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Messages - Evan Torner

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46
brainstorming & development / Re: Rifts
« on: August 01, 2011, 08:31:51 AM »
BEHOLD - THE APOCALYPSE MEGAVERSE!™

47
brainstorming & development / Rifts
« on: August 01, 2011, 12:33:15 AM »
So I was once very stupid and somehow acquired 33 Rifts books.  Kevin Siembieda probably bought himself several nice dinners thanks to me, maybe put a down payment on a house.

I noticed Jonathan's off-hand comment about doing this on Story Games (http://story-games.com/forums/comments.php?DiscussionID=13102): an AW adaptation of Rifts.

Well, this afternoon I paged through my vast Rifts library at my parents' house and started scribbling some notes.  I likely won't be posting much to the forum about it (spotty Internet here), but I DO plan on making mutant capybaras playable (like they do in the South America worldbook).

Oh, what crazy creatures we humans are.

48
In my limited experience, THE most suspect behavior in Apocalypse World is generosity.  Give people enough gifts as an MC or as a PC and it will drive them insane.

49
Dude, sweet!  And the large group is no hindrance?

50
Apocalypse World / Re: holdless scenarios?
« on: July 30, 2011, 03:49:13 PM »
Quote
Being in a hold should be WAY more dangerous than being out of a hold. A hold is where the people are.....

Yeah, it really depends on your MC. I mean technically all NPCs are threats but, realistically, you kind of want to see this community grow and beat off the zombie threat, etc.

Shreyas, I don't see it as "Little Hold on the Prairie." Media analogues would be more like:

Game with a hold, semi-non-threatening NPCs = Road Warrior
Game with a hold, threatening NPCs = Deadwood
Game with no hold, semi-non-threatening NPCs = Ralph Bakshi's Wizards (1977)
Game with no hold, threatening NPCs = The Road

Depends really how you'd classify each of the above as "gritty."

51
Apocalypse World / Re: pc fighting and manipulation
« on: July 30, 2011, 03:41:55 PM »
Our AW game, as you might've read, is pretty low on direct PvP.  Heck, we only successfully used Hx: interfere moves in our 16th session!  That doesn't mean that there hasn't been a lot of manipulation and maneuvering up until that point though.  The strength of the AW system is that it gives you story rewards if you go ahead and stick together OR if you all tear each other's throats out.  You're not really "penalized" either way – debilities kinda suck for your character in the interim, but make for great story-telling in the long haul.

52
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 27, 2011, 01:26:33 PM »
Apocalypse World -- Appalachia, Windmills and Treehouses -- Session 16

"A New Girl"
(or the alternate meta-title: "The Soap Opera")

Barbecue is scrabbling around in a dark, natural cavern, the faint gurgles of the siren still audible.  He's stripped down to his jeans, due to the heat, and his boots are covered in slime. He turns on his cheaply made Trailjack mining helmet.  The flickery yellow light (read a situation: success) reveals that the best escape route is uphill, he's been breathing bad, stale air, and he'll be okay as long as he listens carefully to what surrounds him.  It sounds like the train-like drill has gone past, but he also hears voices from a cavern it opened up.  Two survivors are standing there: Dolarhyde (PC: Jim's Operator), a man in his early 40s in a vintage suit, and Hazel, a twig-like 19 year-old girl.  They had been hiding from the wolves there, wearing surgical masks against the rotten air, when the Machine had just chewed its way through their room.  "Barbecue," Dolarhyde says. "What are you doing here?" (Hx: way back when, Barbecue wandered off during a business deal with Dolarhyde).  Barbecue looks his old contact up and down (Hx: part of the new order). "I don't know - what are YOU doing here?"  Dolarhyde responds with "You get us out of here, we're square." The Touchstone looks nonplussed: "I was going to get you out of here anyway."  Dolarhyde shrugs: "Never mind then."  Barbecue opens his brain (success): Hazel, Dolarhyde and Peach are now the only survivors, and it looks like they'll be going up through the tunnel the Machine made behind them.  Dolarhyde and Barbecue squint at each other in the darkness (mutual read a person - Dolarhyde succeeds, and Hx: interfere ensures that Barbecue doesn't). Barbecue is excited to leave the hole, especially because he wound up not keeping it cool like Hooch would've liked.  He'd be more than happy to take Hazel off Dolarhyde's hands, so the Operator pawns him off.  They make their way back to Peach.

