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Messages - help im a bug

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Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 24, 2012, 02:19:08 AM »
Have you played the game yet?

Apocalypse World / Re: Minimum number of PC
« on: January 18, 2012, 11:10:19 PM »
I've had no problem at all MCing for 2 players--once I adjusted to having to make way more moves than I was used to with 5 players.

Apocalypse World / Re: Principles for prep?
« on: January 10, 2012, 06:11:35 PM »
Yes indeed it is :)

Glad I could help

Apocalypse World / Re: Principles for prep?
« on: January 09, 2012, 07:02:18 PM »
I find what helps is to make every threat a character with a strong personality.

Every member of the Chopper's gang. The psychic maelstrom should have a specific goal in mind. The forest of bones should have a reason for every move it makes.

That way, when the chopper fails to pack alpha, or someone fails to open their brain, or someone fails to navigate the forest, I know what that threat wants to do to them.

Apocalypse World / Re: Apocalypse Random
« on: January 06, 2012, 05:02:51 PM »
No, neither game lasted longer than one session, so fronts never came up.

Apocalypse World / Apocalypse Random
« on: January 06, 2012, 03:51:03 PM »
Since pretty much every choice in this game is from a list, my friends and I have been messing around with randomization of Apocalypse World games. So far, we've done it twice. (Using for random number generation)

The first time, I ran it for two players. I laid out all the playbooks and had them each choose up to two playbooks they didn't want to play, then choose randomly from the rest. Then we chose names randomly, looks randomly, stats randomly, starting moves randomly, and starting gear. Randomly. They asked, what's the climate like? So I rolled some fudge dice and got -3. "Fucking cold". Turned out Heron the Skinner's random art of making fur and leather clothes was an awesome choice! Then we played a session; it was pretty cool.

The second time, another player ran it for me and someone else, and we followed the same path, only randomizing even more stuff. We chose a random latitude and longitude (wound up in Suriname) and did fudge dice for random climate again (+3). This time, though, not only did we randomly generate our characters, we chose random Hx options, random highlighting of stats, and every improvement we chose was chosen randomly! (Throwing out the options at each step that were mechanically terrible; e.g. replace a stat with a worse stat)

Wound up with some seriously interesting characters, though it might have just been that we were very drunk. I had a Brainer whose first advancement was, randomly, "take a move from another playbook" and wound up with Reputation. Pretty sweet!

Do you have fronts/threats?

Apocalypse World / Re: Re-highlighting mechanics
« on: December 16, 2011, 03:57:59 PM »
To me, highlighting is a totally out-of-fiction comment along the lines of "Hey, you should do more of this" or "It'd be cool if you paid more attention to this".

But is there some element to it that models something within the fiction?

Ooh, that's an interesting thought. I mean, it is somewhat related to the fiction because it's your Hx that decides which player gets to highlight a stat of yours. Also the Quarantine can, through in-fiction events, wind up with Weird permanently highlighted.

Apocalypse World / Re: Africa World
« on: December 15, 2011, 07:30:12 PM »
That's not a very helpful answer and I don't like you implying that me and my friends are racists.

The setting has a great deal of racist systems (just look at South Africa, Etiopia etc) but nothing in the system enforce this and the PCs can by their very nature of not being Threats transcend the racism and fight to mend it if they chose. The fact that people are murdered for spell reagents in real life would probably give it coming up in the fiction more gravity because the players know that spells do not work and that makes the murder all the more senseless and disgusting while in a regular AW setting they would probably suspend disbelief easily because the maelstrom is usually into stuff like that.

Cultural appropriation yes. I have players who are historians, islamologists and active members of the feminist party though so I am sure we'll finish the campaign wiser than we started it!

His answer was absolutely spot-on. You're turning the actual, real-life, present-day misery of millions into entertainment for your friends.

Apocalypse World / Re: Re-highlighting mechanics
« on: December 15, 2011, 07:23:35 PM »
I feel like the interesting question isn't "how can we best model getting roofied?", but rather "What does re-highlighting stats best model?"

Apocalypse World / Re: Games to play after AW
« on: December 15, 2011, 01:26:06 AM »
D&D4e, obviously.

IME, when a game of AW is over, you want to play something dissimilar for a while, in much the same way that after you eat a lot of mac & cheese, you want to go have some sushi and seaweed salad. Contrast contrast contrast.

After mac and cheese I want more mac and cheese, and after AW I want more AW.

Apocalypse World / Re: [Threats] Let's talk about afflictions!
« on: December 12, 2011, 07:11:27 PM »
Oh man guys thanks for this thread. It made me all like "man, I wanna make some affliction moves" so yeah now the cat people who live in the 2-mile-high Kite Oak totally view humans as a subordinate species and that's an affliction:barrier and dudes in jingly collars and leashes are all flying into rages and taking fruitless self-destructive actions all over the place!

Apocalypse World / Re-highlighting mechanics
« on: December 08, 2011, 07:04:11 PM »
In my current AW game, one PC (Tak, the chopper) manipulated the NPC doctor (Brace Win) who was taking care of another PC (Pandora, the touchstone) into, basically, roofie-ing Pandora. I handled this by telling Pandora's player to un-highlight all her stats, then highlight Hot.

This seems to me like a cool mechanical way to model drugs and other behavior-modifying effects on the PCs, kind of like how Psi-harm can change a threat's type (we used that to change an ally from a representative to a lover as well).

Just wondering if anyone else has messed with mechanics that involve the highlighting or un-highlighting of stats, and how they worked out.

I don't think Pandora ended up actually rolling Hot for the rest of that session, thinking about it.

I'm a proofreader/copy editor. Send me stuff; you have my e-mail.

Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 12:51:02 PM »
Does having a class-specific weird debility work? Like, what if you switch playbooks? Maybe if you switch playbooks, your weird becomes your hard or something, and the debility remains.

Or, heck, it would even make sense if you didn't have the switch playbooks option with this playbook! And you can only switch TO it by dying.

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