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Messages - evilseanbot

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46
Apocalypse World / Re: Help me "get" the basic moves.
« on: April 11, 2012, 09:07:05 AM »
Shreyas: I think you're on to something, but I don't think that Acting Under Fire breaks the rule that when you do it, you do it - Its just abstract. Abstract things happen in the fiction. "Bebop Cola cowboys up" is a more abstract fictional occurrence than "Bebop Cola owns a 9mm pistol". Acting Under Fire is just so abstract, that there isn't a great phrase to universally describe when it happens (Acting Under Fire isn't one), but that doesn't mean that it isn't a consistent fictional occurrence.

I would say that AW is designed such that you kinda have to know how a Move works mechanically to know when its happening - Players don't arrive with a perfect understanding of what Going Aggro means, Seizing By Force doesn't necessarily require that you're really trying to acquire anything, but it does require that your target is fighting back, for instance. Maybe the learning curve is worth it, maybe it kind of sucks.

47
brainstorming & development / Re: Burning World
« on: April 05, 2012, 12:51:44 AM »
Here's how I would do finer granulated skills in AW:

Name things that aren't normally Acting Under Fire for your character, like: Riding a horse, using a long bow, socializing at court, backing up what you were going to do anyway with scripture

Choose whether swimming is on that list.

At the end of a session, whoever has the most Hx with you picks something you did this session, and adds it to that list.

About Goals:

I think there's a strong divergence in how AW handles larger stuff/goals, and how BW handles larger stuff/goals.

In my ideal world, an AW-BW hybrid goal would be like:

Choose Some Kind Of Shit You Are Gonna Make Happen. Say how it currently is and what needs to be done for it. Write down some stakes questions ("Will people stop killing my family?", "Will I have a bigger harem than my stupid uncle?"). You get expierience by rolling highlighted stats to make it happen and letting other PCs convince you of terrible ideas when you try to make it happen.

48
Apocalypse World / Re: New Playbook: The Turncoat
« on: April 04, 2012, 08:51:10 PM »
Maybe:
- Tell someone they work with the cabal, possibly without knowing they're a -cabal-. Tell them Hx+1.
- If one person is a member of the cabal, they get Hx+3, and an interesting life.
- Somebody is someone the cabal -wants-, add +1 Hx to your number.
I like these.  One result of allowing the turncoat to wrap a number of other PCs into the cabal's story is that the turncoat playbook becomes a very defining force in the campaign.  Similar to having someone play a hardholder (where most of the other PCs live under her rule) or the hocus (if many of the PCs are members of her cult).  There's nothing wrong with giving that much narrative weight to the turncoat playbook, but I think you'd want to be aware of the implications before adding one to your game.

Totally agreed. Though in my experience people don't choose the be-a-member-of-the-hocus's-cult* option very much, and I'm not sure how often people would want to be a member of the cabal - I guess its cooler and less subordinate than being a cult* member.

(* I suspect people would choose the option more if someone played a Hocus less CRAZY cult leader and more community-leader/teacher, but what would be the fun in that?)

49
Apocalypse World / Re: New Playbook: The Turncoat
« on: April 04, 2012, 11:05:00 AM »
Maybe:
- Tell someone they work with the cabal, possibly without knowing they're a -cabal-. Tell them Hx+1.
- If one person is a member of the cabal, they get Hx+3, and an interesting life.
- Somebody is someone the cabal -wants-, add +1 Hx to your number.

50
Apocalypse World / Re: New Playbook: The Turncoat
« on: April 03, 2012, 11:45:23 PM »
Seems pretty neat! I'm considering tossing it into my AW game.

I kind of wish that the Hx options were a bit more robust, maybe including other player-involvement with the cabal.

51
Apocalypse World / Re: Shadowrun Hack ?
« on: April 02, 2012, 10:15:18 PM »
For the Mage, I would think about whether they should be kind of like the Brainer, with a bunch of specialized moves, or more like the Hocus, where its got its own weird little sub-system with a broad range of effects. Both are pretty cool, I think the Brainer models how magic works in more traditional systems and the Hocus models how I wish more traditional systems worked.

52
Apocalypse World / Re: Awkward armor custom moves
« on: March 26, 2012, 05:52:01 PM »
The degree that my feelings on whether something is a feature or a bug mismatches with posters on this thread is remarkable. Not to imply there's anything wrong with the opinions expressed here, but it makes me think I've some kind of shift away from  the general demographic.

- Gunluggers with heavy armor are still unstoppable tanks? AWESOME

- People with armor find it more difficult to dive behind cover? AWESOME

53
Monsterhearts / Re: New playbook: Alien
« on: March 24, 2012, 06:46:48 PM »
Reading over the Serpentine I feel like a lot of the fictional ground I wanted to go with for the Alien is pretty well covered (Weird true form, weird masters, trying to learn how to be human). I'm still pretty pumped about GENETIC SEXGINEERING but I think it would need more to make a good Skin. Think of this as the Visitor beaming home but MAYBE THEY WILL RETURN.

54
Apocalypse World / Re: Awkward armor custom moves
« on: March 24, 2012, 06:39:51 PM »
I'm going to say that the proposed solution of adding tags wouldn't fit my needs because that's another thing that I'd have to keep track of and be creative about, and I don't want to because I don't care about "problems-with-people-running-around-in-armor" enough to want to spend a lot of time thinking about it, compared to thinking about "oooh, maybe some psycho has a flamethrower" or "There's this drug dealer who wears a duct tape dress and she's smoooooth". So for my goal of:

1) Make a mechanical disincentive for worn armor.

