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Messages - Pheylorn

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61
Apocalypse World / Re: An idea for Hardholds
« on: July 11, 2012, 09:30:24 AM »
This is really neat.  I may start using it tonight for my ongoing game.

Thank you. I appreciate that.

One question: the countdown clocks normally start at 0 and get worsse as they head towards 12.  Why did you chose to flip it?

This is a good question. I suppose I don't have a great answer except that these clocks are meant to represent quantities of food, water, health, etc and I felt that reverse the clocks made them more into a measurement than a countdown. Just made more sense to me in my head. There is no reason that you couldn't switch it around for your own purposes though.

62
Apocalypse World / Re: An idea for Hardholds
« on: July 10, 2012, 07:40:25 PM »
I really like that idea evilseanbot. I will definately look at the other playbooks and incorporate that into this custom move. Thanks for the idea.

63
Apocalypse World / Re: An idea for Hardholds
« on: July 10, 2012, 02:34:29 PM »
When a place on a clock says +/- to another clock, is that a one-time effect that kicks in when you reach that point, or is it a modifier that you lose when you move to a higher/lower place in the clock? I feel like it should be the second, so that, say, yo-yoing between 6 and 9 o'clock on Food doesn't tank your Morale. Does that make sense?

You had it right the second time. The affected clock only suffers the penalty or gains the bonus while the primary clock is at that segment. When the primary clock is increased or decreased the affected clock loses the bonus or negative.

I like it, especially if there's actually a Hardholder in play. I sort of feel like if there isn't a Hardholder, maybe people didn't want to deal with making sure everyone's needs are met, so it'd be a read of your group about whether stuff like this needs careful tracking or whether it should just be a general "Water is scarce, people are desperate, the NPC hardholder might hire the Gunlugger to go secure some more." Although I suppose that if there isn't a Hardholder in play, only the descriptive part of countdown clocks come in to play, and it might give you a sense of what else goes wrong when X runs out.

This is most definitely a move most utilized while a hardholder is in play. But like you say, it would be helpful guide to seeing how when actions effect a resource in a hold how that action has a ripple effect beyond what they expected. For example, if the brainer accidentally kills the holds only doctor than the population will suffer one segment because their overall health has decreased and that can affect morale and increase the likelihood of disease and death within the holding. I personally plan to use it as a descriptive countdown system when no hardholder are in play.

Since the bonus/penalties to other people's rolls only come in at the very ends of the clock, I'm not sure they'll add much investment, per se; they're not likely to be good citizens enough to push it to the bounty side, and I'm not sure a -1 is much of an incentive beyond what people already have to prevent their society from collapsing.

This is an excellent point. I will edit the clock segments so that bonuses to other playbooks and moves come into play early and hence make them more accessible and attainable.

I think I will take out the 0:00 condition. I think getting things to 3:00 is bad enough and allows the MC and PCs to react approriately. Besides, there's nothing like it in the rules so why add new things is it's not needed.

Thanks for your feedback Hobb, it's really appreciated.

64
Apocalypse World / An idea for Hardholds
« on: July 10, 2012, 08:39:49 AM »
So I thought of this idea a while back but never put it down onto 'paper' before and finished it last night. I was wondering what y'all thought about it. It's an additional hardholder guide and it also doubles as a front for MC's if the players all or mostly live within an NPC controlled hardhold. It has rules for affecting fortunes and moonlighting within the hold. This gives the Hocus, Operator and really any other playbook who moves into those moves a greater investment in seeing the holding prosper. Let me know if you have any suggestions or constructive critques. Thanks!

https://www.dropbox.com/s/15zx4smkhdajwgl/Hardhold%20Clocks.jpg?m

and before anyone asks, yes I stole this concept from the Battlestar Galactica board game. :)

*edit* forgot to add into the document that all clocks begin play at 9:00 and any clock that reaches 0:00 send the hardhold into absolute pandemonium! (ie. the holding starts burning down, the entire populace begins attacking one another for what few resources remain, the holding's gang starts killing anything that moves and move to execute the hardholder. not pretty stuff)

65
Apocalypse World / Re: when high stats work against you
« on: July 10, 2012, 08:22:23 AM »
I think this is actually very clever. I can definitely see myself using a few of these in my next game to throw my players for a loop. :) Thanks for the idea.

