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Messages - evilseanbot

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61
Apocalypse World / Re: New playbook: The Transmitter
« on: January 31, 2012, 03:40:38 PM »
Hey eeyore!

I like the idea of an infectious playbook, and hey a psychic horse that's pretty zef

I think it drinks the Brainers milkshake a little too much though.

Brainer: A weird (+2) person that can use their brain as a subtle, but weak and specialized weapon, plus read you deeply or implant commands under inconvienant circumstances, and a hand full of weird gear.

Transmitter: THE WEIRDIST (+3) person that has powerful, flexible psychic weapons, can make everyone into freaky psychic radios and read them anytime, and has a psychic horse.

62
Apocalypse World / Re: Guide to creating new playbooks
« on: January 24, 2012, 05:44:59 PM »
DWeird: I think that could be really helpful! I'd say go nuts but I would have a few suggestions:

1. Be mostly positive. Focus on stuff that you want to see more of. People can feel discouraged when they read that an idea they like is bad. Encouragement usually works better than discouragement.

2. Be constructive. If you're going to describe something you don't like, describe it as specifically as possible, and provide reasons why you don't like it.

Here's a post about how I judge playbook themes: http://apocalypse-world.com/forums/index.php?topic=2072.msg12433#msg12433

63
Apocalypse World / Guide to creating new playbooks
« on: January 21, 2012, 06:12:29 PM »
I heard someone request a guide for creating new playbooks, and I thought it might be a neat thing to work on. I'd encourage the participation of anyone interested.

Here's my thoughts on such a guide:

1. Vincent Baker is a smart dude. You should listen to him.

2. New playbooks shouldn't be strictly 'worse' or strictly 'better' than the starting playbooks. 'worse' and 'better' are subjective terms, but you can probably agree on negative examples such as "Like the Gunlugger but better at killing" or "Like the Skinner but more limited in concepts"

3. The LE playbooks are pretty well designed. They're in the ballpark of what you'd consider a good playbook (but not unfalliably so.)

4. Think of a playbooks moves as individual entities outside of playbooks that anyone could take for an advancement. In most cases, again, they shouldn't be strickly 'worse' or 'better' than existing moves, and they should be -roughly- on par with the functionality of other moves.

So, on specific notes:

Stats:

Each stat line balances to +3
The first +2 counts as +2, but a second +2 counts as +3.

The battlebabe exception: If its really a big deal how Cool or Sharp your character is, you can give them a +3 to those stats at the start and treat it as them using up their required move. Don't make it an actual move, because it should be hard for the other characters to be Cool and Sharp (But its already easy to be Weird, Hot and Hard)

The driver exception: If there's a really cool move and really cool gear tied to the character that gives them a wide range of stat bonuses, maybe they should start off with slightly worse stats, like +2.

Advancements:

The standard set of advancements are:

2x get a move from another playbook

2x get a move from this playbook

1-3x get a particular move (or a workspace) that gives your character more external power + the stuff tied to it (Wealth + holding, Fortunes + followers, Moonlighting + gigs, gang + pack alpha/leadership, workspace + crew)

3-5x stat bonuses (to max +2, except for your main stat(s?), which goes to max +3)(Probably a good range of stats, but you could double up a stat if it seems where the character is headed)

If your playbook is already tied to external power, like the Hardholder, Hocus, Chopper or Operator, give them 1-3 options to change that power.

Quarantine exception: If the playbook is someone who is -becoming less of what they were-, than maybe it makes sense to not allow them to take more of their own moves and give them more take other people's moves.

64
Apocalypse World / Re: New playbook: the Smiler
« on: January 11, 2012, 07:10:46 PM »
I kind of like this! I think that you might want to consider the fact that the character is set up to be a dickweed to the other player characters. The normal assumption in AW is that 'We are currently allies at the beginning of play'. If your Hx rules state that two players know how much of a dickwad you are, it seems to subvert the normal assumption. Maybe you might want to consider providing an out for that.

