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Messages - DWeird

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151
Apocalypse World / Re: Tools for Apocalypse World Online
« on: August 31, 2010, 01:37:46 PM »
All that stuff seems way overkill.

I've had a good number (all of, actually) my Apocalypse World sessions through simple text chat (and an in-built dice roller, of course), including a crazy game with nigh every playbook used.

After introducing them to Apocalypse World, a number of my scattered friends play it almost every day via nothing but IRC.

For MC stuff - you need what you need, but, well - make a move and never speak its name means you don't have to do any fancy e-versions of it. Paper will suffice.

152
Apocalypse World / Re: New playbook (draft): The Metal Beast
« on: August 27, 2010, 03:05:18 AM »
Here is a little something to consider: Can other playbooks steal moves from this one?

"Yes they can but first they have to get powerarmour" is the current answer, but that's not too interesting... Especially since a lot of the moves could probably be taken by other playbooks if the wording was slightly different. A driver with Walk Through Walls or a savvyhead with Spyfly, or possibly even a gunlugger with Heavy Suit are all things that easily make sense, no?

153
Apocalypse World / Re: Playbooks for Charity
« on: August 20, 2010, 02:01:36 PM »
My guess is that Vincent isn't exactly going to start churning out playbooks and then handing them out to ecret-say uddies-bay all over the continent.

It's more about the "Hack it to hell!" attitude that AW is sporting. Every playgroup can have a different set of playbooks because someone in that group made something unique! They may or may not share, but still... They made stuff, now it's their thing, and the group is now different from another group.

For instance, Drivers in games I run will have a move that allows them to take shortcuts through the maelstorm. How much do you really care about that? Does it deprive you of anything?

So there you go.

154
Apocalypse World / Re: Tell me about your experiences with Ally:
« on: August 10, 2010, 10:45:10 AM »
Bump!

Certainly, someone besides me must have gotten a character to turn NPCs into allies, no? Please tell me how that worked for you!

155
Apocalypse World / Re: What we're waiting for
« on: August 10, 2010, 10:41:51 AM »
A thought occured. Seeing how we don't seem to be exactly likely to be able to show same-place same time, maybe there's some non-sequential way of going about this?

Google Wave, frex. I can't say I really know how to best make use of it (really, I don't know how to make use of it at all)... But people have been using it for such things, mmyes?

Would also go a little way in making more possible MCs accessible to run thing, hopefully.

Good?

156
Beneath a More Auspicious Star / Re: Beneath a More Auspicious Star
« on: August 02, 2010, 01:56:51 PM »
I have seen bits of pieces of it and it is pretty awesome. Generals, Sword Dancers, wizzened old philosophers... The breath of possible characters is even wider than in regular AW, and the one's I've seen seem very much playable (in the "I want to play this guy!" sense). It is my firm belief that when it's done, it'll be way cool.

There are also some really neat design innovations ("Pawns" - NPCs that are basically a powerful persons *gear*) and design choices (Beauty is the violence stat - duels and such - unless you go to war with the offender, in which case Ambition and Reputation begin to matter a lot more).

The name though. The name! I have no idea what the game with that name is about.

157
Apocalypse World / Re: Help me out with "NOT TO BE FUCKED WITH"
« on: July 20, 2010, 04:29:52 AM »
The way I do it is that, when NTBFW is in play, you:

1) Do either your weapon's harm or "gang" harm, with weapon's harm being counted from an individual and not a gang (so gang harm takes precedence unless you have a 5-harm+ weapon).
2) Use tags from whatever weapon you're using.

So if you're using a grenade launcher, you'd do 4 harm (either from the individual weapon or the gang harm + gang size modifier), and the 'area' tag would also apply. If you're using your fists and whatever furniture around that can be lugged, well, you still do 4 harm, but your foes have to be at hand range for it to be effective.

The mechanical effect of the other guys taking 4 harm is the same in both cases, but fictionally, you're doing two different things - blowing stuff up from a distance while laughing like a madman versus beating up anyone who dares get close enough.

158
Knife & Candle / Re: Life is cheap and death inconvenient
« on: July 16, 2010, 02:36:53 PM »
Well, you *could* always chop your opponent into teeny weeny bits, but that would be terribly impolite, now wouldn't it?

