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Messages - benhimself

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61
Monsterhearts / Re: Skin Deep
« on: August 20, 2010, 10:16:54 PM »
On every occasion in the movies, if the slasher drifts back towards humanity it makes them vulnerable. One of the early Friday the 13th movies has a good example of this when a girl pretends to be Jason's mother and he falls to his knees in front of her. She takes advantage of this by slamming a machete into him. Similarly with the Halloween remake, at one point there is the possibility that Michael is chasing his sister because she's the only family he has left, and there's this part of him that loves her. Then she stabs or shoots him or something.

Hellraiser 2. The girl reminds the cenobites of their humanity, they turn on the doctor-turned-cenobite, and get stone-cold-murdered (but buying said girl enough time to temporarily escape).

62
Apocalypse World / Re: Make money, money
« on: August 20, 2010, 04:46:26 PM »
I was worried about this with my Maestro D' character I'm whipping up for a PbP, until I realized that I could actually use Fingers in Every Pie to pretty much get anything I need. "Dez is a sweet kid, and I need to improve her image of me. I fingers up some angel kit stock for her."

Alternatively, you could just come up with a custom wealth-generating move based on the establishment's nature. The "Wealth" move for a high-class Luxe Food (music, scene) joint that's all velvet, masks, lights, and shadows might look entirely different from a Drugs (sex, easy food) emporium that's atmospherically grime, smoke, bustle, and kink.

63
Apocalypse World / Re: Playbooks for Charity
« on: August 19, 2010, 10:54:09 PM »
and the Silent Killer...

At last, a playbook that actually uses "It's not just murder, it's an art" move in the advanced fuckery chapter. Sold!

64
Apocalypse World / Re: Extended Mediography
« on: August 18, 2010, 09:56:44 PM »
I've watched the Bad Romance video extensively, lately. It gives me inspiration for Apocalypse World.

The Alejandro video has me convinced Lady Gaga is a Brainer with Unnatural Lust Transfixion and Preternatural At-Will Brain Attunement. It's the only explanation.

(Skim to 2:18 to see what I'm talking about. Although a handful of the other outfits she wears in the video aren't bad for apocalyptic wear in general. The gun-bra might be over the top, depending on your game.)

65
blood & guts / Re: So, why not make Barter a stat?
« on: August 16, 2010, 11:08:14 PM »
I will admit, I like the fact that you can be just plain flat out. I mean, like somebody said, even a -3 can roll a 7-9 with a bit of luck. But Barter 0?  Time to beat the pavement and find someone wealthy in need of your services, and that's driven action in more than one of my games.

66
Apocalypse World / Re: Playbook: Faceless
« on: August 14, 2010, 11:38:22 PM »
Can I invoke the Maestro D' special move on that, as somebody who sort of contributed to the playbook? Travel expenses are a pain in the ass, and I've been kind of trying to cut back on casual hookups lately, regardless of the other party's tempting special moves.

67
Apocalypse World / Re: What do you do with doubled-up wants?
« on: August 14, 2010, 03:36:10 AM »
I remember Vincent phrased it, back in the dev blog, as adding "seriously fucking" in front of anything that gets double-tagged. So, seriously fucking idle, seriously fucking violent, seriously fucking diseased, serious fucking reprisals, etc. I've found it a good guideline.

I think, on a 7-9, you just get one want, so personally I wouldn't use the escalated level. It's like, maybe they're idle because the marketplace isn't seeing much traffic because of the bad weather lately, maybe they're idle because the manufactory is broke again, but it's not both, yeah?

68
Apocalypse World / Re: Los Angeles is Burning
« on: August 13, 2010, 08:19:54 PM »
Bret beat me to it. "When The Man Comes Around" is totally the official song playing for the imaginary opening credits of my IRC AW game "Sow The Wind".

In the commentary track, I secretly replace it with TMBG's "When Tornadoes Take Over The World", but that's because I'm secretly quite silly. Or perhaps not so secretly.

When tornadoes take over the world
There'll be no time for frettin'
No fussin' and complainin' anymore

When tornadoes take over the world
You won't have your folks
To blame for all the stuff that's your fault

Your friends will be swirling
Right above your disembodied head

When tornadoes take over the world
All the things in the fridge
That fell on the floor will disappear

And all of your neighbors
Will be waving their flashlights at your house

Your friends will be swirling
Right above your disembodied head
When tornadoes take over the world

69
Apocalypse World / Re: Thoughts after play
« on: August 13, 2010, 09:52:40 AM »
I speak from experience saying Hocuses with Lost are fun stuff. And Visions of Death is a brilliant suggestion.

