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.


Messages - Evan Torner

Pages: 1 2 [3] 4 5 ... 9
31
Apocalypse World / Roll+cool...
« on: October 13, 2011, 09:26:01 PM »
... is what all the Occupy Wall Street protesters have to do tomorrow morning.

http://www.guardian.co.uk/world/blog/2011/oct/13/occupy-wall-street-protests-eviction-live

Sometimes your hard MC move is to beat them up with horses and tear gas them.

Other times, it's just to say: "We have to clean the park, sir. Oh, and you guys can't lie down here anymore."

May God help us sort this all out in a clever way.


32
noclue's right – it's totally a design choice. A GM uses their game-rule-provided authority to do whatever the game rules specify. Since it's been seen more of its own "social role" rather than a rule-bound PC-type just like anybody else, it's become a locus of despots and gurus as well as fine technocrats and good sports.  Systematizing it is kinda like establishing a written player-GM constitution usable at any given table.

GM-less games are there for when it seems like the other players can do a sufficient job themselves of providing both mystery and adversity for everyone else. The GM duties don't go away, but rather diffuse into decentralized power negotiations between players.

For the record, you can have classrooms without teachers, armies without generals, forums without moderators, and so forth.  If the culture's there and the rules are solid, anything is possible.

33
Apocalypse World / Re: Healing Touch
« on: September 26, 2011, 09:14:21 PM »
Well, whenever Burroughs the Angel uses the healing touch, it's an event because he is invading your flesh and nervous system with his mind.

http://apocalypse-world.com/forums/index.php?topic=608.msg8683#msg8683

So make every Move impactful and you won't have this happen six times in a row.

34
Apocalypse World / Re: Numbers
« on: September 26, 2011, 05:10:48 PM »
How did Steph die?

How often did the players tend to roll their highlighted stat over their non-highlighted stat?

What particular metrics do you wish to glean from AW overall?

35
Apocalypse World / Re: New Playbook: The Ghost-Face Killer
« on: September 19, 2011, 05:35:08 PM »
I love the referentiality of the names.

36
Apocalypse World / Re: Marmot questions
« on: September 06, 2011, 10:06:33 PM »
There isn't enough surrealism like this in tabletop RPGs. That's why the culture shock.

Live the Marmot, folks.

37
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: September 06, 2011, 10:04:53 PM »
Apocalypse World -- Appalachia, Windmills and Treehouses -- Session 17

"Maps" (or "The Naked Episode")

Before any opening session rolls are made or anything of the sort, we flashbacked to about 10 years ago in the lives of various characters.  By point of comparison, the holding's been around as is for about 3 years. [Note: lots of maps were drawn and used in this session. I hope Meg is able to post some of them here!]

Out beyond the strip-mined mountain lies the Gover Mitney highway, an armored holding made of a truck stop. Hooch (at the age of 14), Dolarhyde and Barbecue are all standing together as if in portrait on the highway.  Hooch has a shiny new bike, which he found while scavenging out on the trail. It had flipped onto its previous owner, who lay dying beneath it.  Hooch grabbed the bike and drove over him as he departed.  Meanwhile, Barbecue's the cook at the truck stop, but A.T. the boss sucks.  A.T. has decorated himself like a ravenSee Barbecue himself isn't a victim of A.T.'s chief crime (hint: he's a slaver), but he did bat shit to Frankie.  So he put the word out to Hooch to take his new bike and look for a new spot.  Meanwhile, Dolarhyde's brokering deals on peripherals to get enough goods to start the holding for real, though he "doesn't deal in slaves." He also doesn't know Hooch none too well, nor does he trust Barbecue placing all his eggs in one basket with this young boy.  This is the moment when Hooch tells him about the hilltop with the windmill tubes; Barbecue/Hooch's future holding.  Dolarhyde stays behind, but then leaves a little later.  Why?  Proust.  He turned down his daughter.  Hooch, by the way, was saved by a  boar at age 5, and struck a deal with the boar at the founding of the holding that the boar would hold off eating them all if Hooch kept him around.  Barbecue and Hooch come rolling up into Burroughs' haunted domain (as he had kept away scavengers and looters with his brain and knives up until then).  Burroughs is completely surprised by the arrival of all these traders, escaped slaves and rangers pulling up into his territory to stay.  When Barbecue takes the cabin for himself, he arrives behind the man.  "I'm the ghost," Burroughs says as Barbecue turns around to see a shoddily clad man-thing with a bag over its head. "Boo."  Barbecue and Burroughs negotiate an amiable truce, as Burroughs is interested in the brains of the new arrivals, and Barbecue is interested in Burroughs not "murdering people in their sleep."