October (followers: partial; want: hunger) are grumbling again; then again, it's because they're the primary force handling the 13 new, dirty people in the holding, though they're doing well otherwise (Hooch's wealth: success).  Burroughs and October are standing outside the Moulin Noir, when October motions for them to go inside and be shown something.  Burroughs thinks this is a pile of horseshit (read a person: advanced success) and reasons that October attempted to murder Dusk with poisoned tea, but that his services may be required for Nash.  They enter Dusk's room to find them both having their second cup of tea.  Burroughs seizes Nash's hand and leaves inexplicably (October's read a person fails), while Dusk closes the door to talk about their differences.  Dusk suggests that she knew October was up to something because the tea tasted different.  October offers her some more, but she turns it down.  It's pretty much obvious that Dusk thinks she can usurp October's power right here and now.  Burroughs sends Nash to the infirmary and then tries the door: locked.  October lunges for the door (seize by force: success) and backhands Dusk across the face when she doesn't get out of the way.  Then Burroughs sees Dusk trying to escalate the situation with a knife and psychically sings "Rock-a-bye baby" (induce deep sleep: success) to render her unconscious indefinitely.  He turns on October and insists that poison no longer be used as a means to "control" her followers, or he'll be reluctant to treat them in the future (seduce/manipulate: success; Hx: interfere --> partial).  October gives Burroughs the rest of the tea, but doesn't totally promise not to do it again.  West and Burroughs bring Dusk's limp form to the infirmary.

Hooch heads up to talk to Honeytree and Roschild, when little kids walk past him with food and little stones in their hands.  He asks 4 year-old Katinka if he can see her pretty blue rocks, and she tells them they're offerings for Gritch.  Hooch notes he should visit the baby later.  The Chopper then debriefs Honeytree and Roschild about the liquor: he wants them to make the good stuff, and no fooling around.  Roschild says "We'll need grain for that." Hooch'll get it for them, along with anything else they might need for some good liquor.  Whoever makes the best batch between the two of them will be in charge of the operation.  Roschild asks for a place to sleep, and Hooch has her go to Honeytree's bunk until the stills are operational and the new housing is complete.  Hooch then heads to Barbecue's cabin and grabs his beat-up old tea kettle, in order to offer it as a gift to Gritch at Bullet and Jackbird's cabin.

Barbecue finally reaches Peach, who gives Hazel a big hug.  He perseveres with practical matters: "Does anyone think that anyone else is alive right now? 'Cause there's a weird thing." He describes the siren, and Dolarhyde and Peach know all about it.  The witch, they say, lures people down into the depths of the Warrens and they're never seen again.  Dolarhyde observes that Barbecue's a little "front of the house" with this heroic, rescuer behavior.  Before they leave, Hazel grabs a satchel from one of the rooms.  Barking and howling through the tunnels prompt Barbecue to ask them all if they have any weapons.  Hazel pulls out a slingshot, Dolarhyde pats his revolver in his suit jacket.  They find their way to a tractor near the entrance and Dolarhyde (I am the door: partial) gets them out of there … taking something unknown with them.  Once Barbecue fires up the tractor, he asks Dolarhyde: "So what, were you living down there?"  Dolarhyde shrugs: "You know me, here and there." (Dolarhyde has some info for an unknown NPC named Bendrix, who's waiting for it).  They wind up camping on the trail against the elements.

Burroughs is carrying Dusk's body with West when Hooch intercepts them.  They explain that some bad tea had been drunk. Hooch is confused that Burroughs doesn't just perform his healing magic.  Burroughs shakes his head and reminds Hooch of the disastrous winter that his healing touch couldn't affect.  Toxins and disease are not his strong suit; trauma is.  Nevertheless, Burroughs assures Hooch that experiments will be done on her unconscious form to ascertain the nature of this "bad tea."  But he mentions that October's distraught -- wouldn't Hooch care to talk to him about the incident?  Burroughs lays Dusk out on a cot in the infirmary.  Nash has gone unconscious by this point.  He uses 2-stock from his Angel kit (partial) to flush the poison out with saline.  Nash pees blood for a bit and thrashes around in pain, requiring Burroughs to hold him down (act under fire: success).  Burroughs finds the young boy's situation severe enough that he'll have to monitor the kid for the next 36 hours.  Meanwhile, Dusk is in a healing coma that he can control, so he begins to observe the toxin as it slowly works its way through her system.

