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 - evilseanbot

Pages: 1 ... 4 5 [6] 7 8
77
Apocalypse World / Re: Changing character type
« on: November 09, 2011, 06:27:26 PM »
I would say that its a definate 'yes'. The 'maybe' in changing character types has to do with the stuff you're giving up, not the stuff you're getting.

78
Apocalypse World / Awesome Threats/Fronts
« on: November 07, 2011, 08:26:35 PM »
I don't really think I've been making top-notch Threats and Fronts for Apocalypse World. So I'd find it useful if people described their awesome threats and fronts.

Here's a Threat I liked from my game:

Fuse: Warlord/Dictator

Custom Move: +1 to seduce/manipulate him rolls if he's into you.
When you try to turn him against someone he's into, roll+hot first.
On a 7-9, choose one:
- He'll see your point, but will resent you for it.
- He refuses to listen to you, but he'll make a demand of the person he's into.
On 10+:
- He's into you.

Crap: Leads the Aztecs (3-harm 1-armor medium)

Look:
- Broken pair of aviator glasses, black leather vest and pants.

Stuff he did in play:
- Had a long history of man-on-man sexual harrassment.
- Used 'tactical discussions' as opportunities to seduce a PC.
- Asked to take over a protection tribute from the Hardholder, and when that failed, faked attacks to that group to encourage them to seek new protection
- Stole a nuke, which got lost when
- Got beheaded by his PC-ex-lover.

79
Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 07, 2011, 08:16:56 PM »
I feel like the first two questions were answered well. Thanks guys! Any commentary on the last one?

80
Apocalypse World / Amor Piercing and Armor Character Moves
« on: November 07, 2011, 12:59:06 PM »
- Should Impossible Reflexes and Divine Protection stack?

- Does Armor Piercing from Ap Ammo go through Impossible R/Divine P/Daredevil? My gut says that Ap Ammo should go through physical barriers (Worn armor, vehicle armor) while most other sources of Armor Piercing (Getting hit by a vehicle, falling, Moves about surprise attacks, Brainer moves) should go through all armor.

- Should circumstances give ap to weapons against Impossible Reflexes? Such as if the person with Impossible R. had a gun to their head, or was being handcuffed while someone beat the crap out of them. (The Sin City Exception)

81
Apocalypse World / Re: Pimp a playbook to me!
« on: October 30, 2011, 02:23:26 PM »
Oh, and I wanted to pimp what was my favorite of the unofficial playbooks I've seen so far, The Grotesque

From the Apocalypse: +3 (Obviously)
Fun: +1 (Nesting Drones.)
Scary: +1 (Nesting Drones.)

+5 points! If it was a leperous but still charming (Sexy) mutant school marm doing her best to protect her students (Added responsibilities) it'd get more points. Someone should really write that expansion.

82
Apocalypse World / Re: Pimp a playbook to me!
« on: October 24, 2011, 10:51:03 PM »
C.Weeks: I'd give the Witch +3 points (+2 Sexy, +1 Fun). I think my last criteria is actually kind of hard to judge outside of play (I'd give that -1 to the Driver definitely, but I've seen the Driver in play) its -possible- that access to as broad supernatural abilities as The Witch has would allow you to sidestep responsibility (Don't shank people directly, have nature do it!) but I don't know that.

The harshest judgement I'm making it is not giving it 3 points from 'Definitely being from the Apocalypse'. I'd say that's mostly a symptom of the base character concept not being a clearly apocalyptic trope like the Faceless, Chopper or Hocus, while not having specific color in it to become more apocalyptic like the Hardholder, Operator or Maestro.

If I redid the point system, I'd give you +1 points from "Seems like it fits in the apocalypse". So +4 points is for my totally-made-up-this-second system.

Also, someone recommended me the Feeder, can someone that can hook me up with that send me a PM?

83
Apocalypse World / Re: Playbook: The Gladiator
« on: October 19, 2011, 09:31:44 PM »
Preview for people interested


84
Apocalypse World / Pimp a playbook to me!
« on: October 19, 2011, 09:02:25 PM »
So I want to add a playbook to my Apocalypse World game this Thursday. Right now it has just the base 10, but I want to add the LE playbooks + my own + Groteque + something else for an even extra 10.

So I figured I would give people the chance to have someone else use their thing and talk about it (In frenzied hyperbole as I describe most phenomena.)

I have a couple of stipulations about what I think a good playbook is. The playbook that fits these stipulations will probably be the one I choose.

Is it most definitely from the Apocalypse? Like things that exist because of the apocalypse like the Grotesque or the Hocus or that are only a big deal due to the apocalypse like the Driver? +3 points.
Is it not from the apocalypse, but in a neat way that takes that into account like the Quarantine? +2 points.

Is it sexy? +2 points
Is it scary? +1 point
Is it fun? +1 point

Is it based mostly on a tight cluster of supernatural powers? -2 points
Does that cluster of supernatural powers almost guarantee that you are a bad person, like the Brainer? +3 points.

Does it add new responsibilities for the character? +1 point
Does it give the character substantial ability to ignore/avoid conflicts that most characters can't? -1 point

85
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 18, 2011, 07:16:21 PM »
You seem to be describing an argument that isn't happening. I think the scenario as a whole sounds cool. I think the questions are neat. I don't believe the table has been kicked at all.