159
Knife & Candle / MC principles and what you say?
« on: July 10, 2010, 09:25:29 AM »
Having played Echo Bazaar for a short bit, I now believe I can play this hack and amuse my fellows whilst doing so.

I do not, however, have the faintest idea of how I would go about running it. Will you tell me?

160
A world ripped apart by towering earth-scraping machines. Heat, noise, magma.

A mirage over a single city. Those that dare touch those distant happy green hills simply die.

Perfectly regular weather. The Apocalypse is due to... something non-weather related.

161
brainstorming & development / Re: A hack with no name
« on: June 30, 2010, 11:33:44 AM »
Okay, so. You are on a floating rock of an island, clustered together with oh so many people&gods. This means that the following are true:

* Someone is always watching.
* They know who you are and what you're thinking.
* Your actions are judged.

When the dust rages on your rock, none of the above are true.

A lot of the moves will give character a temporary exception to these.

Oh, and "they know who you are and what you're thinking" basically means that anyone, any time, can ask you a read a person question and then act on them... Unless you don't want those thoughts known and succeed a +spine roll.

Oh, and yeah. Characters no longer have health levels - or rather, they will be reduced to good/wounded/pretty much dead for most characters (some characters might be just plain immortal). Instead, they'll get a Face metric... Which should be a bit different for each character (glory for the blooded ones, fear for the dust ones, fortune for the nosy ones...) somehow, but I'm not yet fully sure on how to best implement this... Face damage mechanics (when your honor is insulted and you don't action, roll +blood... On a miss, you lose face.), Face refreshing mechanics (when you help a person in need, roll +warmth. On a hit, you gain face.), some combination thereof? Playbook moves or basic moves?

162
Apocalypse World / Tell me about your experiences with Ally:
« on: June 28, 2010, 05:02:20 AM »
So! I played an operator who's gig was spreading peace and understanding through the use of words and diplomacy and looking harmless.

Eventually, I got the unwritten future extended move for manipulation, and boy oh boy did any move ever feel as right for him as this. Turning threats into allies! Yes!

Only, in that game, it didn't seem to do much (on screen, at least) beyond what I would get for a regular 10+. The henchman gave me support in front of his boss, the mutant leader promises not to kill all humans, the gang under fire put down its weapons and came peacefully. A 10+ was a "they do it!" then... And on a 12+, the result was still pretty much "they do it!", and then I would not hear from them again. For the most part, they'd stop doing some types of stuff - an ally: representative would not do warlord actions, and that is good...But they would not start doing the other types of stuff - the ally NPCs slid off the screen and did not do what their types called for without prompting... And the cool thing about the extended manipulation move is that it's supposed to give you people that help you even in your absence, even when you don't ask for it, right?

Now, there are details about the game that could've lead to me getting this impression (lots of intra-PC conflict with the result of NPCs in general not playing much of a role), but I think there's something more to this... Specifically, the MC, if he's following the principles right, is ill-equipped to deal with non-threat NPCs. They slide off the mental radar and only reappear as blips of "whoop! I can't do that with that guy, he's no longer a threat now".

'course, I may be way wrong here - what are your experiences with turning threats into allies?

163
brainstorming & development / Bad Company
« on: June 26, 2010, 03:40:58 PM »
I found a neat possibility in AW hackspace! Precisely, the possibility of a move that goes in the rough form of:

When you do <X>, something(someone) else can roll with stat+yourstat.

Or, to give this vagueness a bit more meat to sink teeth into...

You belong to a company of mercenaries in a war-torn land. Kings and emperors and sky-scorching wizards come and go, but they all need someone both experienced and expendable to do their dirty work. And, when the price is right -- that's you and your men.

The mainstay of your Company starts out as a rag-tag group of greenhorns armed with whatever weaponry they came from home with and sharpened sticks for pikes.

Cool-1 Hard-1 Hot-1 Sharp-1 Weird-1

You have three advancements you can spend to incrase any stat you wish by a +1. When advancing a stat, pick one thing from the appropriate list. You can pick something twice - when picking it the second time, write down "The finest <...> in all of the lands" or something other to that effect.