Hooch talks to October outside the Moulin Noir (read a person: fail; Hx: interfere with Hooch: success) about Dusk.  "Do you need me to get you another girl?" asks Hooch.  October changes the topic and brings up the brewmaster contest.  Hooch's face lights up and he tells her all about how he's going to get a great batch of brew from this.  He asks her if he should get her a couple of boys for the Moulin Noir to satisfy other needs.  "It might work for that to be a more diffuse arrangement." October replies.  She then describes the Moulin Noir as a kind of feast of the senses that would provide a place for intercourse to happen, but not necessarily require its transaction.  The drinks, admission and bunk costs should cover the resources used.  They discuss the urgency of getting some young builders on the project.  Baby interrupts the conversation.  "Hooch," she says. "We've got a problem - something's wrong with some of the bikes."  Since T-Bone's death in the winter, the bikes have gone into disrepair.  3 or 4 are either not functioning or barely functioning.  They'll need to find another mechanic and, until then, Hooch wants to know if it gets any worse.  He then shows up to the kids' party at Bullet and Jackbird's.  He offers them Barbecue's teapot – with an ambivalent reaction – and notices that Gritch has a calculating gaze.  He starts on Bullet (read a person: success) and offers him a full gig as a mechanic for the bikes _without_ having to be a member of the Trailjacks.  Bullet leaps at the chance of a 9-to-5.  Then he looks at Gritch (read a person: success) and finds the baby intending to slowly take over the world.  Hooch to his parents: "That kid has a bright future."

October tracks down Frog and the gardener Lark to take them to the Edge.  She wants to start a garden there.  When they arrive at the cliffside, she uses her followers to perform augury (fail).  Lark begins talking about blueberries when suddenly the Edge snaps to attention (looking like semi-erect tissue in the Maelstrom.)  It's hyper-aware of the living people poking at its top.  "I hear you like people." October says to the Edge.  "How would you feel about live people?" A vine begins to caress Frog's instep.  "Can you make things grow?" October asks, and then the Edge whisks Frog's leg into the air, entangling her in vines.  Lark slips and slides 10 feet down the slope.  October talks it down (seduce/manipulate: success), saying that all this could blow the Edge's cover.  She promises bare feet and the use of the Edge as a site of pleasure.  There's an intensely erotic fantasy that the Edge shares of skin going up and down the Edge and so forth.  It breaks Frog's leg in ecstasy.  Lark and October carry Frog up to the infirmary, but only after October muses about the Edge: "In a way, I _did_ get a new girl."  Burroughs finds yet another follower of October's in his infirmary.  He slices open Frog's leg (healing touch: success) and needs the fractured bone together.  A little unsure of whether she can still count on Burroughs after he condemned her use of poison, she states she'd like to count on him in the future.  Burroughs waves her words away and demands she just get some more saline - salt water - solution for his kit.

The night is awful.  Everyone acts under fire (Burroughs: success, Barbecue, Dolarhyde and October: partial, Hooch: fails).  Burroughs isn't sleeping anyway, thanks to Nash, whereas most everyone else is having thoroughly restless sleep.  Hooch has outright nightmares about the haunted windmill and his holding collapsing.

Morning comes, and Barbecue and Dolarhyde roll up the trail.  They meet the holding anew:  its crude stockade fence, the classy Moulin Noir hanging low in the tree with a moat around it, the strangely designed overcrowded sheds and wigwams, Burroughs' filthy plastic tent infirmary and creaking windmill abode, all set against a foreboding cliff.  They hear Blues' harmonica wafting down the trail, and are greeted by the same.  Hooch wakes up, grabs Jones and heads for the haunted windmill.  Burroughs sticks Always Flowers on Nash-watch duty and welcomes Barbecue and the survivors back.  Dolarhyde meets Burroughs for the first time (read a person: success) and immediately gets into his favor by being a possibly useful medical assistant so he can fire Frog for good.  Dolarhyde also meets October and realizes that (read a situation on the holding: success) she's the one in control here, and he'll be able to thrive around here.  He helps Burroughs carry Peach to his nearly-full infirmary.

