Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Anarchangel

Pages: 1 [2]
16
The Sprawl / The Sprawl: Alpha Version
« on: August 31, 2012, 02:11:55 AM »
After much ado, the first version of my cyberpunk mission-based action hack is ready for public consumption:

Take a look and let me know what you think!

17
Dungeon World / GM-less Dungeon World
« on: March 01, 2012, 09:28:16 PM »
Mike Olson and I both want to play a midnight game of Dungeon World at Hyphen-con in San Diego using 3d6 in order for stats.

Sweet, eh? Yeah, except we both want to play, and I don't know if any other DW GMs are going to be in attendance. So, crazy idea that just occurred to me: GM-less Dungeon World.

Use Discern and Spout to create things in the world, player to your left makes GM moves against you, random dungeon generator, card draw for monsters?

Sound plausible? Has anyone done it? Any cool ideas?

18
The Sprawl / [CyberWorld] Making a Character
« on: February 22, 2012, 11:35:25 PM »
After the OrcCon playtest, I've reworked character creation a little. Details on my blog: Making a Character.

19
The Sprawl / [CyberWorld] Cyberpunk mission-based action moves
« on: February 07, 2012, 07:56:16 PM »
I'm working on a AW/DW hack that started based on Shadowrun, but is now minus the fantasy elements.

Quote
CyberWorld is a game of mission-based action in a gritty neon-and-chrome Cyberpunk future. You are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that vast multinational corporations can’t do, or can’t be seen to, do. Deniable, professional, and ultimately disposable.

These are the stats:

Style. The character’s interpersonal skills, charisma and presence. Style is used for convincing people to give you want you want.
Edge. The character’s professionalism and street-smarts. Edge is also a measure to how well you can give the impression that you are a badass who is not to be fucked with.
Cool. The character’s ability to remain calm and focused in stressful situations.
Mind. The character’s accumulated knowledge and capability for logic and rational thinking.
Meat. The capacity of the character’s natural body to give and receive punishment.
Synth. The degree to which the character’s body has been technologically augmented by Cyberware. Synth is primarily used as a replacement for Meat, but it can also have social implications.

Links is a Hx/Bonds-style stat generated by a SotC-style "describe a mission you did" mechanic.

20
Dungeon World / Dungeon World at Kapcon (Wellington, New Zealand)
« on: January 24, 2012, 12:02:42 AM »
I played Dungeon World at Kapcon in the weekend, in fact, about 20 people played Dungeon World at Kapcon, much of which was my fault.

I ran three games and Russell (screen_monkey) ran another. Here are my reports of all four games.

Day 1 (Sessions 1 and 3)
Day 2 (Sessions 4 and 6)

They're heavy on the story time, but DW enthusiasts should be able to pick out a few moves here and there and I'm happy to expand as memory allows.

21
Dungeon World / Living Dungeon World at OrcCon 2012
« on: December 16, 2011, 08:18:01 PM »
A bunch of us hardcore Los Angeles Dungeon World fanatics are putting together a little special something at OrcCon in Los Angeles over Presidents day weekend in February: Living Dungeon World.

I'm excited to be doing it, but I'm also just as excited to see what the response is from the Strategicon attendees. Every Dungeon World session we've run in the previous couple of cons has gone down really well.

Each game will be a Dungeon Front (or two) then with a Campaign Front spanning them. We're also putting together a few mechanics to link the games and aid in the persistence of the characters and the world in a format where the players will be changing a lot. We'll post more about those as we develop them, I'm sure.

22
Dungeon World / [AP] The Blasphemous Caverns: Love Letters in DW
« on: December 07, 2011, 03:59:20 AM »
I just wrapped up the mini DW campaign I've been running with my Hollywood group this evening. The final game was a raid into a cult strong hold in the Blasphemous Caverns to stop a cult ritual using a relic stolen from the group's cleric.

The Blasphemous Caverns: Some Love Letters.

The first session of the campaign was Marshall's The Goblin Hole. The relic was stolen in the post-hole carousing and the second session was an overland pursuit of the thief. In the third session they sought out a magic map that would help them find the thief (aka the Harry Potter map). The fourth and final game was their attempt to recover it.

