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Messages - benhimself

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76
Apocalypse World / Highlights for the MC
« on: August 10, 2010, 11:22:06 PM »
So I was thinking about the MC's moves in my head on the way to work, inspired by the other thread, when this idea suddenly hit me:

Whenever stats get highlighted, the MC picks two players (if you've got at least 4, pick two that didn't get to highlight last time). Each of those players picks a move off the MC's list of moves, and highlights it.

When you make one of the highlighted moves, and misdirect and never speak its name, hold 1.

Spend hold to... I dunno? I'm open to suggestions, here. Spend 5 to mark improvement? Open certain new options to the MC, put new custom moves in play, unlock the ungiven future for the MC after you've done it at least 5 times? I'm open to suggestions here.

But I really like the idea that, for example, one player might decide, for a session, they want to encourage "Make then buy", and another might want to see some "Activate their stuff's downside" action, or such.

77
Apocalypse World / Re: Durrrp, let me check the MC Moves
« on: August 10, 2010, 10:27:44 PM »
I actually enjoyed getting a set of index-cards cut in half, writing each of the moves down, and then every now and then drawing a few and seeing if any spoke to me. It definitely helped get out of my habit of just using my favorite move or two over and over.

I should do that for those hojillion new front moves, too, now that I think about it.

78
Apocalypse World / Re: Augury: How does it work in YOUR game?
« on: August 10, 2010, 03:28:34 PM »
Which he later weaponized into a makeshift grenade, if I recall correctly.

79
Dungeon World / Re: Death's Door
« on: August 10, 2010, 03:27:29 PM »
Hmmm. I'm not really sure why somebody would chose the second option for 10+ rather than the first or third. Seems to me being active, even minimally so, with 1 hp left would always be better than being unconscious and helpless with 1 hp left, yeah? And the fourth kind of confuses me: even ignoring that "your", what does "nearly dead" mean, that isn't covered by one of those first three options?

80
Apocalypse World / Re: Augury: How does it work in YOUR game?
« on: August 10, 2010, 02:29:06 PM »
I'm not entirely sure yet, but I've got an online game going involving a Hocus with psychic-antennae followers AND a Savvyhead with Reality's Fraying Edge workspace, so... yeah, I'll let you know. Especially once the Brainer gets his violation-gloved hands on one of those isolated fragments or opened windows. (It's a very weird-themed group.)

I suspect there's a link between the world's psychic maelstrom and the maelstrom of tornadoes that's swept the earth for the last 50 years, but I'm not entirely sure yet. I do know that the Savvyhead's going to have an interesting time trying to build that weather control device.

81
Apocalypse World / Re: An Arresting Skinner
« on: August 10, 2010, 01:43:13 PM »
Well, keep the world real, and make the character's lives interesting, and giving them an unbeatable combat combo that involves distracting entire groups of people while you take off your clothes doesn't really seem either, does it, unless you accept that it's a supernatural effect, yeah?

But I mean, I've been there. Standing at a post as a security guard at the casino, mostly only checking to make sure minors or people with large luggage don't get on the gaming floor, and somebody so damn fucking hot walks by that all my higher brain functions just shut down, and I just stop and stare for a bit despite myself. I think we've all been there, right?

Now imagine, just like a dream, just like a gift from the gods, they start taking off their clothes. Slowly, teasingly, revealing more and more of that perfect skin, that perfect body.

And furthermore imagine that up until now, everyone you've ever seen in this goddamn world has been diseased, starving, unwashed, broken and scarred by the harsh and merciless cruelties of day to day life that everyone's got to labor under, and this is the first vision of true beauty that you've ever seen. Nothing else even compares.

And sure, part of your brain is probably going "this has to be a trap!!!" even if you don't want to listen to it. And if you're a PC, maybe you can act under that all-consuming fire, maybe some movement in the corner of your vision, or some half-heard sound of somebody approaching you from behind diverts your attention for a crucial second, and the spell is broken.

But maybe it doesn't. Maybe you could die a happy man, or woman, or whatever, having seen what you've seen today. Maybe that'd be all right. And all you can think is "Let those other fuckers go first, because the skinner's about to get to the good stuff."

82
Apocalypse World / Re: Battle rolls - Am I doing it right?
« on: August 07, 2010, 09:51:53 PM »
Just a note, if you're trying to take cover or run away from another PC, that's probably interfering with their seize by force or go aggro roll, rather than acting under fire.