Oh, and Evan takes Hazel as his second character, a Battlebabe with a slingshot.  We'll see how that goes.

53
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 24, 2011, 02:31:24 PM »
Apocalypse World -- Appalachia, Windmills and Treehouses -- Session 15

"Bad Bloody Death"

It's morning. October's followers (success) are fine, and Hooch is keeping the holding (wealth: partial; Hx with Burroughs -> success) in production with the help of Burroughs' organized medical "care."

Barbecue sees Peach's crushed, bruised, swelling ankle and wraps it up (read a situation: partial). He was under a rock for a day, according to his account. Peach is hampered in movement, but might know his way around the Warrens. He lives there, after all.  The first thing he does is warn Barbecue about the Machine, which has always been a part of the Warrens.  "Sometimes it drills up some cool stuff, sometimes…" he stammers. Barbecue grows impatient and makes to leave and find the other survivors.  Peach's eyes silently plead for him to come along, and he says: "Don't leave me here. If the wolves come back, I'm dead." Barbecue sighs and takes him along anyway, breaking up a chair into a makeshift crutch for him.  According to his earlier opening of his brain, there are 2 people one way, 2.5 people another way. Odd.  He makes his way toward one group and the air acquires a fetid smell.  Things begin to heat up, meaning the hirsute Barbecue begins to shed layers.  The evidence of the blink wolves' carnage becomes ever more apparent: he is surrounded in these tunnels by bad bloody death.  One room even contains the mutilated corpses of a family of ten.  Barbecue is taking it all in (acts under fire: fail) when he hears a woman singing from down in the depths.  He has a hard choice: make a concerted effort to find the survivors, or discover the source of all that singing.  Barbecue courts the unknown and chooses the latter.

Hooch and Burroughs head down to Valley Camp, which is a group of treehouses that frame an open market, in turn framed by a bowl-shaped valley with cabins up the side of the hill.  A crystal clear stream runs through the market, in which nothing lives and from which not a soul drinks. The path down to Valley Camp from the holding is a steep one, and the gates themselves are a mishmash of parts designed more to run would-be visitors through a gauntlet-like series of checkpoints with a couple of snipers up above. You pay a toll at the gate, which goes to the hardholder in the big treehouse, Harrow, and then go about your business.  Hooch is most eager to see his regular contact Wire, a former Trailjack who got hitched with Sands, and he doesn't want to see Rolfball, an annoying kid with boundary issues who's the only person Hooch has turned down even riding the course to join his gang.  In tow, Hooch and Burroughs have a whole mess of metal pans and oddments with which to trade.  As they approach, Burroughs (opens his brain: success) sees the town as a web of multi-colored brains, with there being more purple up the hill, and all varieties of colors down in the market.  It's unsettled, like a goulash.  "Crazy B… I mean, Doc B, what's up?" Hooch asks.  "I need to see an interaction!" Burroughs demands.  He's excited by the prospect of watching so many brains in concert.  They pull up to the Valley Camp gates, they're greeted by Batty the guard, who's got white rattails sticking out of his head and a life-preserver as improvised armor.  Batty asks Hooch how things are up at the holding. "Pretty fuckin' good." he replies.  When he introduces Burroughs, however, Batty is visibly disturbed, even more so by the news he carries of the Warrens being no more.  Burroughs chats up the guard (read a person: success) and finds out that his ideal person is someone who does their business and doesn't cause problems.  He intends to keep a sharp eye on us on behalf of Harrow, and he's comfortable enough here that he wouldn't be easy to bribe or sway.  Hooch wants Batty to keep Rolfball off his back (seduce/manipulate: fail), which means, well, Rolfball's going to find him almost immediately.  Hooch sets up shop anyway; Wire in his barb-wire armor and Sand greet Hooch and prepare to start the transacting.  Hooch tells Wire that Barbecue quit and now he's in charge, news that goes viral through Valley Camp in about 15 seconds. Wire laughs openly about Hooch's being in charge. Burroughs points out that he remembers Wire from earlier - he was the Trailjack who played with himself.  Burroughs looks at his brain (opens his brain: partial) and sees it trending blue. They shut him up and go about finding how their barter is going to convert into some seeds for October.  Hooch (barter: success) finds the motherload: melons, mustard, shallots, some weird plant… just about everything a good produce garden should have.