Flashback to October in the City, a dirty scruffy kid.  The elegant older girl Belinda, who looks a lot like Kate Bush, has taken her in off the streets and is currently cutting her hair.  Soon after, Belinda would die, and October hatched a plan with Snow and Dusk to desert the City.  Their plan would become the Moulin Noir.  It was Eliza who directed her not to venture near the Gover Mitney, and instead settle among the strip mines in Barbecue's holding.

Hazel was raised as a "nun" with the Whispering Daughters of Mary in the shadow of one of the mountaintop-removal zones.  The nuns raised her harshly in a highly disciplined cloister environment, which then had them running raids on the slavers when they ran out of food (Hooch remembers Hazel and her fiery red hair from being assaulted by them at one point).  One of the main features of "whispering" is the elaborate, slow dance rituals the nuns perform; a nameless nun taught Hazel how to use the forms to fight.  She eventually flees the nunnery and winds up in the Warrens as a dancer in Roschild's establishment.  She overhears Enough-to-Eat, the Warrens' chieftain, talk of the full nature of her exploitation of her own people and is then thrown in a Warrens prison for months. The chaos around the blinkwolves assault allowed her to escape.

So now with the opening rolls: October's followers (fail) suffer from hunger and disease.  There's new germs around, not enough food and shelter to protect people from them, and even October's acquired a cough.  Hooch (holding: partial) is finding that the holding is full of idleness -- too many refugees, and no clear answers on where to put them.  Hoarding has begun, and the future ghettoization of the Warrens refugees appears to be nearing.  Dolarhyde (gigs: fail) has been avoiding Proust from the old Gover Mitney holding because he's convinced Dolarhyde knocked up his daughter. Proust's going to catch Dolarhyde in a bad spot shortly. As for Dolarhyde's (gig: fail) brokering of deals, well, the other guys from the Warrens have pretty much cut themselves loose from him. Now he's going to have to look to new people in order to move forward in this new holding.

Where were we from last time? Hooch and Jones were heading up to the haunted windmill. October and Burroughs were dealing with the fallout from the followers' dissent last time, when Dolarhyde and Hazel arrived with Barbecue and October becomes distracted.

October leads Hazel over to Moulin Noir and serves her tea. Hazel downs it in one gulp, her hair tossing back and revealing that her left ear has been cut off and is only mangled tissue.  October is trying to win over Hazel immediately (artful and gracious: success - Hx: interfere: partial -> partial). She can take comfort that Hazel will slowly fall in love with her over the course of the evening.  Hazel strips naked and gets into October's tub.  Soon she's relaxed and singing a strangely nun-like version of Pat Benatar's "Love Is a Battlefield." Placed at ease, Hazel begins to chat with October about her time in the Warrens, especially about Roschild's betrayal of her.  She even gets so melodramatic as to rise out of the tub as if to go off and kill Roschild.  October blocks the door: "That won't be necessary." They (mutual read a person: partial) pause and October figures that she can maintain Hazel's loyalty by not abusing her like the nuns and Enough-to-Eat did. Fair enough. Hazel finds that October wants to sleep with her and, after she discovers her coveted record player, she can hardly say no.  But she also gives the impression to October that she's a wild type; the Moulin Noir could be in ashes if she wanted it so.  Her fickle moods are in the right place, for now.  After they sleep together, Hazel wears October's kimono and wants October to "choose her new weapon." October gives her an antique pistol, which Hazel accepts with pride.  Their scene ends with Hazel performing a slow kimono dance for her.

