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Messages - Reax

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Apocalypse World / Re: New Playbook: Firebug
« on: September 09, 2012, 11:12:58 AM »
I really love the idea behind the playbook, and would go all-out on Daniel Wood's version of Fireproof to get something in between The Faceless and The Brainer.. Scary as fuck.. with fire..

Apocalypse World / Re: Form Fillable Playbooks
« on: December 05, 2011, 10:56:00 AM »
I do make my own form-fillable playbooks for my Skype-games, the downside is that I dont know of any program beside Adobe Acrobat (the costly version.. use that to make em fillable too) that can atcully save the filled forms.

Apocalypse World / Re: Playbook: The Rat-Pack
« on: October 02, 2011, 01:18:21 PM »
I feel like this playbook has the potential to become disruptive if the player starts meta-gaming with himself, so the fact that your player is not doing that is a good thing. As far as personalities taking a while to develop, I find that's generally true of all characters, and not unique to this playbook.
I pretty much came to the same conclusions after a few sessions, kinda tried to push him into it with questions at first but once everyone at the 'table' (..Skype) started to treat them as individual kids and not just a grey mass (like they still do with most of the choppers gang) it worked itself out.

I did run another short session last night, the kids really are starting to become one of my fallback 'play-generators' when the other characters get a bit too passive. And even without my questions driving them to mischief they keep forcing everyone into.. interesting situations, always funny to watch the the chopper trying to cope with the thieving children.. without angering the hardholder that is sort of protection them (Especially since one of them are the choppers 'secret' son).

Apocalypse World / Re: Playbook: The Rat-Pack
« on: October 01, 2011, 06:01:12 AM »
After a lot of schedule collisions, and a general lack of time, I have finally manged to get the campaign running in somewhat regular sessions again,  and have had the Rat-pack in play for quite a few of them now.

Overall the playbook have been working really well both in the fiction and in the game itself. The children quickly found a place in the hardhold as just about everyone’s under-paid errand-children (on top of general thievery and mischief), while being Mrs Langs (the hardholders) eyes and ears. Binding  all the other PCs together by their relations to the individual children in a way I have had a hard time doing before.
They even manged to create a lot of cool and memorable situations already. Among them, stealing an Angel kit from Doc, delivering it to the Maestro who then unknowingly gifted it back to Doc.  And later they badly humiliated the Chopper in a 'fight' by swarming and harassing him until he had to give in. (This far marking our only use of Like a plague of locust)

This actually reminds me of a thing I've been meaning to articulate. It's this: If any of your members are not explicitly somewhere else at the moment, they can be wherever you want them to be.
I didn't actually read that until just now, but I did run them like that without really thinking about it, really seems to be the only decent way to do it without forcing the player to micro-manage every member all the time.
The only 'problem' have been that the player player haven’t really been into any 'internal' interactions between the children (without me pushing him with questions) and at first had a hard time running them as a individuals and not just as a gang, but recently they have really started to get their own personalities.

Apocalypse World / Re: Playbook: The Gladiator
« on: September 06, 2011, 08:18:32 PM »
I have to say that I really like this playbook and will most likely end up making one of my crude trifolds for my players, and since I´ve already started to think about what I would change I might as well post 'em here.

I would probable replace "Resilent" with something like..
Glory: When you fight in front of an crowd or audience, suffer 1 extra harm to to gain an Edge /../ (choose +1 hot/+1 cool/+1hard). You can't get another Edge while you have one, and Edges go away after the session.
To really get the.. badass, sweaty and bloody victor feel. (Or simply, when you win a fight in front of a crowd gain +1 hot, but don’t really seem as.. fun). (Think.. basicly any good gladiator movie/TV-series or Khal Drogo cutting himself on an opponents blade in Game of Thrones)

Hot Commodity seems fun too, but I would move the dice roll to the Gladiator, so that the 'other character' could be an NPC (and if the 'manager' is another PC he could just help as usual, might be a good idea to leave the juggling bonus in there too) without making the MC have to find some dice.. =)

I do like 'big bad fighter'/'normal person' feel of the special move and would keep the healing in, but it feels a bit too much like the Faceless with that huge disadvantage. Something like giving another player holds based on the gladiators hx to them, and then spending the holds to transfer harm to the Gladiator and forcing him to intervene. Not quite sure how to handle that part for NPCs, but could be something like.. how often they have sex.

And a quick note about gear, I would either move hidden knives to practical weapons (and move crowbar to arena weapon for more.. gritty arenas) or allow sevral arena weapons (I do want the option of being the 'bad guy' that pulls out a hidden dagger at the last moment).. Not to mention, more weapon-choices.. =)

Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: August 12, 2011, 03:01:50 PM »
And now I have all the limited edition playbooks, thanks!
Might be the wrong thread, but I still want to get my hands on any and every fun playbook you might have
(And if you want me to try to make a somewhat decent trifold of one of your own playbooks, just send me a messege.)