October and her bodyguard West are over at Eliza's to examine Dusk's tea.  They brew up a cup of the tea (augury: success) and discover the tea is a mild narcotic, but that it's also got the physical and spiritual equivalent of rust scrapings from Sun and Drew's house mixed in.  Dusk is on to Hope, and is hoping to gain leverage over October's followers to boot.  Wet is clearly freaked out by this whole thing: "Do we need to take care of Dusk?" she asks.  October nods.  Eliza suggests Marlene's tea should do the trick, though October wants Eliza to alter it so Dusk can't figure out its origins.  October wants to know West's feelings about the plan (read a person: success).  West wants October to have a clear plan, get it over with quick, keep including her in these "extra-special crew" meetings, and have a Plan B.  The Plan B turns out to be forceful intimidation from West.

Lunchtime comes at the holding.  Quarantine has sort of casually been lifted and everyone has been bathed by Always Flowers.  October now wants to talk to the new people, while still watching Dusk like a hawk (Everybody eats, even that guy: partial). It's clear that Dusk trusts only Waters and Nash.  The ex-Warrens residents did all kinds of jobs: Clear took care of the children, Roschild ran a high-class drinking joint, and Therm, Pepring, and Diamonds were all hard manual laborers. It was a tough living down in the Warrens - they scrabbled for bits of ore to barter with from a non-ore-based mine.  They had been cannibalizing their resources for a while.  She meets with Roschild (everybody eats: partial) while she munches on one of Nash's slug steaks alone from the others.  She's suspicious of them.  Talking to her, October finds out she ran a lively bar, and that October is now looking to make her own place more active.  "Tea's not a nighttime drink, no good for dancing." she says.  October knows Roschild isn't used to things coming this easy, so she makes the offer to her like this: "I want you to work for me on a trial basis" (seduce/manipulate: partial).  In exchange, Roschild gets a place to sleep with a lock.

Barbecue heads down into the depths of the Warrens.  When he asks Peach where this industrial-paint-smeared corridor leads, he shrugs and says: "Down." "You're the worst guide ever," Barbecue remarks. Peach hears the singing too, but doesn't think they need to venture any further. Now it's Barbecue's turn to shrug: "I'm trying to learn from Hooch, and just take things as they come." The walls get steadily more pink, like pale flesh, as they progress to where the holding tank was.  He leaves Peach up in the corridor as he ventures into the room with the tank, which is seeping and contains a black-haired, blue-eyed woman kneeling and singing sailor tunes.  Whoa (read a situation: success).  She's obviously the biggest threat, but his escape is being blocked by the Machine, which is rumbling through the tunnel above at the exact wrong moment.  He watches helplessly as the Machine, like a train, spits rock as it burrows steadily onward.  The woman lays her cold hands on his bare back, so he whips around (opens his brain: success).  She may be creepy, but she's still made of flesh.  He pistol whips (go aggro: success) her.  Her nose is now bleeding; she switches her song from a sailor shanty to bared pointy teeth and a death song. Barbecue (indomitable: success) shoots her in the chest, dropping her to the ground with a betrayed look in her eye.  He looks at her (read a person: success).  She's a siren who'd wish he would stay with her, and he needs to sing a different tune if he wants her to let him go.  Okay: he shoots her in the throat.  Her face goes from pale to red and she begins to gurgle angrily at him as he runs past (act under fire: success). Barbecue finds a natural cavern up and out of the way, making his way back to Peach to find more Warrens survivors.