Getting outside "Weird for the Weird God!" territory, I kind of like the idea of taking Artful and Gracious with your cultural expression being Sermons, too. I'd be really tempted to combine that and Reputation with one of the builds that has +1 to both cool and hot.

70
Apocalypse World / Re: Thoughts after play
« on: August 12, 2010, 10:38:48 PM »
Yeah. Cars take maintenance. If you use them too badly, cars take repair. And Drivers need food and shelter just like anybody else. And then somebody comes along who wants something delivered, it won't be an easy job but that's why they're paying jingle for the best driver around, yeah?

It helps to broaden your maps a little bit, including neighboring hardholds. Ask questions, too. Like "Hey, Driver, where do you hate going to? Why, is it the journey, the destination, both? Why do you have to do it regularly, what do they have that somebody here wants, and vice versa? Gotcha. Now, where will you never go? Never, under any circumstances, period, end paragraph? Regardless of how much jingle somebody waves in your face? Why? Who's the last person you had to explain this at length to, and how did they take 'no' for an answer? Cool."

And of course, involve other PCs if it makes sense to do so. "So hey, Hardholder, who do you pay this protection tribute to? Who are they protecting you from, ostensibly? (Or flip that around, "who do you collect this other protection tribute from?") Where do the people who come to your holding's bustling marketplace come from? Who buys the stuff your manufactory produces? Okay, sweet, thanks. Hey, Angel, when you need to restock your medical supplies, who do you get it from? They come to you, or do you go to them?"

And so on.

71
Apocalypse World / Re: Maestro D's Gang
« on: August 12, 2010, 10:24:31 AM »
I mean, by "against self-preservation", obviously suicidal stuff like "Hey, go attack that heavily fortified bunker with four times as many guys as you, all of them better armed."

Dealing with rowdy drunks, or even the occasional knife-and-gun wielding thugs looking for protection tribute, is just part of the job description.

Alternatively, "take a move from another playbook" could easily include Leadership or Pack Alpha if you've already got a gang, y'know.

72
Apocalypse World / Re: Maestro D's Gang
« on: August 12, 2010, 09:34:42 AM »
You've still got manipulation/seduction, and going aggro. It's like how the Operator doesn't get a custom move for controlling their crew.

But keep in mind, most of the time, NPCs who are "yours" are assumed to have interests largely in line with yours. The Chopper doesn't need to roll Pack Alpha every time she gives the gang an order, it's just a fallback when the gang decides they're going to question her will. The Maestro D doesn't have that option, but he's not always going to need it. It's just a bit trickier to order his gangs to do something that goes strongly against their nature or self-preservation instincts.

73
Apocalypse World / Re: The Marshes
« on: August 12, 2010, 09:25:56 AM »
Yeah, it's sort of a running theme that all the "natural" animals of Avatar were crossbreeds of two or more earth-animals, from cute little duckturtles to dragonfly-winged snakes to large rolly armadillo-tigers. They even poked fun at it at one point, let me wiki up the exact quote:

Katara: The King is throwing a party at the palace tonight for his pet bear.
Aang: Don't you mean platypus bear?
Katara: No, it just says, 'bear'.
Sokka: Certainly you mean his pet skunk bear?
Toph: Or his armadillo bear?
Aang: Gopher bear?
Katara: Just, 'bear'.
(short pause)
Toph: This place is weird.

Which is why "pigmaggots and frogeels" made me think of it.

Of course, you could do worse than that for AW: stick to scavengers, vermin, and poisonous/dangerous things, and you've got a strange and twisted mutant ecology just waiting to inflict hardship upon your PCs!

74
Apocalypse World / Re: First Campaign, Lessons Learned
« on: August 11, 2010, 05:55:57 PM »
- Wait. Make everything a Threat. Think about all aspects of your world as threats. The town the PCs live in? Landscape threat. That religious belief that came up in play? That's an Affliction - Delusion. The strange characters that populate the Psychic Maelstrom? Threat. The Psychic Maelstrom? That's a Threat too.

I had the distinct please of writing down, in my notes for the online game I'm running, "The Sky (Landscape: Breeding Pit)".

THAT one's getting reused in the future, let me tell you.

75
Apocalypse World / Re: The Marshes
« on: August 11, 2010, 08:09:14 AM »
And somewhere along the way Apocalypse World transformed into the ultimate end of Avatar: The Last Airbender universe.

"A pack of crocodyenas and spiderats are already gathering around the edges of the street, smelling the fresh blood spilled only minutes ago."

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