Apocalypse World / Re: Playbook: The Rat-Pack
« on: August 12, 2011, 12:34:33 AM »
Yeah, thanks for the help. Artwork (and me realising and fixing some of my mistakes) made it turn out real nice!

Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: August 12, 2011, 12:21:34 AM »
still havn´t manged to get my hands on any off the 'official'/pre-made ones other then the Maestro D and the Touchstone (that followed the book). Im willing to trade any of the two for just about anything else.

I´m still looking for those playbooks, but now I can offer the brilliant Rat-Pack as a trade! (Written by Gerald C,.. trifolded by me and with great art by Nathan Orlando Wilson)

Apocalypse World / Re: Playbook: The Rat-Pack
« on: August 10, 2011, 12:12:08 PM »
I really like the thought of several characters per player, making them able to join any and all 'sub-groups' instead of taking turns playing (my players tend to split up a lot).
I 'even' did a rewrite of one of the 'A boy and his dog' for another player, turning the dog into a 'sub-character', in pretty much the same way as you did with the kids, rather then a mechanical NPC (and turned the dog itself into a move to open up the option for other playbooks too).
But then again, (possibly) 12 characters are a somewhat.. disturbing thought, will be great too see if the player manages to get it to work..!

And as a side node, "Born Unto the Apocalypse" is.. brilliant, I love the thought of a stubborn kid refusing to letting go of an unbelievable claim  that turns out to be absolutely right.. =)

Apocalypse World / Re: Playbook: The Rat-Pack
« on: August 09, 2011, 12:26:44 PM »
Yeah, great work on this one, at first glance I deemed it a bit too hard to play and didn´t actully introduce it to my players (we are still adjustning to AW). But one of them found this on his own and then pretty much forced me to make him a (wery crude) trifold. Shuld get it in play in a session or two and will report back as soon as possible.. =)

Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: August 07, 2011, 10:03:13 PM »
Just as everyone else I´m searching for more playbooks to introduce to my players, already scraped thru the forum and made a few crude trifolds for personal use but still havn´t manged to get my hands on any off the 'official'/pre-made ones other then the Maestro D and the Touchstone (that followed the book). Im willing to trade any of the two for just about anything else.

Apocalypse World / Re: Playbook idea - The Storyteller
« on: July 19, 2011, 10:57:11 AM »
Yeah, I did feel that it got kinda close to the Touchstone but I never really realized that skinner actually can be that broad.. Thanks for that one.

And for the role and function, I´ll have to think about it some more.. Might be able to get one of my players to take it soon, could give me some free answers.

Apocalypse World / Playbook idea - The Storyteller
« on: July 17, 2011, 06:49:05 PM »
Sleepless nights always leads to.. interesting ideas, I began to write a sharp-based Playbook called "The Historian" but somehow ended up with a wierd-based "The Storyteller".

   Too the naked eye the Apocalypse World might seem to have been shattered, chewed and then spit back out, but you see past the grime, the dust and the blood to the wondrous fairy tale that lies beneath.
*Once Upon  A Time
   You gather an audience to spread and trade your latest tales.
      Once during a session roll+sharp
      10+ Get one barter and choose any (or all). If appropriate the audience unite and fight for you as a gang (2-harm 0-armour size appropriate)
      7-9 Get one barter and choose one:
      6- The audience turn against you, as a gang (2-harm 0-armour size appropriate)
         *You captivate your audience, they are aware of you and only you.
         *You move your audience, they come to respect the (real or imaginary) hero.
         *You rile up you audience against the (real or imaginary) villain.
         *You make your audience fear the (real or imaginary) villain.
*Big bad Wolf
   You pry your enemies eyes open to make them truly see the tales of you glorious exploits.
      Once during a fight roll+weird.
      10+ Enemy gang temporary disbands and/or refuses to attack you ((unless leader uses leadership or pack alpha))
      7-9 Enemy gang counts as one step smaller
      6- The enemies eyes remains closed and their guns are blazing. You take 1 Harm.
         ((A 'You count as a gang' move, but this feels like a more appropriate wording))
*Olden Times
   You open your brain to the psychic maelstrom to see the world and its people like it once where
      Once during a session roll+weird.
      10+ hold 3
      7-9 hold 1
      6- The world you see is beautiful and magical, why would you ever want to leave. Count your sharp as one less for the rest of the session.
      You can spend the hold 1 for 1 to:
         *You see glimpses of your audiences life. If PC +1 Hx if NPC take +1forward.
         *You see your bounds once untied, an opening once unblocked or a door once unlocked. You break free or gain access but it costs you: leave something behind or take something with you, the MC will tell you what.
         *You see a weapon once sheathed, ignore damage from one attack
         *You see a wound once opened, use weird instead of hard in one size by force move.
*Story Gathering
   There are stories to be found everywhere, you just need to find them.
      Use weird instead of sharp for all moves.   

Not much of a playbook yet, but it feels like I´m getting close to a fun and somewhat balanced set of moves that at least appears to stick to the theme.. I´m more then happy for any thoughts and suggestions about both the moves and the rest of the playbook (need a few more sleepless nights to get it ready enough to let anyone see)

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