It's mid-afternoon when Harrow himself finds Hooch and Burroughs in the market.  He's a short older man with long gray hair and a necklace of fishing flies.  He's REAL curious about how Hooch came to inherit Barbecue's leadership over the handhold.  When introducing Burroughs, Hooch attracts even more attention by cutting open his arm and has him heal it (healing touch: partial / Hx: Hooch --> success) by running his finger over the skin.  A crowd gathers.  "Anyone who has anything fucking wrong with them, they come up to our holding to get healed, see?"  Harrow points out there's a useful fellow at what passes for the Valley Camp's infirmary with a broken arm; Burroughs sets his arm in exchange for a bucket of lye soap.  He goes about his business.  Hooch is meanwhile stuck at the center of the crowd (read a situation: success).  He gathers that his chief threats are miracle-seekers and witch-burners, but what's really not so great is that Rolfball now knows exactly where they are, and will annoy the hell out of Hooch to become a Trailjack. Rolfball comes up to Hooch and begins chatting him up, trampling over boundaries, social niceties, etc. "Are you the guy up there now?" he asks.  "I'm the fuckin' guy." Hooch replies.  Rolfball asks about Hooch's bike, a commodity he can have if Rolfball takes a run at Harrow.  Hooch presses a Glock into his hand (seduce/manipulate: partial).

"And then I'm in, right?" Rolfball asks.
"Yes."
"Give me the keys."
"Right."

Rolfball drives the 4-wheeler in a crazy fashion through the market, shooting shots wildly in Harrow's direction.  Hooch pulls out another gun and wastes Rolfball with three bullets.  Harrow confronts Hooch after the chaos subsides. "What the fuck, Harrow?  You can't keep your people under control."  Harrow's not convinced that Rolfball stole Hooch's bike, and Wire isn't either (act under fire: success), but they eventually drop it: "Pleasure doing business with you." Meanwhile, Sands scrounged up a bolt of cloth in addition to long nails and Burroughs' lye soap.  Hooch offers Wire and Sands a place up the hill, which they politely decline.

It's now evening: October finds Nash talking to Rollykit and Momo, helping them acclimate to the holding's ways.  She takes him aside after he tells them a story and asks him how he's holding up.  She has another favor to ask of him (seduce/manipulate: fail).  She wants him to give Dusk the fatal tea, which means he'll have to drink the tea with her (he does).  Suddenly, Sun's kid Massey screams "Fire!"  There's fire in the scrub near Burroughs' windmill.  Always Flowers puts it out with water from the still.  October (act under fire: success) shows competent leadership in managing the situation, which gave everyone a good scare.  She opens her brain (success) to discern that the Edge itself nursed the flame from stray sparks in order to attract attention.  It wants to feel flesh on its rocks.

Hooch and Burroughs come rolling in shortly after nightfall. They head to the Moulin Noir to drop off supplies (Nash has presumably administered the tea by this point).  There they find Roschild chatting with Honeytree about new mixes for the upcoming bar/dancehall.  October, Hooch and Burroughs debrief.  Hooch is proud of "starting up some shit" at Valley Camp by shooting Rolfball.  They figure that Valley Camp is "just" a place that charges people, so the holding has to become more than just anyplace.  Their primary problem, it appears, is housing.  They need supplies to build new buildings, and someone to get them those supplies without having to go through Valley Camp.  Hooch plans on figuring out what Roschild's plans are for the Moulin Noir, Burroughs offers medical baths at the infirmary with the new lye soap, and it is suggested that the Warrens and stray windmill tubes could be scavenged for building supplies.

Next session, Barbecue will meet Dolarhyde (Jim's Operator character) in the Warrens, October and Burroughs will likely deal with the imploding Nash & Dusk situation, and Hooch will be talking liquor and dancing with Roschild and Honeytree.

54
Apocalypse World / Re: AP ephemera: Appalachia, Windmills, Treehouses
« on: July 16, 2011, 01:42:54 PM »
These are really high-quality scans of our scribblings. Thanks, Meg!

55
Apocalypse World / Re: Apocalypse World with 11 players
« on: July 14, 2011, 09:56:30 AM »
I ran with 7 players at Origins, and it went pretty well. We got to figure out how the holding operated just before it was ransacked and destroyed by forces the PCs themselves unleashed (hey, it was a convention game).

My advice is, as always, try to keep players to making two Moves in a row maximum (unless everyone around the table is riveted) to keep game flow going.  Un-MC'ed side scenes are okay as long as the PCs voices don't carry into the MC's main interaction with a PC.  If you group people into factions (or just people with common tasks/ideas/goals) then they have a reason to have scenes together and so forth.  In my opinion, the more PCs, the fewer NPCs overall there ought to be.  You've got a lot of bodies off of which to bounce stories!