Dolarhyde promptly begins as Burroughs' medical assistant.  His first task is to watch over Nash (read a situation: success).  He knows that Nash, who's still thrashing around intensely because of the poison, actually poses himself the biggest threat by vomiting, but maybe he can stave it off by forcing him to vomit.  Burroughs seems to be the real one in charge here: he deals with patients behind the tent flap and keeps an ear out (read a person: partial) for how Dolarhyde does.  He gathers that Dolarhyde would be better off bartering off Burroughs' healthcare services than actually helping him provide them.  Case in point: he tries to induce vomiting in Nash with one of A.T.'s keepsake black feathers (act under fire: partial), only to have Nash vomit all over him.  Burroughs enters to help him clean up Nash, only to send off Dolarhyde in his vomit-covered suit.  He proceeds to the refugees' fire, where he strips down to his boxers and burns his suit.  Burroughs approaches him after this ritual has been completed. "I still got a job for you." he says. "Go down to Valley Camp. Bring me their sick, their injured. We'll make nice barter off those that come." Dolarhyde finds these terms acceptable and sets up a new gig.

Barbecue wants to head to Valley Camp tomorrow as fulfilling his larger vision for the holding, but only after a good night's sleep.  Scratch that; Hooch now owns Barbecue's cabin.  He sighs and goes to sleep in the still, only to find Honeytree and Roschild holed up there for the night.  When he arrives, he first gets a big hug from Honeytree, then a kiss. "Can I crash?" he asks her. "Sure," she replies, pregnant with meaning. He's on guard (read a person: success), but it appears her designs on him are benign: she just wants to sleep with him. On the floor. Right now.  She likes to do it cowgirl-style.  Well, shit: that's a problem, 'cause he doesn't love her (and is a Touchstone).  Loveless sex is still how he spends his night before the Valley Camp trip…

Hooch and Jones arrive at the haunted windmill, with Hooch's express purpose to get rid of the nightmares he's been having.  He tells Jones: "I've got to protect this holding from whatever these ghosts are." He gazes up at the giant mural spiraling up the inside of the windmill, ending in the bats at the top.  The last entry on the mural, so it seems, is Hooch shooting Rolfball down in Valley Camp.  Curious… Anyway, he assesses the situation (success) and finds the presence in here to be more benign than he thought: they're here to record stories, watch, and possess foreknowledge of things to come.  He still wants attention from them, though, so he heads to the top of the windmill, yells "Hey motherfuckers! I'm talking to you!" and takes his ax to one of the older drawings depicting the Old Valley before the big Event (go aggro on the mural: success). Jones immediately flips out, and one of the Historians does in fact make an appearance.  Since they live through the characters, they appear as them.  Hooch sees himself there with an ax, and has to offer himself a hard bargain: either they inhabit him and see what he sees or he will tear down the windmill.  Hooch's double shrugs.  "Stop the nightmares." Hooch demands.  "Life is scary, shit happens." the other Hooch replies. "It'll give you nightmares."  Hooch is taken aback by the fact that they think he's afraid of anything, but they seem nonplussed.  Hooch eventually confesses: "I'm scared that it's all too big," gesturing at the whole mural and referring to his huge responsibilities as cardholder.  Other Hooch has a simple reply: "People, they're not that complicated. … Nobody knows how their story ends."  They agree to meet again sometime and Hooch will likely continue to visit the haunted windmill in the future.  Jones is still shaking at the bottom of the windmill.  Hooch claps him on the back and offers him a space in his cabin if he'd like it.

Next session will begin with Dolarhyde, Barbecue and possibly others in Valley Camp, and building actions in progress to provide shelter for the refugees back at the holding.

38
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: August 30, 2011, 02:58:50 PM »
Oh, it's been a month, but I'm SO looking forward to our imminent next session!

Just sayin'...

39
Quote
the Maestro D' makes an excellent "prestige class" for a Skinner who's become an "ascended performer" and obtained their own establishment.

Totally. This is verbatim what Kat did in our Appalachia, Treehouses, Windmills game – took October the Skinner (who ran a place of ill repute the Moulin Noir that happened to serve tea) and made her October the Maestro D (who runs a teahouse offering "extra services").  And the shift is noticeable:  now she's more concerned about her establishment/employees than about indirectly manipulating the other PCs.

