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Messages - Guns_n_Droids

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Encouragement note: still reading it (never enough time). While it's, like, 3rd hack about Urban Mystery (other two being Monster of the Week and Urban Fantasy), it's neat and offers some interesting ideas (I especially do like chosen one).

Dungeon World / Re: Triggering "perception" things
« on: March 08, 2013, 07:11:56 PM »
Is there any circumstance where a Defy Danger roll is not granted due to the fiction?
I'm not fully sure, but in AW I had times when I just made move "inflict harm" without any option to defy danger, when character obviously did not see the danger.
Remember, to DEFY something, you have to KNOW about it.
It is legal imo, though shouldn't be done lightly or smth, ? take care. First trap in the dungeon when heroes didn't even remember to look for traps? let them have some damage, not A LOT, but enough to get them into the mood. After one such thing they'll play nice little stalkers in no time.

Apocalypse World / Re: Indomitable (Touchstone playbook) : overkill ?
« on: March 07, 2013, 05:34:31 PM »
1) hostages: correct. mainly, hostages OUTSIDE of battle, or at least very far away from enemy leader's position.
"Surrender now, Copperhead, or your beloved Tigris is mudfish food!"
or even use feint ("hi, Sauron, you can kill me of course, but remember this ring you were looking for so much? well... it's falling into the volcano right about now")
2) kill, disable or disarm (MC call)
your call, not PCs. use it sparingly (as per 'look through crosshairs") but still, it does not mean you can't use it at all
3) you ignore harm. being captured you do not ignore.
4)  intrigues. you can be as powerful as god, but without brains your power will be inevitably used by someone more sharp than you.
5) sometimes (and often enough) you allow him to have his way. because yes, it's fun to twist someone's power to complication, but it's still a _legitimate_ power. Not fun when your power (which you spent "points" instead of other, no less fun moves) is actually more trouble then anything.

My friend here was working on a translation, and asked about the meaning of "blur" in "is this not happening in a blur"
I don't remember such term in AW, though

The Regiment / Re: The Regiment: Colonial Marines
« on: February 28, 2013, 03:21:52 AM »
5) The player has full authority over the core directive. It's easier to choose after you know what the mission is. It's cool to talk it out with the group, of course, and choose something everyone thinks is cool (and troublesome!)
OK. sorry, John, I didn't want to misguide anyone.

The Regiment / Re: The Regiment: Colonial Marines
« on: February 24, 2013, 08:38:47 PM »
1) What is the purpose of Bolden? How do you use him if he is detained aboard the USS Lincoln and has not access to comms or video during the operation? He wants to retrieve the specimens, right? How can he do that? What is the meaning of the +PATRON BONUS?

a) Bolden is high-ranked WY employee, hence he probably has most security codes from the site. I'd actually allow clever players with PATRON to keep him close while having his outside communications jammed (so he can't report problems to WY until he's back on the ship). Though he could be persuaded to give his access codes, I doubt it'd be pretty
b) Bolden is one of very few people around who actually has some idea what's going on inside, so he could give valuable answers to the team (though how to make him give those is whole other story)

How do you use him if he is detained aboard the USS Lincoln

Good question, actually. Though main bonus of this is that he won't interfere with your operation. But I agree that "ok, he's out of the picture, proceed without this problem" is kinda dull. Maybe he could instead

He wants to retrieve the specimens, right? How can he do that?
Well, I suppose he has some sort of sealed container for this purpose. Or it is there for him to pick, in some secret safe with keycode in his brain)

if it's about "When Bolden makes the move to retrieve the specimens" ? I'm not sure. Mainly because it seems that he could do this WAY before marines get on site (as on failed engagement move Phoenix has time not only to intercept the call, but to move onto the location ahead of the marines)

by default I suppose he somehow dials main WY headquarters by some sort of "interplanetary phone", and phoenix intercepts the signal. Only problem I get with it is how they decode the location in this case, if Bolden is not there yet (so nothing to triangulate), and I doubt he just names the exact quadrant during the call...

What is the meaning of the +PATRON BONUS?
In general PATRON means that you have a nice and cozy relationship with your commander, who can help you without risking his skin. In this particular mission it's obvious at first sight, that WY operative who you'd have to nursemaid is a liability, and he chooses to help you by containing this guy on the ship

2) Why the Phoenix agents want the marines involved in this? How this will help them to recover the stolen specimens? My take is this: I understood that Phoenix Industries has no knowledge of the location of laboratories, and they intercepted the Borden's orders to find out the outpost epsilon real placement. (And THAT's why they started the rebellion.) But then, how could the agents start the rebellion if they did not know where the outpost was located?

Phoenix:"secret WY base is on this planet, but WHERE? let's make them go for retrieval, then go right after them, feed them some lead and take everything".
basically it's duck hunt.

3) How does the +INTEL bonus work in game? How does the +MOBILITY bonus work in game? Are just Color?
re-read the mission sheet, it's all there. basically INTEL gives you access to data otherwise unavailable (there's two pieces, I'd say it's either one or the other, player's choice) and mobility gives you ability to insert and extract anywhere on the map instead of fixed location.