With a lot of people - in any RPG - good time and people management skills are your friend.

56
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 04, 2011, 09:38:34 AM »
Apocalypse World -- Appalachia, Windmills and Treehouses -- Session 14

"Home Base"

The Moulin Noir is now a teahouse.  October has some (followers: fail -- want: hunger) start-up problems though.  Well, that's actually the least of October's problems: as she's making her way over to Eliza's, Drew comes screaming at her with a leather-all.  She strikes the new Maestro D with a glancing puncture wound that drops her (harm: fail).  When Drew follows up in rage, October (seize by force: success) pulls her down with her, locking her arm behind her back. October then has Drew take 3 deep breaths.  She figures out (read a person: partial) Drew is scared shitless about all the refugees coming in and discovering her mutated daughter.  "We've gotta leave. The people arriving will find out about Hope!" Drew says. "I won't let anyone hurt her." October promises, but she knows that what Drew really wants is help in spiriting Hope away from their eyes.  She offers to hide Hope in the Moulin Noir, a plan which Drew will discuss with Sun.  October continues up to Eliza's.

Hooch (wealth: partial - want: anxiety) now has himself a holding, so he flexes his muscle a bit.  After tending to the gang in the garage, which he does by referring to the gang to Baby when he's not around,  he ostentatiously takes over Barbecue's cabin, piling up his stuff in the corner.  That being done, he then takes a tour around the holding – the still, the factory, the infirmary, the mess hall – to find out what's going on (read a situation: fail). Things seem like they're alright, he supposes.  Before he hits the sack, however, he finds "Crazy J" – his new name for Jones.  He chats him up (read a person: success -- Jim takes second playbook: The Operator) to discover his desire to have Burroughs teach him more, to have Hooch acquire a family of his own (weird!), and to protect the ecology of the brains – a delicate balance that's endangered when they're "sick and sad." His prescription when that happens?  "They need to draw things, hit things."  That's how to keep the brain ecology going.

Burroughs finds Trench, who skipped quarantine, in the garage.  Brooking no shit, he discovers Trench has slept with Spice (read a person: success), and she with Shooter and Shithead.  Well, it seems like all four of them have to go with Burroughs to the infirmary to get checked out.  When they're there, he has them drop their drawers (infirmary like Savvyhead's workshop) to get to the "bottom" of the Warrens Blister.  It appears that maybe some of them have it, but he'll need to compare them with those in the quarantine for a positive match.  Burroughs can combat it likely by setting up a decontamination chamber of some kind.  As usual, Shithead gives him some lip and Burroughs lashes out (open his brain: partial) to impress the seriousness of the situation on the young Trailjack, only to accidentally let slip that he had told a white lie in order to get the Trailjacks all down into Dead Man's Mine:  what he really needed was a group of brains (like the Trailjacks) acting in concert so that he could properly explore the cavern.

Barbecue enters the Warrens, a pit mine formed of concentric circles plunging into the earth, at nightfall.  His goal is explicit: he's looking for survivors of the apparent multiple disasters afflicting the place.  There was a tank full of whatever substance has been causing the Warrens Blister that burst, and evidence of its havoc abounds.  He silently passes swollen corpses that smell of metal and rot.  He should (read a situation: partial) watch out for other things looking for the living.  Having run a manufactory himself, Barbecue recognizes the familiar hum of the machines as he enters the mouth of the cave network.  What doesn't sit right is that weird echo that refracts those familiar noises, makes them strange.  The tunnel he stands in is lit by torches as well as strange phosphorescent patches of moss.  Peering off into the darkness beyond the torches, Barbecue feels someone grab his ankle.  He jumps out of the way and pulls his gun, only to find the Warrens inhabitant Peach, his leg pinned under a rock. "Are they gone?" he gasps with parched lips.  Barbecue (act under fire: success) heaves the rock aside and helps Peach onto his mangled leg.  "Who else is down here?" Barbecue asks. Peach doesn't know; he just wants to leave.  Barbecue pushes.  "The Machine. It keeps going." Peach stammers, pointing into the tunnel.  "It eats stuff."  "Do people drive it?" Barbecue asks.  "Not that I know of." he replies.  Barbecue throws up his arms: "What the hell kind of a crappy place is this to live in, anyway?" (read a person: partial -- Peach isn't lying).  He drags Peach to the old Break Room in the mine, where he finds materials for a makeshift crutch.  "This is home base," and he establishes camp there for the night.