Cool{
Archers
Horses
Armour&Shields
Swift men
Cunning men
}

Hard{
Swords
Spears
Axes
Sheer numbers
Ferocious men
Proud men
}

Hot{
Contacts
Secrets
Wines&Vixens
Poisons
Assassins
}

Sharp{
Scouts&Sentries
Grizzled veterans
Hard-ass officers
Engineers&Supplies
Disciplined men
}

Weird{
A keepsake from an old battle
A perplexing device
Luck
Circling buzzards
An old hag
A child prophet
}

A Company has all the basic moves, plus special results on a +12.

Under fire - on a 12+, the company fends off attacks completelly. Hold 3. During battle, any member of the Company can spend this hold by to: save their own skin from imminent danger (or) save everyone from imminent danger with a succesful under fire roll.

Seize by force - on a 12+, the company has broken through and seized initiative. Hold 3. During battle, any member of the Company can spend hold this hold by making a +hard roll. When inflicting harm, you can spend this hold to: add ap, ignore size, fear, s-harm.

Manipulate/Seduce a person - on a 12+, you've got them in your pocket. Pick an ally: threat type and hold 3. Any member of the company can then, at any time, spend this hold to make them make their threat move. This hold can be refreshed by 1 up to 3 by getting back in touch with them and seducing/manipulating them some more.

Read a sitch - on a 12+, the company starts making the sitch instead of reacting to it. Hold 3. During battle, any member can spen this hold after a succesful read a sitch roll to pick a question from the list and answer it as you please ("What's the biggest threat? I AM!").

Open your brain - on a 12+, the company unwittingly sets something into motion in the grand scheme of things. Say what will happen, eventually, and hold 3. Either you or the MC can then spend this hold to show omens of things to come. After all the hold is spent, what's forseen will come true within a day.


And the characters!

The Siegeworker

Barrage - when you're providing cover fire, add your cool to the Company's.

The Slayer

Vanguard - when you're leading a charge and killing like crazy, add your hard to the Company's.

The Layer

Vanguard - when you're making somebody feel comfortable, add your hot to the Company's.

The Tactician

Schemes within schemes - when you make a plan and stick to it, add your sharp to the Company's

The Hedgewizard

Foreboding femur When you get a that feeling in your bones and tell them, add your weird to the Company's.




Obviously, the character/move names could use work and this generally needs some working on, but you get the general idea. You do something which gives the Company extra power right then and there, and then she passes the end result back to the players for them to do with as they will.

164
brainstorming & development / A hack with no name
« on: June 24, 2010, 09:50:35 AM »
So, there have been thoughts in my head about a little hack for a while now, essentially spurred by a single sentence in the original text.

“There are no status quos in Apocalypse World.”

'But,' I thought... 'I like status quos! They give you a big stick to hit things with! Something to scrape against! What's the deal here?'

Later on, that inchoate feeling developed into something I could sink my teeth in. Simply put, my deep gut feeling is that, were the world to really go to hell, people wouldn't all go cowboy (as much as I actually LOVE playing cowboy) and start shootin' and drinkin' and generally being free to do what they damn well please as long as they can put a gun in front of that please. That deep feeling in my gut told me that, instead, in a world gone to hell, people would cluster together so hard they'd start to choke, cling to anything that's still a certainthing, a rock if need be, put on a brave face they know is a lie and stare at the advancing darkness in disbelief. And in this group of people clustered together on a rock, there would damn well be status quos, and you would BE these status quos or else claw against them trying to get a breath.

I've got some vague ideas about the hack - it'll be a fantasy thing about a world shattered into little islands and neverending raging storms of dust between them, and I've also got some equally vague ideas for playbooks and possible moves. What I do already have down are the stat names - they're basically the same thing as in the original, only with some things lost and, one would hope, some things gained through translation:

Spine - willpower, ability to resist and weather pressure. You use this when you see the odds are stacked against you and do it anyway.

Blood - stature, rootedness in the community, pride. You use this when you see something that is yours and take it.

Warmth - understanding and the ability to comfort others. You use this to give others guidance and stop someone before they go too far.

Nose - intuition and the senses. You use this when you act on opportunities, whether you really know about they're there or not.

Dust - that which makes a stranger a stranger... a certain whiff of death. You use this when you act inhumanely... and inhumanly.

165
Buried deep somewhere in the dev log, there's a note that you should definitelly be able to take "improve stat by +1" as an ungiven future advancement.

Also, I played a -1 Hard brainer with a hardhold once. There were discipline issues. But I solved them with my brain!

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