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Messages - benhimself

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91
Dungeon World / Re: Where's this Hack Going?
« on: July 13, 2010, 11:40:24 PM »
If you want a little wink to AW, maybe "Dungeon World?"

Great minds think alike!

But I doubt I'll actually go anywhere with Dungeon World, so if you want the name, Tony, feel free to it!

92
blood & guts / Re: the battlebabe
« on: July 10, 2010, 11:40:13 PM »
With the Perfect Instincts and Ice Cold moves, they're taking +5 to two of the basic moves and a +2/3 to Seize by force.
Could you possibly show your work here?  I'm not seeing how any of this adds up.

+3 cool for acting under fire or going aggro, and +2 from acting on the answers you get from reading a situation. (So, it's +5, if you can make a sharp roll.)

93
Apocalypse World / Re: I may regret this but...
« on: July 07, 2010, 11:32:24 PM »
Yeah. As I saw it... whenever you decide to do/change highlights, each player chooses a character other than their own, and highlights one of that character's HXs, other than that character's hx with their own character.

And whenever you roll dice based on a highlighted hx stat, you mark experience. Whether it's helping/interfering, the optional battle move of "follow through on somebody else's move", using one of those replacement moves that lets you roll hx instead of whatever, or so forth.

94
Apocalypse World / Re: I may regret this but...
« on: July 06, 2010, 09:41:14 PM »
I've actually considered allowing each player to highlight one relationship: So, for example, Vega's Hx with Jan, involving any two characters other than the one they're playing. So you can't highlight any of your own Hxs, nor can you highlight somebody's Hx with you. Maybe let the MC highlight a few, too.

95
Apocalypse World / Re: Breaking the game...
« on: July 05, 2010, 08:57:25 AM »
The brainer tends to keep the medic in order..

That spells juicy plothook to me! How does the brainer keep the medic in order? Unnatural Lust Transfixtion? All sorts of ways that could go "interestingly" even if it works, ala Vincent's advice on the move. Puppet Strings or Direct Brain Whispers? What happens the medic decides enough is enough, and forces the Brainer's hand?

96
brainstorming & development / Blood and Shadows
« on: July 05, 2010, 08:41:01 AM »
Rereading some of the old development blog posts, and noticed somebody mentioning a World of Darkness hack, which got me to thinking. Here's a few ideas, I don't know if I'll run with them at all, so feel free to contribute your own, or take these ideas and run with them yourself.

VAMPIRES

When you rise at sunset, roll +blood. On a 10+, you're fine for the night. On a 7-9, you feel the pangs: take -1 ongoing until you feed on blood. On a miss, anything you do until you feed is acting under fire, where the fire is losing control.

When you feed on someone, gain +blood equal to how much harm you deal to them, to a maximum of +3.

Playbooks:

The Predator
The Shadow
The Rose
The Prince
The Elder
The Wretch

CHANGELINGS

When you feed upon a mortal's dreams... (stuff)

When you swear a binding oath... (stuff)

97
Apocalypse World / Re: PC-NPC-PC triangles.
« on: July 05, 2010, 08:02:30 AM »
If you've got a chopper, a hocus, an operator, or a hardholder, one of the simplest and easiest things to do is have a member of one PC's gang, crew, or followers pick a fight with another PC, or at least do something that PC wouldn't like (stealing their stuff, etc.) Give them a simple reason. Run with the consequences. Works like magic.

If you don't have anybody playing one of those playbooks, well, don't forget it's within your mandate to ask provocative questions. Especially if they're opening their brains to the world's psychic maelstrom, but even if not, just in a wondering tone of voice, go "So, hey, is there anybody in the god-forsaken world you care about? No? What qualities would a person need to have to make you care about them?" Run with the answers. Give the NPCs simple desires, but have them want different things from different PCs.

Or, for another tactic, just throw the golden apple of discord into the group: "Isle's crazy sexy, by the way. Anyone who has sex with Isle gets an experience circle, in fact."

98
Apocalypse World / Re: Breaking the game...
« on: July 05, 2010, 07:46:09 AM »
Keep in mind your goal is to make their lives interesting, to YOU. Some ways I might do it if the PCs were set up to be a band of vicious and heartless raiders, personally:

See how far they're willing to go. You can just ask this when they open their mind to the world's psychic maelstrom, or put it into practice. This innocent camp of defenseless people, whose warriors all got wiped out a few years ago fighting off the last batch of raiders? What about this holding full of sick and starving diseased people, that barely have anything worth stealing?