The character theme seems to be a generally deceptive character that also has some potential professionial gambler/cheater theme. However, because the professional gambler/cheater parts aren't super strong, I think it'd make more sense to have Card Shark be an optional move as opposed to required move.

I'd change Sweet Lies to mirror Oftener Right/Insight/Eager To Know: If you give a character false information and they act on it, they take +1 forward, and if they fail at what they were attempting to do, they mark experience.

I think Sucker is Born Every Minute is kind of boring and leads to unnecessary +1 proliferation. Think of the gentle +1 ecosystem! To some degree, I think the people who see you coming should be the PCs, particularly the PC's with high Hx, and the interference rules already cover how that effects manipulating PCs.

I'd prefer Sweet Lies to be the result of the Special as opposed to Sucker Is Born Every Minute.

I think "I can explain" isn't worth the cost of a move as written. Maybe change it to a generalized "When you manipulate people to clean up your own mess, get Neat Thing"

65
Apocalypse World / Re: Africa World
« on: December 15, 2011, 02:45:56 PM »
If you haven't seen it, I'd strongly recommend Vice's guide to Liberia - http://www.vice.com/the-vice-guide-to-travel/the-vice-guide-to-liberia-1

Re: Psychic Maelstrom: I don't think you need it. I think the Psychic Maelstrom is a good setting spin for AW, but you don't really need the setting spin for modern day Africa because its very unusual as an RPG setting.

If you're really set on having a "Open your Brain" move, I would turn it into "Follow the Money" (Trust me, only weird people do this.) which I would like because it adds emphasis on the corruption and whatnot.

Alternatively, you could plop down the Psychic Maelstrom whole sale, and say "Its David Lynch's Africa."

66
Apocalypse World / Re: Custom Moves in the Eternal Winter
« on: December 01, 2011, 06:23:30 PM »
I think as written, you'd need to roll dice quite a bit before it kicks in that hey, you guys should put your frickin' mittens on.

I'm wondering if you would be better served by
7-9: gives you 1-harm
Miss: gives you 2-harm
+ Oh hey and this is what exposure looks like according to how much harm they've taken.
With the When you Suffer Harm move adding in the potential to fuck up what you were doing at the moment. (Choose complications that are appropriate. More Losing track of things and unconsciousness, Less losing your footing)

Also, are you thinking harm would be AP? I'd be inclined to say that the Harm isn't AP. I don't imagine getting too Exposed in my badass trash-can devil armor, or my Hocus creep-god invisible armor.

67
Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 30, 2011, 09:45:48 PM »
Thanks a lot everyone!

I'm looking at it now and feeling likes its kinda incomplete. I think there should be a consideration for whether you're attacking another PC, which warrants more pro-activeness in terms of avoiding being shot / getting into a fight in the first place - maybe they're jumping behind cover! Maybe they're screwing with your mind to stop you from shooting them! - I think of it in terms of the possibility of the player theoretically being shot at having initiative, but its not something I've had that much experience with.

68
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 20, 2011, 05:15:17 AM »
I was going to say the movie Firestarter, but the child (Charlie) was actually a girl, hah.

I think its a strongly female trope. I think "naievity and innocence" has something to do with it but it also has to do with making such a character less obviously physically threatening/malicious to make conflict with the mayhem they're bringing.

If all the example characters you can think of are female, than think of it as a feminine playbook. Name it something feminine. But make male/other gender options available.

69
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 20, 2011, 12:35:45 AM »
I don't think the Ghost as written would be better at murder than the Gunlugger. For one thing, as written they only have access to Going Aggro, meaning that they don't straight up and kill a dude like a Gunlugger could, instead they force people to do things or else get all messed up from Ghost powers.

If I was playing a Hardholder and there was a big gang headed at me, a Gunlugger between them would probably be great. A ghost would be less useful in that situation.