As to whether or not to deal harm on a successful avoiding-harm roll, remember that your job is the make Apocalypse World seem real, and keep the character's lives not boring. Is it plausible that they could avoid all harm? Would it be interesting for them to do so? Sometimes you're like "Man, there's way too many bullets whizzing around to dodge all of them. Take 1-harm from incidental fire, and give me that suffer harm roll." Sometimes you're like, to yourself, "Hmmm, I don't want them to be too knocked up by this skirmish, or they'll just run off to the Angel. Let's let them get cocky and press the assault into more interesting territory" and then you say "You dodge out of the way, and find cover from the hailstorm of lead and fire. Want to send some of that lead back to them, with interest, then?"

83
Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: August 06, 2010, 11:35:20 PM »
I suppose that would be up to you as the MC. If they don't already have Moonlighting it might not make much sense to give them a gig as opposed to it being, y'know, just another aspect of the situation that they find themselves in.

When in doubt, ask yourself, does representing this situation mechanically as an obligation gig make the world seem more real? Does it make the character's life more interesting? If so, go for it.

84
Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: August 06, 2010, 09:00:30 PM »
What Mike and fnord said. You don't even need custom moves to do it, although you certainly could if you wanted.

Offer them an opportunity, with or without a cost.

Tell them the possible consequences, and ask.

"You sure you want to kill Dremmer's son? I mean, he's gonna be after you until the end of the end of days, if you do. And wouldn't that be just what you need, Mr. Operator Sir, yet another thing on your plate, if you catch my not so subtle 'this will be a new obligation gig' drift?"

85
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 06, 2010, 05:55:20 AM »
Yeah, if you just want to win the fight, go Gunlugger. If you want to fight with style, Battlebabe.

Take Dangerous and Sexy. Make eye contact, and boom, the biggest threat can't do jack until you've had your way with them. Or take Visions of Death. Who needs Hard when you can just name who lives and who dies? Perfect Instincts goes a long way towards making up for subpar Hard, and can be handy for other things (utilizing that best escape route, manuevering to take advantage of the enemy's true position, etc). And Battlebabe weapons are awesome. You can start with a 5-harm boomstick, more damage than anyone else in the game. That's a hell of an incentive to not suck it up when you're going aggro.

86
Apocalypse World / Re: Best moments in the text...
« on: July 31, 2010, 07:23:41 PM »
For me, it was the driver and chopper intros that brought it home for me. Especially the driver.

Came the apocalypse, and the infrastructure of the Golden Age tore apart.
Roads heaved and split. Lines of life and communication shattered. Cities,
cut off from one another, raged like smashed anthills, then burned, then
fell.

A few living still remember it: every horizon scorching hot with civilization
in flames, light to put out the stars and moon, smoke to put out the sun.

In Apocalypse World the horizons are dark, and no roads go to them.



In Apocalypse World the horizons are dark, and no roads go to them.

87
Monsterhearts / Re: The Fae
« on: July 28, 2010, 09:00:26 AM »
Consider another screen licked. Mmmmmmmm.

88
Apocalypse World / Re: manipulate and acting under fire
« on: July 21, 2010, 08:24:21 PM »
I'm not John, but... Okay, so they're not doing what the person manipulating them wants to do. What are they doing instead?

Now, offer them a worse outcome. (Or a hard bargain, or an ugly choice, as you see fit)

Because the guilt of turning down their friend is messing up their game just a little.

89
Apocalypse World / Re: manipulate and acting under fire
« on: July 21, 2010, 09:53:49 AM »
On the last bit, yup, at least as I understand it, you step in and make a move, as hard as you like, as normal. I usually go with "Offer an opportunity, with or without a cost" to the person who was unsuccessfully manipulated. Usually without a cost, and usually it's a pretty sweet opportunity, at least to be harsh to the person who just manipulated them.

A lot of the time, though, you won't even need to make a move. In my experience, when a PC tries to manipulate a PC and fails, the unmanipulated PC is more than happy to run with it on their own.

90
Apocalypse World / Re: NPC "brainers"
« on: July 15, 2010, 06:55:38 AM »
Custom Move: When (insert Brainer name here) has time and intimacy with you, they can put a command in your head, and hold 3, under the same conditions as in-brain puppet strings. Or they can ask you 3 questions off the Deep Brain Scan list.

If they're wearing a violation glove, merest skin contact counts as time and intimacy. If they use the implant syringe or receptivity drugs, modify the "moves" appropriately.

Ta da! NPC brainers.

(If you want to be nice, you could hack up a roll to resist, maybe cool or weird? On a 10+, they take 1 harm, on a 7-9, it's just one hold, on a miss, 3 hold. Just invert the brainer move, basically. It's a trick that's worked for me before on other moves.)

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