Give them a challenge. A warlord with a fortress of stone and metal and a well-armed gang of vast size, and you don't have enough food to just wander off into the wasteland and find another target. Or maybe a less well-defended holding, but there's another band of raiders going after it, too: can you fight them off without destroying the prize you're fighting over?

Barf forth all the weirdness of Apocalypse World. Raiders have to deal with the fact that weird shit like Brainers and Hocuses, Perversions of Birth like Blind-Blue, Breeding Pits, Mutants, etc. And the World's Psychic Maelstrom, always there, always waiting for you to open up.

And if you've got a Chopper (or a Hocus, or an Operator, or anyone with a gang or crew improvement), man, use those NPCs the way the game tells you to. Name them, make them human, and then use them for PC-NPC-PC triangles before you put them in the crosshairs. And invoke their stuff's downside: If they don't have a savvyhead, where do they go when their bikes need maintenance? If they don't have an angel, what do they do when somebody gets sick? Things they'll need to find the services of an NPC for? It's a little bit complicated to just ride in, grab who you need, tie them up, and procure their services at gun-point.

99
blood & guts / Re: how the stats balance
« on: July 05, 2010, 03:11:00 AM »
Tim plays a Battlebabe in my game and is concerned about what he should be doing as a Battlebabe.  Any advice?

Also, he wants to know if Buddy from Six String Samurai is the inspiration (or an inspiration) for the playbook.

When in doubt, look at the section on barter, consider what people will pay you money for, then figure out how you're going to make this month's jingle. Or, if your tastes are fairly grand, today's jingle.

100
Apocalypse World / Re: Introducing... the Weeder
« on: July 03, 2010, 09:58:44 PM »
Thanks! We haven't tried it out in play yet, though.

One thing I did notice, once the idea of "apocalypse farmer" was brought up to me, is that you could actually use existing playbooks pretty well to do it: The Operator with gigs of Honest Work, Deliveries, and maybe Brokering Deals, or the Savvyhead with a workspace of Controlled Growing Environment, Skilled Labor, and Truck or Van (specifically, the tractor). If you could only get the Maestro D' special move in there, too, I think the Operator would be just about perfect. (Once you feed somebody, you pretty much accept being responsible for keeping them happy.)

101
Set Apart / Re: Influence!
« on: July 03, 2010, 08:17:47 PM »
The way I saw it, a demon-cult taking deliberate hard action against you would vary dramatically from, as you say, a school of academics or court of nobles taking hard action against you. I saw "appropriate to their skills and resources" as sort of implied, but you could definitely add it in explicitly.

102
Apocalypse World / Re: Extended Mediography
« on: July 03, 2010, 09:30:20 AM »
Johnny Cash: Throw "When the Man Comes Around" in there, too. And, personally, I'd include "God's Gonna Cut You Down", too. Cause, y'know. Crosshairs.

103
Dungeon World / Re: Spellcasting Update
« on: July 01, 2010, 10:07:24 PM »
Nice!

Although I'm not sure about having one option on the miscast table that is strictly "worse" than another (4 compared to 2). Maybe 4 should be a minor but permanent alteration, and 2 can remain the alarming but temporary one?

104
Apocalypse World / Re: First try today!
« on: July 01, 2010, 08:52:39 AM »
Your mileage may vary, but yeah, there's a world of difference between how my PCs treated "three guys with guns" and "Dog Head, Jackabacka, and Isle, all armed" even if I had never used those names before.

And I do enjoy reusing names, too, so you get situations like "Hey, wait, wasn't he my cousin? And he's with the guys who had stolen my guns? Dang. That makes my plan of shooting them all dead a bit more complicated."

105
Apocalypse World / Re: First try today!
« on: July 01, 2010, 06:44:50 AM »
A matter of taste, as well, that I carry with me from the game, is to make an effort not to let human lives get too cheap, at least in the protagonists' eyes. I mean, I love it that the world is such a harsh place and all, but I can feel a bit degraded myself and lose my engagement when the protagonists, or their gang in this case, constantly strive to behave like fucking savages . A matter of taste, as I said, but in the future I'll try to steer players away from that kind of character.

Name everyone. Make them human.

THEN kill them off like flies.

Makes all the difference.

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