40
Apocalypse World / Re: Sunken Sydney, a Hatchet City-style scenario.
« on: August 22, 2011, 12:56:30 PM »
Sounds like a successful convention run to me!

41
Apocalypse World / Re: A couple questions about the Battlebabe
« on: August 04, 2011, 09:43:52 AM »
Well, the cool thing about the Battlebabe is you can upgrade your guns from there...

Quote
1) Why is the rifle inferior to the shotgun? It does 1 less harm and is loud instead of messy (a limitation).

Because (3-harm far) is too badass for words, and loud means you either have to silence that rifle (a fair proposition) and it isn't messy like a shotgun. I could go into the pseudo-physics but basically ask yourself: "Which gun would I rather be shot with?"  One that makes a lot of shreddy wounds, or one high-impact wound?

Quote
2) Why is "semiautomatic" the only way to get rid of Reload? Did bolt-actions meet the same end of second names in the Apocalypse World?

Think of the modifiers less as attributes of real weaponry and more like traits about your weapon that can be used against you by the MC if they so choose.  Remember that it's 50 years after the apocalypse, so guns are unreliable by default, and you have to work your way into reliability.

Quote
3) Why is the rifle's range "far" and not "close/far"? Is there any reason for which a rifle shouldn't be effective when you can see someone's eyes? And why is "3-round burst" the only way to add "close"?

I kinda agree with you there.  But it depends on the kind of fictional rifle you're talking about.  Usually people take SWAT-style sniper rifles and are looking at weapons that do major harm at long distances with some set-up action.  I mean, if someone's at close range with you, you've got about 5 seconds to take one good-placed shot before they really are too close to use your rifle.  Unless as a club.

42
Apocalypse World / Re: Hx Worksheet to make our lives easier
« on: August 02, 2011, 05:27:34 PM »
Nice! That would've helped out my 7-player convention run of Apocalypse World a lot.

43
Quote
Apocalypse World exists because I took a good, long, non-nostalgic but backward look at good GMing.

Sure – it has us prepare fields of potential threats, rather than forking paths, and react interestingly to player's moves/decisions rather than defensively.

I think the SG crowd is still dealing with the desacralization of the GMing mystique.  Once you break it down into a series of discrete tasks, it exposes the wizard behind the curtain (the GM behind the screen, if you will).

BUT what such a breakdown actually does for some is to challenge them to either rise to the task of becoming a "good" MC or or actually codify what their version of a good GM would be in opposition. Either responses productively reflects on the discourse lurking behind the reams of guru-toned prose on "How to Be a Good GM" of Kevin Siembieda, Robin Laws, Gary Gygax and all the rest.

We can understand the GM as just another part of any dynamic system we call an RPG, but such an understanding also forces us into brave new territories of negotiated play that may be closer to my ideal in any case.

44
roleplaying theory, hardcore / The Big Debate about the Role of the GM
« on: August 02, 2011, 11:13:25 AM »
It turns out Apocalypse World is at the center of a huge debate on GMing on Story Games (unsurprisingly, really):

http://story-games.com/forums/comments.php?DiscussionID=14812&page=1#Item_0

Case in point – the game made us think about how to GM differently, so now we have to debate the "death" of GMing and so forth.

Thoughts from afar, anyone?

(Barf Forth Apocalyptica itself comes up here: http://story-games.com/forums/comments.php?DiscussionID=14812&page=1#Item_43)

45
brainstorming & development / Re: Rifts
« on: August 01, 2011, 12:07:01 PM »
All joking aside, I'd be interested in seeing if revamps of a Rifts / Torg / GURPS multi-genre system would be feasible within the indie game development scene.

When you get down to it (after having reviewed the books), Rifts is a bunch of incoherent adventure seeds that have hardened (ossified?) into a vast game world over time... thanks to sheer persistence.  Could we do the same with AW (or another game) without making it suck?

Pages: 1 2 [3] 4 5 ... 9