4) Are the facility security forces and the phoenix spec ops teams woking together, or just the opposite? Was the confrontation between the facility security forces and the phoenix spec ops teams which caused the breach in the xenomorph containment? If the engagement move is failed, is the containment still intact when the marines arrive? Because the spec ops are just behind the marines.

a) by default security is WY and Phoenix are against WY. Actually, if Phoenix were able to infiltrate the facility they won't need this rebellion in the first place.
Though for WY secrecy probably is too important to allow marines live anyway. but it's debatable and GM/MC's choice
Was the confrontation between the facility security forces and the phoenix spec ops teams which caused the breach in the xenomorph containment?
Not necessarily. It could be players against security people or players against phoenix.
If the engagement move is failed, is the containment still intact when the marines arrive? Because the spec ops are just behind the marines.
on failure phoenix is ahead of the marines, I think
anyway: yes, it's possible, that when marines do the insetion, containment is NOT breached. However it's pretty far inside the compound, so there's a lot of opportunities for this event before you get to the actual containment cell

5) what directive would you give to the synthetic ?
depends on a MC/GM's whim
could be:
-Destroy any traces of xenomorf experiments
-Obey orders of specialist Bolden
-Preserve human life (if it's marine synth rather then WY)
-preserve Weyland-Yutani property and interests (always good)
or even
-gather intelligence on X (if X is an officer PC, who has dark history with the WY)

brainstorming & development / Re: The Age of Empire
« on: February 15, 2013, 08:09:10 PM »
Following idea might sound strange... but maybe try and give the players ability to choose their last Emperor? (and, by necessity, empire's state at this point)
Like the hardholder chooses their holding in the main AW, like players choose their regimental commander and the regiment itself in Regiment, and so on
you could ask questions like:
"Hey, Brutus. Tell us, what the worst thing you remember about the last emperor?"
"Hey, Avitus, when you first saw him in person, and what you remember the most since this day?"
"Mark, you fought at the last conquest of his. What this conquest gave to the empire, as they say? What it gave to you, personally, or what it took from you?"

or give them "pick two good things and one bad thing about the last emperor"
and maybe some choices are good things for you, but poor for the state of the empire

(I'm not saying playing in the actual history is bad, it's awesome. but choosing this way gives the players more investment. and you can choose actual time frame if you have a good knowledge of history, basing on those choices)

brainstorming & development / Re: The Age of Empire
« on: February 15, 2013, 01:30:43 AM »
It's great, Luigi!
I'm no Vincent, but knowing that Dungeon World and Monster of the Week are published and have at least some similarity with basic AW, I don't think you'd have any problems. Please, go on, Rome definitely is an interesting thing to play

The Sprawl / Re: The Sprawl: XP
« on: January 05, 2013, 03:12:08 AM »
what's the status on a new version btw? I'm deeply interested )

The Sprawl / Re: The Sprawl: Alpha Version
« on: October 31, 2012, 04:54:41 AM »
also: skillwires have two slots as base. how many chips character has on start, 0, 1 or 2? or more? For now I decided to give 2 if my player takes it, but I'd like to know what you think.

The Sprawl / Re: The Sprawl: Alpha Version
« on: October 31, 2012, 04:10:14 AM »
Another question as I work with my player to generate her a character.
You have a list of cyberware in the chapter 6, with words like "Cybereyes: When you have cybereyes installed, choose two of following tags: ..."
Also you have a list of cyberware(chosen for theme I suppose) in playbooks as an initial choice (with choosing either "cheapshit", "owned" or "hunted" to get the ball rolling)
What bugs me is that there's a difference between number of tags sometimes.
E.g. Fixer, Hunter, Infiltrator, Pusher, Soldier - all have "Choose one: ... cybereyes (3 tags)" in their section. Why 2 in cyberware section and 3 here? is it a bug or intentional?
same with "data storage and interface", but it's 1 tag everywhere in the playbooks and 2 in the cyberware section

The Sprawl / Re: The Sprawl: Alpha Version
« on: October 28, 2012, 10:30:37 AM »
question: where's the Reporter playbook which is clearly mentioned both as "one of the basic playbooks" and as one of the archetypes?

Apocalypse World / Re: How would you handle a "Delay Action"?
« on: October 26, 2012, 01:54:25 AM »
I suppose topicstarter refers to something like "reaching for your gun split second before the enemy", like in cowboy flicks - and in Wil West hack this kind of move would be needed, I think.
Something like "when you reach for your gun split second before the enemy, roll +cool, on 10+ you get to shoot them first, on 7-9 choose between firing at the same time and diving for cover, on 0-6 your reflexes are not as good as they used to be"

Monster of the Week / Re: Questions from a Newb
« on: October 17, 2012, 08:41:13 PM »
Should the keeper just let players use magic at will for all playbooks? Has anyone tried running low key magic games, or have any suggestions for doing so?  I was thinking about a game where only a few playbooks have access to the full list of choices.
Easy. As it said in AW, "to do it, you have to do it"(c)
If you're playing Agent as cop who does not know heck about magic, I won't let you use magic just because it's basic move. Because question is: HOW do you do magic without any knowledge? If you can answer that, Bob's your uncle.

Of course just giving it to anyone with similar plot-twisting powers is also a way, yes. But rule applies.

Dungeon World / Re: A difficult shot--possible but unlikely
« on: September 26, 2012, 05:13:19 PM »
Maybe I'll sound harsh and bad GM, but what I think is very important to understand in *World games is that there's much more "yes, you do that, you don't need to roll", "yes, you have to do this, and then you have it, with no roll" and "No, you can't do that, it's not possible for you now" then in your average rpg. That's OK.
Rolls do not have to be made as often as D&D. Even half as often. And so you should not be ashamed of saying "no, you can't do that." Because it's what makes it realistic sometimes - inability to "just throw dice at it".
Now it should not be you halting the adventure to full stop, like "you left your bow at home, so you can't stop him, so you suck". On the other hand, you should provide them with different solutions if you have so much as shadow of idea that they don't see a way through. Maybe "No, you can't stop this gate from closing with this rock. But there's got to be another way in. Like sewer exit."

Because sometimes you need to make them think, and too often throwing dice is the opposite of thinking

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