October finds Eliza sitting on her porch, gazing at the quarantine hut longingly.  It reminds her how much she misses her writing lessons.  "There's a lot of disease," she muses, and then follows up with: "And a lot written about it." October seeks a cure to the sickness afflicting her followers.  Eliza says that, for general disease control in the holding, the Trailjacks ought to be dipped in bleach.  Otherwise, fresh produce would do everyone in the holding a world of good.  She then talks about a legendary seed catalog that might help them find surviving seedlings to plant in October's garden.  When she's offered a clear mild tea, October's thoughts (read a situation: partial) return to Dusk.  "Have you had any of Dusk's special tea?" Eliza asks her.  October shakes her head, and it dawns upon her:  Dusk has been slowly poisoning her followers.    Eliza finally suggests they begin a writing group of sorts, though now October is thinking of ways to get Dusk out of the Moulin Noir.  She returns there.  When she does, she finds Nash with his stick in the garden, patrolling against the slugs.  She stops him with a special task: replace Dusk's special teas, kept in an old light fixture, with some of October's teas.  She (seduce/manipulate: partial) promises him that if Dusk finds out, he can blame it on October, and otherwise will prove his sneakiness to her.  So Nash goes and steals the tea, keeps a sample, burns the rest of it to produce a weird herbal aroma, refills it with his own tea, and then returns.

Morning arrives.

Burroughs awakens with a start when he realizes that he just left some people with blinkwolf bites untended in the quarantine tent.  He shows up there with Always Flowers at his side.  He begins to sort through the people with Blinkwolf bites: Fern and Zuck can get their injuries cleaned up, but Therm has been badly lacerated along the arm and the ooze is spreading.  Burroughs (healing touch: success) squeezes the ooze out of the wounds, scrapes it with a knife sizzling onto the ground and twists the wounds on his arm back into shape, creating an ugly, spiraling scar.  He then checks out Clear for signs of the Warrens Blister.  Clear states plainly: "I don't have it right now."  Burroughs asks how it might be cured.  Clear suggests some practical solutions: sunlight and hard scrubbing, maybe with some soap.  Perhaps the frightening Warrens Blister is merely a question of hygiene?

Barbecue wakes up in the Break Room and immediately opens his brain (success).  The Machine's gone off somewhere else, and he instinctively knows where the other 5-6 survivors of the Warrens catastrophe are.  After making a breakfast of a bitter berry shake, he sets off to rescue these remaining people… which will happen at the beginning of the next session.

57
Apocalypse World / Re: Custom Move: Red Rover
« on: June 27, 2011, 04:57:48 PM »
This move actually worked brilliantly in play.  Several characters made fairly untenable bargains with the mysterious stranger, because they were caught off-guard with apparent NPC benevolence in AW.

My favorite moment:

Gunlugger (Duke): *holds his gun in the Devil's face* We're going to take your Range Rover, see?
Red Rover: And here are the keys. *tosses them to him*
Me: Roll+weird...
Duke: Snake-eyes.
Me: Gotcha.

58
the nerve core / Re: Apocalypse World @ Origins 2011
« on: June 27, 2011, 04:51:39 PM »
Oh my God, was that excellent.

7 person table of Apocalypse World.

The players were utterly baffled by Red Rover. Benevolence in AW is the new weird.  And the Gunlugger totally blew his devil's bargain check, which meant I could tell him to do things or he had to suffer harm.

59
the nerve core / Re: Apocalypse World @ Origins 2011
« on: June 21, 2011, 11:53:26 AM »
Off to Origins tomorrow - we'll give some AP reports upon return!

60
Apocalypse World / Re: Playbooks in the Movies
« on: June 21, 2011, 11:51:44 AM »
Welcome SJE!

Check out our Extended Mediography (http://apocalypse-world.com/forums/index.php?topic=71.0) for some musings on this topic.

Brainer - Lady Gaga, Pino from Ergo Proxy
Skinner - Mrs. Miller from McCabe and Mrs. Miller, Jo in Walk on the Wild Side,

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