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Messages - Guns_n_Droids

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Apocalypse World / Re: changes in the player-roster
« on: September 24, 2011, 12:48:40 PM »
There sometimes can be problems if the last session ended on a cliffhanger. Though it should be a fairly rare event.

Apocalypse World / Re: Scarcity of atruism and reason
« on: September 23, 2011, 11:42:13 AM »
I do think that leverage can be in anything, from "This is your child, dammit" to "this is your last chance to kill this bastard" — only it's VERY important to check first, that this actually DOES matter to him. Most important if the opponent is PC as RP can easily be misunderstood sometimes. As well as sometimes PC will outright lie. I think, the house rule "when you reset Hx with somebody from +3 to +1, he should tell you his secret" is a perfect source. BTW, question to this matter: how you guys rule about giving somebody -Hx? I mean, that if everyone can give his friends good Hx and/or his enemies bad Hx, wouldn't it be kinda metagamey?

Apocalypse World / Re: Understanding Basic Moves
« on: September 17, 2011, 06:52:52 PM »
If you are lying or boasting, it's Manipulate.
Not necessarily, AFAIU - a threat of a violence can be manipulate as well. Difference is that when I manipulate, I promise harm in an unknown future, and when I Go Aggro, I promise harm right here and right now. I've seen those police drama series, and there's plenty of Go Aggro - when officers have guns trained on the bad guy, but nobody has started shooting Just Yet, and if he tries to make a move for it(force your hand), he will be shot EVEN if in fact he'd better be questioned.

Apocalypse World / Re: cliffhanger and between session moves?
« on: September 16, 2011, 12:34:57 PM »
I'd say you need downtime in this kind of situation.

Apocalypse World / Re: Laying On Hands
« on: September 16, 2011, 10:16:28 AM »
I really think it's just because Touchstone, while being a leader, is reality-grounded. He is not weird, his belief is a human belief, an idea without Maelstorm to support it. Pastor Book could not heal Kaylee by his belief alone. It doesn't make him any less spiritual

Dungeon World / Re: Breaking down doors
« on: August 29, 2011, 04:38:06 AM »
Would it be AW, I'd obviously suggest "roll Under Fire". In this case I'd roll +Con, but looking through the moves I don't see any general one that applies here.

Okay, slightly easier with TouchStone. So basically he's more "sane" and "old-normal-ways" preacher(though in his book there's definite mention of "new ways"), while Hocus is crazy hand-waving guy, who can actually do some weird shit.
Normal against Weird

Still no good with Skinner. Is it that everyone just should fall in love with him/her, or there's something beyond that?
In Firefly-'verse Skinner vs Maestro'D is Inara vs Nandi?

Apocalypse World / The Hocus and the TouchStone. Skinner and Maestro'D
« on: August 24, 2011, 12:18:24 PM »
Hocus leads a cult, of course. Still, he is very much "preaching" in my vision - same as Touchstone. He is more "solitary" preacher, yes, more warrior-like with some moves, but I can't get this precise feel, why they're crucially different. Why one can't be the other.

Maestro'D owns an establishment, of course. Why Skinner can't? (I can go with same ideas as above, but I suppose you've got it)

They're very similar in feel. Can somebody please describe their critical differences? With examples, if possible.

Don't stop. Seriously. That's f***ing great, people.
Listening patiently

Exodus / Re: Open notes thread (or, Rob "reads" BSG)
« on: August 24, 2011, 11:57:44 AM »
Playbook ideas:
Viper Jockey(and his squadron) - Lee and Starbuck
Freedom Fighter [optional: Resistance(already fought Cylons. prejudiced, but experienced like not many others] - Tyrol, Sam.
Visionary - Primary type: Pythia. Dabblers: Roslin, Baltar(latter can be even Survivor who eventually changed type to Visionary)
Commander - military figure. Important decisions.
Politician - not necessarily the President, but someone with a lot of political power. Tough choices. Unique abilities
Survivor? - that's who Baltar is, that's who Romo is, they're not in the military, they're not in the leader chain. But they have unique skills no-one else has.

leader rule: in fact, commander and politician are very similar(and yet different). Could they be one type? There should be always two of them. Should there be a chance to get two Commanders? (if Cain was slightly less cutthroat bitch then I think they could get along with Adama)
Two Politicians? (Zarek and Roslin... but won't it hurt the setting too much if militaries are sorts of leaderless?)

my current thoughts, feel free to work on it, or expand

Rogue Trader: Apocalypse / Re: The Working Rules
« on: August 09, 2011, 04:34:13 AM »
I really like this one, and I'm planning to run it(possibly adding bits myself if it won't be ready yet) in september or so. Consort is nice idea, as is sagelike Archivist(love your take on the demanding Archive). Waiting impatiently for the Magos and Void-Master(as they're really awesome ones to have, and I'm not sure if I'd make a good job with them myself).

Ship rules currently lack small ships(my crew has raider at this time, and while lack of firepower is sad, it sorts of makes for it with speed and maneuverability). Is this deliberate?

I want to try and MC matrix hack for AW. While I have some ideas already, this morning I realized that I do not have a decent idea for all those stunts matrix operatives do. Of course all of them can be mapped to the standard harm-dealing moves AW already have, but what I need is some sort of distinction of how they are freaking cool against "sleepers".
Like, there is a very simple game named ThereIsNoSpoon, slightly risus-like, which says "roll 2 d6. first is usual die, second is green die. If you roll well with the first - you did it. With second - you did it 'while running up the wall', bending the rules. and if you hit with both - man, you're nearly as cool as Neo"
See? I want this very simple and easy distinction making it easy to describe all the awesomeness characters do.

What I've got so far:
 - Get them roll +Matrix(I already have this stat anyway) and get hold anytime in the scene. Until the end of the scene you can spend this hold to augment your (appropriate to class) moves, describing all the matrix wall-running shit. If you need more hold before scene ends(like when Agents or powerful Exile programs come to the town) you can roll again, but before roll +(hold spent-matrix) similarly to harm move, or lose your concentration (with all consequences you can easily imagine)
 - just give them some static bonus against normals (maybe +matrix to those rolls), which does not apply against heavy hitters as described above
 - have them count as gang in fight(as they both deal great harm, and can dodge incoming harm) except against Big Ones as above

Note: I'm talking mainly about cool battle moves as well as cool driving and maybe some other buffed-up mundane skills. Things like "stop bullets mid-air", "teleport" and other Neo-like craziness will be resolved differently

Note 2: PCs are going to be on slightly lower power level then main cast of the Matrix(Trinity, Morpheus, etc), and getting there in a due time.

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