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Messages - Krippler

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106
Apocalypse World / Apocalypse World with 11 players
« on: July 13, 2011, 11:27:44 AM »
So I'm starting this campaign in two days. I'm blessed to live in a city with a large roleplayer community and I'm sick of only playing AW as one shots. The longest campaign I played in was 8 sessions long and pretty much burned out because the MC was too uptempo. I hope this campaign will have the normal life cycle of X sessions till the players have outgrown their world. My musings this far:

Practical:
-No more than 5 players per session, even that might be a bit much.
-One scheduled session per week and others thrown in when there is time and interest.
-A co-MC so it doesn't die if I'm too busy.

Fictional:
-Heavy handed Maelstrom and background stuff. 11 players with different visions might spread the image too thin to make it feel real.
-A big map, maybe 1000 km across, so characters can be off doing stuff when they are not in play. I imagine 1 missed session won't be enough to warrant a love letter, at least not a long one.
-Long stretches of in game time, a slow world speckled with times of war. This is probably the biggest challenge. I imagine the seasons will be very different to make players feel the passage of time, the Driver uses roads in the summer and frozen lakes in the winter. The Hardholders wealth in the winter is not about how well he harvest went but how well guarded the magazines have been.
-Make them buy, I hope people see how insane Moonlighting is. A cool cat can make 5-barter between scenes. Also I hope for a Savvyhead that thinks big.

Anyone want to share their wisdom on this? It need not be from Apocalypse World, any game will do. I'll be using all the extra playbooks except the Touchstone which seemed a bit unfininshed, how is it doing now?

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