66
Apocalypse World / Re: Last Child playbook (again)
« on: July 09, 2012, 10:31:54 AM »
I second Chroma's comments. Seeing this playbook in play was super creepy and fun. Never got to interact with the character directly but watching her profess doom upon others was super cool! I want to play one of these sometime in the near future.

67
Apocalypse World / Re: Experience for stat replacing moves
« on: July 06, 2012, 02:39:35 PM »
Ooooh I like that idea! I think I may implement that in my next game.

68
Apocalypse World / Re: Experience for stat replacing moves
« on: July 06, 2012, 10:16:57 AM »
But if I'M the gunlugger, I'm going to look at the odds of any of those things being true, and I'm going to ask my fellow player to be a pal and highlight something else instead, please.

Wow, does this work Vincent? Cause you play with much nicer players than I do if so. :)

69
Apocalypse World / Re: Gencon...who's going and who can represent?
« on: June 07, 2012, 10:49:07 PM »
I sense that you enjoy 'hot' playbooks then. :) My favourite AW character was a Skinner turned Angel so I'm all for the Skinner Fanclub.

I'll be running an 8 hour slot game of Apocalypse World at GC and given that we'll have time for it I'll probably go with the classic approach of the 1st session. Don't know how I'd do a 3-4 hour slot. Probably come into it with a lot already created in your head with a bit of wiggle room to accommodate player's ideas. But I have no experience to draw upon for this one.

70
Apocalypse World / Re: LE Brief Intros
« on: June 06, 2012, 12:07:37 PM »
Can't remember where I found these, but this should help. All but the Hoarder are explained well in this.

THE FACELESS
Is it true everywhere, always? Was it true in the golden age of legend, when life was kind? For certain it's true here in Apocalypse World: some of us are born and grow up and live without faces. We have things on the fronts of our heads, of course, but they're soft, malleable, expressive, revealing things, they aren't our faces. Our faces would be hard, ungiving, silent and stern, they would be what we are. They would never flinch.

The Faceless keeps going no matter the odds, no matter the punishment. If you want to be an unfeeling, unstoppable juggernaut, then the Faceless is for you.

Warning: Your mask defines you. If you want to be an expressive and likable kinda guy, then the Faceless might not be for you.

THE QUARANTINE
It's possible, when the golden age of legend fell, that no one saw it coming. It's possible that it came upon them unprepared and unsuspecting. Maybe they, like we, were simply fucked.

It's also possible that they knew.

The Quarantine is an elite soldier from before the Apocalypse, trapped in stasis until he was recently thawed. If you want to roll back the curtain, and find out the truth about the golden age and the people living in the current Post Apocalyptia, then the Quarantine is for you.

Warning: As a quarantine you are not a part of this world. You are an outside observer, a stranger, apart from unwashed humanity now living outside the stasis chamber. Fitting in may take some time.

THE TOUCHSTONE
At the earliest reaches of living memory, the world collapsed. Cities raged, burned, or just died in agony, starved, fell silent. The sky howled. Not everyone who remembers it remembers it the same way. People forgot who they were, where they had come from, what they could make.

Now, in this world of filth and blindness, there are a few with new vision. They go among us at war, indomitable and doomed, hoping and fighting for something better.

Touchstones have a vision. A dream. If you want to create or accomplish something great, you could consider a Touchstone.

Warning: A touchstone doesn't have the resources or skills of a hardholder, hocus or savvyhead. You are dependent on getting others to follow along on your dream.

THE MAESTRO D'
In the golden age of legend, there was this guy named Maestro. He was known for dressing up real dap and whever he went, the people had much luxe tune. There was this other guy name Maitre d'. He was known for dressing real dap and whever he went, the people had all the food they could eat and the fanciest of it.

Here in Apocalypse World, those two guys are dead. They died and the fat sizzled off them. They died the same as much-luxe-tune and all-you-can-eat. The maestro d' now, he can't give you what those guys used to could, but fuck it, maybe he can find you a little somethin somethin to take off the edge.

The Maestro D' has his own little establishment, catering to the unwashed masses with drinks, food, sex, or other indulgences. If you want to be the guy who provides the finer things in life, then the Maestro D' is for you.

Warning: you'll have little physical power. All you have is your establishment and your contacts. Interesting relationships is where its at.