70
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 11:32:47 PM »
Nathan, I'm curious if you'd apply your criticisms of this playbook to the Gunlugger as well at a lesser extent - Compared to the Hardholder, the Gunlugger is much more of an invulnerable murder hobo, even if its not as invulnerable or hobo as the Maelstrom Ghost.

Conversly, I don't think the added strain to threats that the Ghost would generate is all the significant. Ideally, they'd have people and things they care about that you could threaten. Otherwise, its not that different than the sort of added creative challenge created by having PCs with huge armor or who live in different holds.

71
Apocalypse World / Re: Playbook: The Gladiator
« on: November 19, 2011, 11:31:40 PM »
Sounds awesome!

What kind of Fans/Arena did Rockabilly pick? (I kind of want them to level up to Psychobilly at some point)

As far as I'm aware you have the first Spectacle in play (I made it an option at my AW game, no one's taken it yet, one person's taken "The World's a Stage" as another playbooks move but hasn't used it yet) Any comments on it from that experience?

72
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 10:16:12 PM »
There's like 5+ attempts to make explicitly child playbooks, and most of them fail what I'd call the River Principle: If you take an existing playbook and say "Oh and I'm 14", you'll make a Playbook that is better in most ways (better fitted for apocalypse world, better fitted to the playbook system, more interesting, more like River Tam) than your existing attempt to make a child playbook.

Question A: Could you remove the "child" part from the playbook and just have "an unstable psychic person"? Would that be a superior direction for the playbook?

I think constraints on playbooks are pretty good, like the cool as fuck playbook is also good naked! The social establishment playbook is kind of a cook! but I don't think X playbook is also a child works out often.

Question B: If you're really set on the playbook being a child, what is the most interesting part about being a child that you'd want to capture?

73
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 17, 2011, 04:36:21 PM »
I like it conceptually! I'm not sure how well such characters would gel with the game.

For me, it'd be important that the playbook is a good A Ghost In The Psychic Maelstrom of Hate From Apocalypse World, as opposed to just a ghost playbook that hey you could drop into Apocalypse World.

I would like it if the Look was less generic-ghost to that effect. Maybe they could look kinda cenobitey? Maybe a Look could be covered in some sickening liquid? Be covered in piercings? Have their skin turned to leather? Lady Gaga touches?

I like the Hardless idea! It seems like the most sensical way to fuck with ghosts would be A) Brainers and B) Augury.

What is communication with ghosts like, you figure? Can they talk normally? Is it largely mediated by players Opening Their Brain? Is this for the group to decide?

You might want to note that incorporeal means that they can't be healed in the standard way. Would the Angel's weird healing move work?

I like the idea of ghosts being able to Help/Interfere with people Opening Their Brain as a part of their being. Maybe you could add that to "Let me show you"?

I assume Terrifying is mostly equivalent to the Brainer's Direct Brain Whisper? It does harm with their mind, and doesn't require much from the situation? Perhaps it would be good to note that.

My philosophy about Motivation-y stuff for characters like Aspects is that they should be less "Be better when following your motivation" and more "Here are specific outcomes that will occur depending on what happens to a thing you are responsible for" (Think Hardholder, Hocus, Hoarder) - Maybe get rid of Rejuvenation and tie Ghostly healing to taking care of your business? Maybe have neglecting your business lead to psi-harm esque uncontrolled rampages?

I would be very entertained if you stole moves from Murderous Ghosts.

74
Apocalypse World / Abadonned official playbook concepts
« on: November 14, 2011, 07:49:17 PM »
Hey Vincent

I was curious, were there any playbook ideas originally intended for the initial set that for whatever reason, didn't make the cut? Can you present them so that we may scrutinize them with our harsh scrutinizing eyes?

75
Apocalypse World / Re: Play Aids Index
« on: November 12, 2011, 11:27:07 PM »
Flowchart for translating violence into moves:

https://docs.google.com/drawings/d/1ETp72rzwzNhfGEb-yKj2buZlrZ3zfQqUnHStoNCDRBQ/edit

I don't think it fits all situations, but its a good starting point.

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