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Messages - DWeird

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AW:Dark Age / Re: Proposition with Dragon Herald
« on: March 11, 2014, 08:38:20 AM »
Sure! I mean, I doubt Bilbo is a Dragon Herald exactly, but my wording isn't that great either. "Unleash" rather than "wield" the power would probably make more sense? I feel like the more general point about dealing with an active force versus dealing with a future event (what does the prophet do when the prophecy comes true, by the way, aside some form of "You should've listened!") fitting in better within an AW framework still stands, though. At least, I think it does?

AW:Dark Age / Re: Proposition with Dragon Herald
« on: March 10, 2014, 10:07:59 PM »

My familiarity with Apocalypse World tells me that it's 2 armour flat (if you have 0 physical armour, you get 2 armour. If you have 1, you get 2. If you get 3 physical armour, then you keep the 3), not +2. "Dragons in the earth" doesn't mean anything aside from provide a kind of thin layer of fictional plausibility to the move, as far as I can tell. It'd probably still work when all of the dragons are out of the earth.


As far as I can tell, DA 'herald' playbooks are not about seeing the truth or the terrible future, they're about bringing it about. The War Herald wages war, the Dragon Herald brings forth dragons. So dragons and prophecies call forth two different aesthetic promises:

Dragons: you will be terrible and powerful and terrified of the power that you wield.
Prophecies: you will be terrible and powerless and terrified of the truth that you see.

I would be down for a game with or about prophecies anytime, but I'm not sure an AW-engine game works that well when they're the core focus of the playbook - as far as I can tell, the game is always a little bit of a power fantasy in that you are always the unquestionably cool guys that the story's all about, and all of the non-trivial limits to the things you can do come from having to deal with the other unquestionably cool guys. Which is not nothing, of course - but I can't ever see an AW-engine game being about true things you know but are powerless to stop.

But the terrible consequences of power? Rock right on.

AW:Dark Age / Re: What happens when improvements change the story?
« on: March 06, 2014, 05:45:10 PM »
Don't know what to tell you about the dragons, specifically. Whatever makes sense? There's lots of room for what makes sense in case of dark age kinship, is all.

Maybe you band up your supporters and say that thing that used to be a dutchy? - well it's a kingdom now. Maybe your older sibling steps down and gets carted off to a monastery somewhere, and so you become king or queen. Maybe whoever the other major players are in the kingdom decide that they want to calculate who's the most royal by a different genealogical system, and so you're royal now. Or maybe some sort of weird change comes about and you institute a royal diarchy, where there are two kings or queens instead of one. Or maybe you crown yourself king by right of conquest.

The thing to note that medieval politics are a bit of a mess.  In Game of Thrones terms, Geoffrey, Stannis, Rob, Renly and Daenerys are all Rank 1. Which is a messy but understandable (and replicable) situation, right?

AW:Dark Age / Re: Proposition with Dragon Herald
« on: March 05, 2014, 02:28:15 PM »

Or it could be a metaphor for a sort of crypto-nationalism. That's certainly how it's used in, say, GoT. A War Herald is a vassal or a mercenary, fighting out of loyalty or for coin. An Outlaw Heir has no beef with the system, he just want his stuff back. The Dragon Herald is the only playbook right now that comes with a creed, a promise of power and change through a thing that "has always been here, but sleeping."

AW:Dark Age / Re: Wicker-wise
« on: March 05, 2014, 05:43:36 AM »
It's a weird way to phrase it, sure, but I'm pretty sure it just means that you can't count the harm armour absorbs as part of the sacrifice.

Unless the spirits in question just really like the sound of metal breastplates being hammered, I guess.

AW:Dark Age / Re: First Thoughts After Character Gen & Set Up
« on: March 04, 2014, 03:13:21 PM »
Would it be possible for you to show a picture of your map?

I have a good reason for this request!

The first thing that hit me after reading DA is how less 'clean' it is in terms of how much more stuff there is and how less obviously connected to your character a lot of it is. [For example, a Gunlugger has his guns on him - a Trollslayer has a lot of his weapons "somewhere else"; a Chopper hangs with his crew - a War Herald separates from his band as seasons change.] This leads to a complicated mess of ownership relationships, obligations and possibilities - which is very Dark Age, as far as I know. Unfortunately, it also leads to lots of lists and keeping track on how population changes by percentage, apparently?

My intuition tells me that the only way to offload all of the property management stuff from your brain but still keep it close enough by that you can easily look it up is to have a good map.