71
Apocalypse World / Re: Gencon...who's going and who can represent?
« on: June 05, 2012, 10:09:55 AM »
I plan on running games at GoD, with AW one of the options. 

You will most likely find me on your list of wanted players then. :)

I plan to spend most of my weekend at GoD as well. First GenCon ever and looking forward to it!

72
Couldn't agree more with Hankle (and that's not just cause I'm in his game and get things like this happening to me) :D

To quote the book

"The players’ character sheets, like your front countdowns, are both prescriptive and descriptive. Prescriptive: changes to the character’s sheet mean changes to the character’s fictional circumstances and capabilities; that’s the game’s experience and improvement rules, following. Descriptive too: when the character’s fictional circumstances or capabilities change naturally, within the character’s fictional world, the player can and should change her character sheet to match.

Bran bolts a machinegun onto his truck. I tell his player its stats.

The holding takes in refugees, and some of them naturally gravitate to Keeler’s gang, doubling its size. I tell Keeler’s player to change the gang from small to medium.

Uncle invests time and scratch in improving his holding, building up and armoring its walls. I give his gang the appropriate 2-armor bonus when they fight to defend it."


But don't forget this very important balance

"Fair’s fair, though!

Bish’s ambulance-infirmary gets blown up. I tell his player to cross it out.

Uncle’s manufactory workers rise up, overthrowing their overseers and seizing the manufactory for themselves. I tell Uncle’s player he’s lost the gig and its surplus.

Thee warlord for whom Wilson runs compound defense winds up at the wrong end of a sniper’s sights. I tell Wilson’s player that he can still work the gig if he wants, but for no profit. Nobody’s paying."


This is a rule/idea I always forget as an MC but it's such an important one. If someone gains something in the fiction, then they gain it on the sheet too. And vice versa, you can blow up the Driver's car with a grenade or have the Operator's crew member who runs the scavenging jobs for the crew and suddenly the Operator can't work that gig any longer. Such a great yet hard to master rule here.

73
Apocalypse World / Re: Stat-substitution and nonstandard moves
« on: May 10, 2012, 09:48:43 AM »
Farther out: if the MC introduces the custom moves for sneaking or pickpocketing from the rulebook, should you be good at those? Ghosting fools is definitely the sort of thing that BAMFs like yourself might expect to be good at; sleight-of-hand less so.

When I make custom moves, such as the pick-pocketing one listed above I never allow players to sub out stats for them. The example move in question (battle hardened) allows you to roll +hard for acting under fire, it doesn't replace the stat. If the Gunlugger takes gigs, he's rolling cool, not hard.

As a rule I hate the stat substitution moves, they feel very cheap and min/max to me, but they exist and I won't deny access to them for my players. It's their loss if they want to cover up their flaws.

Now that being said, I'm an ass so some people might be more lenient on this front and i'm also a hypocrite since I've taken these moves before as a player. However I feel very dirty when I do and take no pride in it. :(

My two cents.

74
Apocalypse World / Re: Hot Hot PC on PC Action!
« on: May 03, 2012, 11:07:29 AM »
It definately helps! My biggest mistake in the session (which of course I see now in retrospect and not at the table) was not asking the victim of the attack what their response would be until I had already decided what move was in play. I will definitely be more scrutinizing in the future and take all the examples here into consideration.

As always Chroma, you are my everything. :P

75
Apocalypse World / Hot Hot PC on PC Action!
« on: May 02, 2012, 06:49:23 PM »
So, recently in one of my games several of the PC's have decided to throw caution to the wind and have begun outright attacking each other when they feel threatened. I, as any good MC should, can't help but feel a bit of glee as these trad gamers break out of their shells and experiment a little.

But that isn't why I'm posting. My question is this. If PC #1 attacks PC#2 on normal terrain without any special circumstance. Is PC #1 Going Aggro (or seizing by force is the other is aware and armed against the attack) and PC #2 interfering? Or is PC #2 Acting Under Fire and PC #1 interfering? Or if they've both agreed to attack one another am I simple exchanging harm for harm as one of my moves?

In the book it gives an example a pc pulling a gun on another pc and the pc being attacked acts under fire to avoid while the attacker interferes. But I wonder if this is the only way it should be done or not.

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