2) Without having to think about it too much.

3) That makes enough sense to me.

"-worn armor to Act Under Fire, (with possible exceptions, the same way armor reduces harm with possible exceptions)" does the job better than adding a tag. Its quite possible that adding a tag would do a lot better job of #3 for you, but for me it would fail way to much on #2.

((I think this mismatch in game expectations for Apocalypse World probably owes to an interesting quirk of AW: I think that moreso than a lot of games, it puts risky color content pretty upfront, and its a somewhat likely (for people I've played with) that people will be unevenly excited about: "People running around with fancy weapons and body armor", "bondage gear", and "psychic maelstrom", though when people are totally on board with all 3 its usually pretty sweet.))

55
Apocalypse World / Re: Awkward armor custom moves
« on: March 22, 2012, 03:26:51 AM »
Why is it silly to want armor to be not strictly mechanically optimal* while we pretend to be elves?

* "Strictly mechanically optimal" meaning that, there's fictional problems with armor which make armor a poor choice for wearing in many circumstances, but mechanically, its better than not wearing it, except for when moves say otherwise.

56
Apocalypse World / Re: Awkward armor custom moves
« on: March 19, 2012, 12:02:57 AM »
The concept behind the Pack Alpha penalty is:

* You ask a gang member to do something they don't want to do. They're heavily armored. They don't feel threatened by you. You gotta make an example.

* You ask a gang member to do something they don't want to do. They don't have armor. They feel threatened by you. You don't gotta make an example.

The concept behind the Leadership penalty is:

* Your gang, in heavy armor, is slower, more awkward, and more in the mood to bust heads. They have a harder time making an advance, its harder to get them to show mercy. They might be more in a mood to bust your head.

57
Apocalypse World / Awkward armor custom moves
« on: March 18, 2012, 07:58:26 AM »
I wanted a custom rule to disincentive worn armor. I'm thinking:

ARMOR IS AWKWARD

- Its hard to move around wearing armor. When you act under fire, subtract from your roll the value of the armor you're wearing.

- Armor also puts you in the mood to bust heads. Armor of a gang is subtracted from Leadership/Pack Alpha rolls made for them.

I figure I'd keep vehicle armor as written, because its a much smaller part of the game as is, and roll+cool-worn armor-vehicle armor(+vehicle power?) is a bit too much for me.

58
Monsterhearts / Re: New playbook: Alien
« on: March 18, 2012, 03:20:20 AM »
Thanks for the reply!

I agree with everything you said. Visitor it is!

I also think there's a little bit of possible overlap with the Queen. Though I think outsidery-superiority and authority-superiority should be a good enough source of contrast.

Stats: hot-1, cold 1, volative-1, dark 1?

I definitely wanted to include alien genetic sexgineering. I'm thinking the other player chooses 2 of:
- Give them 2 strings.
- Get the condition Tampered With.
- Let the Alien player choose the player's next advance.

Is having the Alien choose next advance too rules-kinky?

Moves:
Mission From Mars:
You are on a mission from your alien superiors. Choose a small goal. When you fulfill it, mark experience. If you fail or neglect it, another alien agent gets a string on you.  Either way, gain a new small goal.

Alien Sex Fiend:
You approach intimacy from a analytical, detached perspective. You can spend a string to add +1 to Turn Someone on and roll Cold. On a miss your inhumanity is obvious. They can take all of your strings away.

Calculating:
When you go to lengths to investigate someone, like going through their trash or talking to their friends and relatives, roll Cold and get stuff:
- Take a String
- Give them Condition: Blackmailed.
On a miss, its obvious to someone you're a total creeper.

Tentacle Horror:
In your true form, roll Dark to Physically lash out.
When someone sees your true form for the first time, they must Hold Steady, Run Away or Gaze into the Abyss.

59
Apocalypse World / Re: My gang isn't human. Literally.
« on: March 18, 2012, 02:10:14 AM »
Sounds neat!

I'd offer him a version of Norman, but for rats instead of a mask. Willard?

60
Monsterhearts / New playbook: Alien
« on: March 16, 2012, 05:48:26 AM »
I have never played Monsterhearts. I'm not sure if I'll find space for it any time soon. But there are three things I do know: Alien paranormal romance fiction my girlfriend was reading at the time (The Lilith's brood series by Octavia Butler), Invader Zim slash art and the movie The Man Who Fell to Earth, which is mostly notable for a scene where David Bowie rolls around in a bed with a gun. With that aside, I'm gonna try to jam aliens into your game.

I know that their main shtick should be a massive superiority complex. I think they should pick a player that they feel particularly superior to (And maybe give them a string on the Alien? Because the Alien's like "Hah, you cannot trick me with your feeble human minds, I will gladly enter your small metal box." Maybe I'll reread the thing on strings before saying that)

Other stuff they should have:

A plan (They're also kind've Cylons) (Maybe this plan should include being all hot and cold and obsessive on another PC, like the aliens are in Lilith's or how the cylons are towards Baltar, kind've)

Sex tentacles (There is no arguing this point)

Disguise, infilitration, some spy motifs

WONDEROUS TECHNOLOGY

Advanced alien tantra powers that sex out your cancer?

Borderline-personalityness. They're surface emotions are largely faked, their real emotions are weird and inhuman.

Homesickness. He really has a heart too! A weird squishy heart! They're like Nes from Earthbound


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