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Messages - Adje

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Apocalypse World / Second round of Hx: secret?
« on: November 21, 2011, 06:55:38 AM »
In several of the playbooks it says for the Hx that when someone tells you your Hx with them, instead write down n because of a reason.

Reasons like "Choose the character you trust the least. Whatever number that player tells you, ignore it; write Hx+3 next to the character’s name instead." (Battlebabe)

I get that when you're giving out the history on your own go (first round) you're setting out the fiction between you and the other player. "Remember that one time we layed siege to ... Hx+2 from me to you!", but is the instruction "ignore" rather than "change" because you're silently doing it?

Or do people say "Nah, I trust you least - I'm giving me Hx+3 with you..."

Apocalypse World / Re: Play Unsafe: Putting On A Show
« on: November 21, 2011, 05:19:48 AM »
My first session is this Wednesday. And I've not GM'd for over two years (and as I'm the only of my friends that suggests RPGs, not RP'd).

Having scoured the boards, I'm going to make up +1 -1 and so on tokens for people who take them forward, probably Hold tokens too to stop people forgetting they've got Hold (which I can see them doing if it's only noted on the sheets).

In terms of looks, I've also found my oldest most-missmatched d6s. (c: I may also see if I can find some stubby well worn pencils.

My usual "new game" routine is to buy fresh stationery, and amusingly it's fun to do it this way too...

Apocalypse World / Re: New Playbook? Lost Girl
« on: November 21, 2011, 05:11:16 AM »
It sounds like you want to make The Amnesiac.

I sound like I want to read that one. (c:

Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 17, 2011, 07:11:49 AM »
Sure, but Moves Snowball, y'know?

I aim for 2 or 3 advances per player per session.

Would you recommend that as a target? It certainly sounds like one that gears you up to make it fast-paced...

Apocalypse World / Re: ...was 50 years ago.
« on: November 17, 2011, 04:47:53 AM »
Of course, being a lover of creepy little details it occurs to me that having it be common knowledge that the Apocalypse was 50 years ago could be disjointed from current time keeping schema. That is to say, we don't call this Year 50 Post A, we call this three months after Keeler lost an eye, or fourteen winters since I killed that bear you're sitting on.

And that consequently, someone at some point could say "Sure, 50 years ago. That's what my grand-pa told me when I was a kid".

Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 12, 2011, 12:53:43 PM »

Apocalypse World / ...was 50 years ago.
« on: November 12, 2011, 12:45:33 PM »
One of the things that has struck me about the setting is how post- it is: the apocalypse was 50 years ago.

So it's likely the PCs are the children or even grandchildren of survivors. But more than that - 50 years of neglect on the environment, on the man-made structures.

They're not going to find an unlooted supermarket, food rotting in the aisles. The only pre-apoc food around would be canned, dried, spices, salt. No refridgeration.

50 years of no repairs - a library would be a ruin, books pulped.

In many ways, what they need to find if they want random loot is the ruins of the previous generations failures to adapt. That might mean only 10 years neglect - buildings patched and repaired before abandoning to encroaching plague or giant cockroaches.

Of course, the creepiest thing in the world would be coming across something that does look untouched - clean, tidy, not even overgrown...

Apocalypse World / Re: Hello
« on: November 11, 2011, 06:53:39 AM »
If your players don't use it - not prevalent.

I've thought about this long and hard before my first session (in 2 weeks) - I'm going to encourage them to use it, to push through the unease. We roleplay detailed death, carnage, mayhem, slaughter all on screen / during active play with no problem. Why not allow characters to get laid between scenes / during fades?

If they still individually decide their characters won't get laid, that's up to them. I'll offer them chances to as part of the narrative but not penalise them if they don't take them up.

Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 11, 2011, 06:49:43 AM »
Actually forgot, it's possibe to get even more armor in with Daredevil.

So as long as you're naked, protected by god, and disregarding the safety of yourself and those around you, you're pretty much only vulnerable to explosions that could level large buildings.

And teflon coating.

See, I want that to be true in the fiction. So I'd allow it to be. (c:

Apocalypse World / Scarcity - Ammo?
« on: November 11, 2011, 06:10:55 AM »
How have people dealt with the issue of ammo in their games?

I can see "You're out of bullets" as a good "take away their stuff" MC move, for example, as an alternative to keeping track of shots fired. But the fact that this means I decide to use it rather than it being a resource they can track / manage might be seen as unfair. Cue lots of "Well, if I'd known I was low on ammunition then I'd have..."

Apocalypse World / Re: Which mechanic, when?
« on: November 10, 2011, 10:53:38 AM »
Wow, fast!

That's very useful  -I was thinking I needed to work out which one specific combination of moves it was - but the problem was I could see it being done in so many ways.

If it's dependant on the circumstances and the narrative instead then I'll just go with what seems right and the players agree at the time.

Thank you. (c:

Apocalypse World / Which mechanic, when?
« on: November 10, 2011, 10:43:25 AM »

I'm interested in how people would turn the following action into rolls/moves.

Two PC's decide to shoot at each other.

Is it that they're both going Aggro, and interfering? So - both roll to interfere, then roll the modified by that Going Aggro?

Or is it that I decide one of them goes first, they Go Aggro and the other is Under Fire?

Apocalypse World / Play Unsafe: Putting On A Show
« on: October 31, 2011, 12:53:12 PM »
In the excellent "Play Unsafe" the author suggests some showmanship tricks - GMing with a ticking clock, vital points being beads counted into a glass.

I immediately had an idea to use in a game with an irrevocable sanity loss mechanic - a card of numbered squares to be torn off and handed to the GM, whose hand is outstretched going "Too late, gimme!" (maybe if you do get them back later you have to tape them on. How's that for metaphor for recovery...)

Has anyone done anything like this in AW? Are there mechanics that lend themselves to this sort of theatricality?

Apocalypse World / Re: "It's a... trap???"
« on: October 11, 2011, 08:26:49 AM »
What's alerting the player to ask if this specific room has a dangerous floor? Or are they checking for traps (and, I guess carrying those 10ft poles) all over?

"Does the floor look safe?" to me seems like a question that's prompted by something else. I mean, they're not asking about the walls, doors, ceiling, stack of explosives, crate marked "medical supplies", possibly dead kid who isn't moving?

To me AW is about people damning themselves. So I'd suggest booby-traps. Getting unavoidable harm because you walked across a room is dull, getting harm because you botched a roll while trying to retrieve the wounded child / medical supplies / empty box marked cake is fun!

I agree it should only be about what the players see.

I think you're misunderstanding the difference between gender and sex. AW is unusual in that it encourages people who have a limited view of gender to actively create Trans characters, and having everyone just me "male or female unless the MC wants otherwise" would result in that encouragement being nullified.

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