AW:Dark Age / Re: Feedback - Havenshine
« on: March 04, 2014, 09:35:01 AM »
Just as a worldbuilding factoid - in many places, winter is actually one of the best times to attack. Rivers are frozen over, the terrain is sturdy and good for long marches, and there is little else to do - as in, no crops that need tending.

Summer is another good time, as the weather is less adverse, and, again, you can move your bands through ground that isn't wet and slippery. Most of the work, sowing and reaping, is done during spring and autumn respectively. If the day-job of your warrior band members is agriculture (and if we're playing feudalism, it is), those are the times when they'll least want to actually fight for you.

Apocalypse World / Re: Why the Maelstrom
« on: November 14, 2013, 05:45:25 PM »
One thing I couldn't help but connect the mechanic of the maelstrom was this post by Vincent, specifically this bit:

If you don't provide seed content yourself, you're not leaving it up to the group, but to the random media crap-soup we all swim in.

The implication being that there's always shit ready to invade your brain, and the more 'weird' you are, the better you can end up on the good end of that process, avoiding mental scars as well as pulling out real, useful, interesting things.

The psychic maelstrom might be the bit of AW that's all about real live human nature. Which is a fun sentence to write!

Apocalypse World / Re: Hardholder loses a holding.
« on: June 12, 2013, 03:00:06 PM »
It's okay to suck after shit happens.

A Gunlugger can lose his guns, a Chopper can have her gang killed off, a Savvyhead can lose their workspaces. The MC grants the playbooks these things without initial contest, but you if the game goes that way after a time, you stick with the consequences.

An AW PC is pretty boss even without the special abilities, and the Hardholder (a few advancements in as well, I assume) has default the default violence stat.

Get him options to do things he wants to do with what he has, which is not much. If he doesn't want to do anything, it's cool - you can treat it as de facto character death ("retire to un-safety") and have him make a new character.

There's one other option that I didn't see anyone mention.

Create new advancement options, like house-ruled special moves and stuff. If the game goes on as long as to have "but I don't want to be forced to retire my character", you can probably get away with some stuff that wouldn't make much sense at the start of a game.

"Hey Hardholder, would you like a dragon?"

And other such things

Hmm. Cool, but not immediatelly stealable, I think.

How about this? Still needs work I feel, but I like the crux of it.

Market forces - at the beggining of every session, name someone who doesn't owe you yet, but should, and roll +cool. On a 10+, all three. On a 7-9, pick two.
* They're in serious sudden scarcity or danger and need something only your network can provide.
* A key member of your network does not demand immediate pay or special treatment.
* Someone pays a debt they owe you without hassle or force.

That'd be great! I'm all for stealing custom moves and making playbook moves out of them.

Hm. How about this?

I.O.Who? - when you use your network to help someone in need, get 1-debt over them. Debt counts as barter for anyone who wants to buy it. Otherwise, exchange debt 1-for-1 into hold as per the 'In your pocket move.' Works on NPCs only (does work on NPCs that are part of a PC's group for PC debt purposes).

Really, really crappy wording, but you get the idea. Abacus collects debts, pawns them off to other people or makes use of the person he 'helped' temporarily. Doesn't work on PCs, but if they have a bunch of people under them, it works on those.

I like the implied dynamic even if I don't quite like the move itself. Maybe someone has a better idea for a different move, or a different dynamic altogether?

A theme I kept in my head but didn't really put into writing is the possibility of an Abacus profiting from other people's crises (by virtue of being prepared and having a network to call on). So he makes money when people lose things, get injured or go hungry.

That was a bit difficult to turn into a mechanic in terms of which crises count? And why should other people care?

I like the two-barter flat idea, but having things like that stop other people from attacking the Abacus through his money, which would be fun times if it happened.

It should ideally be fun to hate the Abacus.

Praion: The difference is between Badger and Malcom Reynolds.

You play the tentative status quo in a world without any, not a guy who flits from job to job just to keep afloat.

I'm not sure if that's enough for you, but it is for me.

Anyhoo. Due to some money woes and having to finish my master's, I probably won't be updating this anytime soon. My apologies if there are people waiting for such updates!

If anyone wants to use this playbook but feels like there are gaps that are missing (like a barter move or such), feel free to add them on if you want.

I'd do it myself, but I feel like there are some things fiction-side that I'd need to nail down better before I add extra moves (and change existing ones).

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