When we next play, Tral the faceless goblin assassin will be out for revenge. Tral was a guard in The Goblin Hole who had his face kicked off by Inga's hobnail boots... yet lived!

I'm excited already!

23
Dungeon World / Hack of a hack: XP
« on: December 05, 2011, 02:02:20 PM »
You've probably read Ryan Macklin's post from a couple of months back: A Dungeon World XP Experiment. Last night I posted some further thoughts on the same system: A Dungeon World XP Experiment: A Commentary.

24
Dungeon World / Questions in Spout Lore
« on: September 11, 2011, 12:37:10 PM »
I'm sure you've already noticed this AP of The Bloodstone Idol on Story Games.

I'm not sure what your plans are viz-a-viz the list of questions for Spout Lore in the AG version versus the open sandbox of the Red Book version, but I think the  dissatisfaction quoted below might have been removed if the list of questions had been available to spark player ideas.

Quote
I definitely could have been more flexible with the Idol. There's nothing in the book that says, "the character's can't do anything with it," it's just that there's nothing for it to really do in the context of the adventure. It's there as the subject of Grundloch's ambitions, serving the countdown clock of, "Does he wake it up and use it to wreck the countryside?" I should've been more flexible and made up stuff you could do with it.

Hm, what I could've done, when you were Spouting Lore and learning about the Idol, was detail whatever process was needed to go through to control the Idol--i.e., what Grundloch was doing. Then you could've decided whether to try and control it, etc. I didn't do that because it felt out of the scope of the adventure, and again, fictionally, it felt like you guys weren't powerful enough. Le sigh.

Personally, find the "tell them something interesting and useful" harder to run as a GM than a "How can I make it do _____"-type question too.

25
Dungeon World / Dungeon World at Gateway
« on: September 06, 2011, 10:28:59 PM »
There were three games of Dungeon World at Gateway. I ran one on the schedule and one off using the AG rules & playbooks, and Mike ran one using the Red Box rules & playbooks. They were all a blast for new and experienced Dungeon-Worlders alike. More details can be found in my con reports.

I love that Dungeon World plays the way I always wanted D&D to. Now I have plans to revive a recent 4e urban resistance campaign using DW and grab the Fighting Fantasy books so I can activate my real nostalgia with DW!

26
Monster of the Week / Gateway Playtest
« on: September 06, 2011, 04:37:52 PM »
I ran MotW at Gateway 2011 in LA over the weekend and it went down really well. All 4 players had a great time and one of them wants to run it for some friends of his.

Here's my report

Quote
In the first session, I ran Monster of the Week for a full table of four players. I had played with three of the four before and GMed for two of them a couple of times. Monster of the Week is designed to handle episodic monster hunting settings (Buffy, Angel, Supernatural, X-Files) and my scenario "A Town Called Malice" was at the X-Files-y end of the spectrum. I offered a restricted set of characters; the investigation types rather than the ass-kickers with the exception being the Initiate as a thematic anchor for the group (the group were associated with his ancient order of monster hunters). The character options were: the Mundane (think Xander), the Expert (Giles), the Flake (the Lone Gunmen) and the Spooky (a creepy sorcerer); the Flake was not chosen. I won't say too much about the game as I expect to run it again, so suffice to say it went well.

Between the game itself, and subsequent conversations, I learnt a lot about running AW games and about running MotW specifically. The playbooks we used were all flavourful and the history options resulted in a fun group dynamic and really supported the theme and genre. My only concern on that front is that calling gear "crap" is too much of a hold-over from AW. Maybe just call it "gear" or "stuff" (as the text does frequently). "Crap" is jarring.

Aside from that, as I was looking back through the playbooks to see if I had specific comments about the player moves, I realised that while all of the moves are really evocative and fit the genre really well, I am uneasy about some of them.

The Initiate's Sacred Oath is a mechanically sub-optimal choice (does nothing useful and lets you mark XP once per "quest") and the Mundane's Don't Worry, I'll Check It Out and Always the Victim seem like they'd probably generate only the same amount of XP (or less!) as having one of the active playbook moves with a checked stat.

Have you considered giving these very flavourful moves to the respective classes for free, then having them pick 3 moves from the rest? Perhaps there's a dynamic that happens in play that makes these abilities more useful than they appear. Has anyone else had more experience with these moves?


Pages: 1 [2]