86
Apocalypse World / Re: First AW session bursts into flames...
« on: October 17, 2011, 07:49:07 PM »
What players had a good time? What players had a bad time? What were the players who had a bad time's complaints? (Include yourself in the list of 'the players')

My assumptions would be that:
A) Preplanning sunk your battleship, for it is a vicious hidden monster. Its not obvious how it tends to fuck things up, but its fairly likely to put Players in a place where they feel like they should be doing something but they don't care about doing about it because the circumstances to get them moving were contrived.

B) Its possible that you guys didn't like the lack of predetermined setting details within Apocalypse World. You could probably either I) Ask your group to work with improvised setting details("Does your car have headlights Driver? Either way is cool") or II) Make up a lot of predetermined setting details yourself beforehand (I would rarely do the second option. Too little work for pay off.).

I usually take people's willingness to get into probability conversations about minor setting details as either attempts to get attention or as jockeying for nerd cred, and either discourage players from doing so or discourage myself from playing with those players.

87
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 17, 2011, 07:29:42 PM »
Here's how I see the difference in Burning Wheel and Apocalypse World's goals for PCs:

In Burning Wheel, PCs are assumed to be following stated goals, important NPCs are assumed to be following stated goals, to create antagonism you make characters that will obstruct those goals.

In Apocalypse World, PCs are assumed to be looking after their basic interests, important NPCs are assumed to be fucking shit up for PCs, to create antagonism you add important NPCs (Threats)

In BW, if you want to create PvP antagonism, you create characters with conflicting Beliefs, and PCs effortlessly glide into the NPC antagonism role.

in AW, its not that easy, because assumptions about PCs and assumptions about important NPCs are considerably different.

Here's a couple of ways you could do it:

A) Treat the PCs as PCs, but have them deal with a severe conflicting lack. Most basic iteration: The people in the Bowl have enough food for themselves and maybe a 2-5 other people right now, the Chopper and the Hocus are hungry. Make it your duty to play this situation as a Front if people aren't in conflict quickly enough.

B) Treat the PCs as PC/NPC hybrids. Give them Threat Clocks that list ways that they are and will be Fucking The Other Sides Shit Up, and imply that filling up your threat clock is something to be proud of.

88
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 13, 2011, 04:34:27 PM »
Are you starting the scenario with the Flatlanders inside the bowl? Would everyone have to make that roll?

Because if not, the entering/leaving move seems like it would be really troublesome for 4 probably-not-very-Sharp people. It'd be pretty difficult for them to get across there without causing a collapse/being seen, which would make it difficult for others to get in or invite a head-on attack from the Hardholders gang.

You could amend the move to say that "When you enter or leave the Bowl, one person in your traveling group rolls +sharp"

What would the Maestro D' be doing about this? The first thing that would come to mind would be to try to get the Flatlanders into his party and then poison them/intimidate them with the Maestro's knifyness. Do you figure the Flatlanders would be resistant to being at a Maestro's party if they were aware what a Maestro is good at?

Do you think a workable attitude for the Maestro for this scenario is "I don't care about this conflict, I care about keeping the party going and weirdos from out of town are great party material."

Would would the Operator be doing about this?

89
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 12, 2011, 11:57:20 PM »
As far as I've heard, players are pretty resistant to being in a Hocus's cult, even we're-not-in-a-competitive-con players, even in comparison to running off and joining NPC cults.

About the Skinner: I would similarly give them ability to allow someone to switch sides (Which I see more likely going down. I think players would prefer their characters to be inspired by a Skinner than join a wacknut's cult.). I would also give them a Move that would put up barriers to players just icing the Skinner up front because they know they're on the other side.

Maybe:

"How could this be bad?" Being hostile to your before you've harmed anyone is Acting Under Fire.

What do you think 'being on a side' means? It seems like it would have meaning for character creation. I would discourage explicit win conditions. You might possibly want to make a move like:

When you go to the other side, you get a minimum of Hx-1 with the players of that side.

Could the Touchstone allow flatlanders to go over to the bowler side? By agreeing to not be greedy jerks and be assimilated into the community?

90
Apocalypse World / Re: Con Scenario: The Bowl
« on: October 12, 2011, 07:58:37 PM »
Sounds neat! I assume you're following the Burning Wheel style of con scenarios?

Do you want to have very much more scenario definition besides that?

I'd think the Touchstone makes sense as being available to the Flatlanders, if not flatlander exclusive - Who doesn't love wandering desert messiahs?

You should throw in a Skinner as a flatlander! They've come to seduce you out of your things! (A skinner bowler might make more sense to you, but I think they wouldn't have enough to do.)

Are you letting people create characters as normal? It would seem to make sense if players only did history with their own team (Maybe even getting Hx-3 with everyone on the other team. Its a sign that they DON'T UNDERSTAND YOUR WAYS. and will put a tiny stopgap on the waves of interference rolls seasoned players will most likely be putting forth.) If I was that Hardholder, I'd get my ass a suped up large gang. How do you figure a Chopper would deal with that? It seems to me like a scenario where you'd want to implement slightly buffer custom stealth moves - it seems like a good strategy, and players are going to want to get the upper hand on each other in it with some bias making judgement calls difficult.

Pages: 1 ... 4 5 [6] 7 8