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Messages - Guns_n_Droids

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46
Murderous Ghosts / Is it okay to hack it?
« on: June 16, 2012, 10:07:00 PM »
It seems like nobody suggested it yet, but, well, it won't be first hack of a hack =)

47
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: April 17, 2012, 05:33:50 PM »
1) Can you tell, why? I am obviously not trying to object your decision, I just would like to know, what kind of things has lead you to make it. I do some hacking myself, so it is quite interesting.

2,3) glad to hear that! also very much waiting on the Engineer.

4) I'm just thinking that instead of AW where people are usually have a lot of time separated, but their needs and GM's fronts usually press them to work together(or kill each other), you can have situation when whole game is played with three players in one group, and other two separately. How do you think it affects group dynamic and does it have any impact on the rules(and stats)?

Anyway, thanks for clear and quick answer

48
Apocalypse World / Re: New Playbook: The Abacus
« on: April 16, 2012, 08:40:20 AM »
You did not specify how many moves Abacus gets on start.

49
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: April 16, 2012, 06:00:12 AM »
This is really great and it's a shame I hadn't discovered it earlier.
Couple of questions:
-Sorry to bring the balance issue, but was it intended, that Sarge's stats add up to +4 and Commando's stats to +5(two +2 stats in each set), while everyone else's stats add up to usual +3?
-Is there any move or smth about vehicle combat? I see only "how to destroy a vehicle". Is it because "regiment" is only about soldiers?
-Is the six playbooks considered to be all that needed, or will there be, e.g. Engineer?
-While I suppose that Sarge, Medic, Soldiers and possibly Sniper are usually all in one place, are Commando and Officer supposed to be away from the main unit at least half of the time(first infiltrating, second having command duties and all)?

50
The Sprawl / Re: [CyberWorld] Cyberpunk mission-based action moves
« on: February 15, 2012, 08:26:40 AM »
it really feels that Minds is kinda not needed. in a lot of hacks adding sixth param does not work. no offence )

51
Apocalypse World / Re: Allies and crosshairs, or, the complex case of Ba
« on: November 27, 2011, 09:16:44 AM »
2noclue: to be more structured, and cite John Harper, as long as you make Setup before Hard Move.

52
brainstorming & development / Re: Fate points? In AW?
« on: November 25, 2011, 02:49:18 AM »
Shreyas, for now I use Fate Points in a specific way you'd like. It's the game of WH40K, and characters are important enough that daemons are always interested in corrupting them. So most of characters can always ask for help.
Daemon's help, though, always leads to problems.

53
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 18, 2011, 05:30:23 PM »
2-3 advances per session, meaning like 3-5 sessions to finalize character?(15 advances is max IIRC). And if we want a campaign with the same characters?

54
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 16, 2011, 07:45:17 AM »
Quote
The players should be making tons of moves. No like one per scene, like ten per scene.
In this I'd object. I've had sessions with as much as ten moves per player. That's with almost no fighting(hard fighting), given, but still. Characters can do many things without making moves at all. And there're times when character can't make a move because it's not their move.
In short, yes, characters CAN make tons of moves. They don't always have to, though, as well as MC don't have to make them roll for everything.

55
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 03:22:02 PM »
By the way, I'll remind you that even if you give PC 6-harm, he still can take a debility. And live, at least.

56
Apocalypse World / Re: Our 1st Session (and some question marks)
« on: November 14, 2011, 12:19:13 PM »
Custom move is the best. About Fenrir - if you want to make it a real threat, like monstrous giant wolf-being, Garou-like(WoD) - then you could try smth from Moster of the Week style(basically give it somewhat better ability to withstand damage, like more then usual 2-3 "hits" NPC have, or maybe some move for that. And custom move, of course.

57
Apocalypse World / Re: Scarcity - Ammo?
« on: November 11, 2011, 07:35:13 AM »
Quote
"Trigger discipline :when you enter a battle, roll +sharp. On a 10+, if your guns have the [reload] tag, treat them as if the don't. On a 7-9 hold 1 : you can spend this hold whenever the MC goes "your gun's empty" to fire one last shot. On a 6- nothing special except your enemies know you're such a gun nut and might (will) take you as their prime target."
before battle? Hmm.. nice.

But still, I think, for people like sniper(who fires like what, 2, 3, 5 times through the entire battle, probably - and each shot is cool, and it matters) it's not such strange idea to count bullets. And some people think it's fun when you can make this "you have no bullets left... but I have one!" moment.

58
Apocalypse World / Re: Scarcity - Ammo?
« on: November 11, 2011, 06:36:49 AM »
1) bullets in a pistol/smg you can just don't care as long as they are near supply - you can make them Reload at some point, but nothing too much. If there's some ridiculous amounts of shooting, then you can make them roll +reloads_you_made and on 10+ you're out, on 7-9 you have a clip or two, but that won't last you for long.
Good cause to the "why I SUDDENLY see no bullets?" is "you actually have some. But you've just discovered that they're fake/duds/your gun jammed on them pretty hard". Scarcity makes most of the "common" weapons hand-made or fixed-through-eternity. Which doesn't make them very reliable. Same story with ammo.
2) Most of time you can make rolls like this to check how bad they were with ammo, and on fail make them buy.
3) With precious things like high-powered sniper rifle bullets or with machine gun ammo drums you can just have arbitrary amount of things, and try to keep it.

59
brainstorming & development / Re: Nobilis
« on: November 09, 2011, 07:52:11 PM »
Simply awesome. I applaud to you

60
Apocalypse World / Re: Hello
« on: November 09, 2011, 06:31:26 PM »
System.. has bits of Mountain Witch, TSoY, Sorcerer, and Ars Magica mainly(and a bunch of others, too).
Most important for me is the distinction between moments when you just play, and declare things, and it happen, and you get consequences, and moments when you and MC(Master of Ceremonies) take turns making "moves". Also rather important is that MC never rolls dice(so no fudging), his stuff happens through the fiction.

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