks their precious car knowingly and fail or decide to blow it up with dynamite, the car is gone. Play to find out what happens, and what happens might be that they lose their precious wheels. Relevant quote is

Quote
Prescriptive: changes to the character’s sheet mean changes to the character’s fictional circumstances and capabilities; that’s the game’s experience and improvement rules, following. Descriptive too: when the character’s fictional circumstances or capabilities change naturally, within the character’s fictional world, the player can and should change her character sheet to match.
(...)
Fair’s fair, though! Bish’s ambulance-infirmary gets blown up. I tell his player to cross it out.

59
Apocalypse World / Re: Re-highlighting mechanics
« on: December 17, 2011, 12:01:59 PM »
Ah, you're right. And it says p. 207 that you can, if you want, give -1Hx ("it's acceptable").

The basic move as expressed pp. 88 and 207 and in the players' playbook don't, though. I think I'll stick wih the +1Hx only until a player REALLY wants to give a minus.

60
Apocalypse World / Re: Re-highlighting mechanics
« on: December 17, 2011, 08:49:57 AM »
Wasn't the Hx-1 from the playtest version and left out in the final, published version ? I can't find it anywhere in the book.

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