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Messages - Yarrum

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1
Monsterhearts / The Kickstarter was funded!
« on: December 14, 2016, 06:58:08 PM »
Old news, yeah, but I figured if anyone missed out they'd still like to know, and it's a nice way to see who else is still checking this old board.

You can bet I'm taking this to KublaCon 2017. My Monsterhearts games from previous years have had to turn folks away, they attract a lot of interested players.

2
That's a pretty broad topic! I'd say, warn any potential Choppers or Hoci that their power is external - their gang/followers are both a liability and an asset, not a mindless horde to follow their every whim.

Brainers are just weirdos. If players embrace that, all will be well.

3
Monsterhearts / Re: Monsterhearts Doodles
« on: October 05, 2015, 11:39:11 PM »
Very cute and in the spirit of the game!

4
Monsterhearts / Re: Tips for running a convention game
« on: September 19, 2015, 12:51:52 AM »
Sorry about my delayed response, I do appreciate the feedback!

I've only seen the Ghost played once, thought it worked rather okay (player decided my Fae was the only person who could see/hear him... I got into a lot of trouble that way, heh heh). As for my game, I guess I could have stood to ratchet up a body count, it was more Buffy than... I dunno, something with more dead bodies.

The seating chart works great, planting seeds of NPCs and triangles. I think to shake things up, I might have a game set at a summer camp - draw a map of the lakeshore or a few cabins, have everyone describe where they are, who they're hanging out (or snubbing), etc.

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Monsterhearts / Tips for running a convention game
« on: April 17, 2015, 06:19:56 PM »
Hello all.

I'm sure there must be a thread like this, but I need help. This would be my first time running Monsterhearts at a con, so I'd like specific dos/don'ts ("This skin really doesn't work in con play... Try to run this kind of scene... Common pitfalls are... ")

I'm fairly experienced with running AW at a con, so I'm mostly concerned with knowing how to 'shift my gears', as it were.

6
Monsterhearts / Re: Any interest in an online game?
« on: April 17, 2015, 06:17:07 PM »
Sure! I suppose this would be like, a regularly scheduled session? I'm on Pacific US time, mostly free from Friday evenings to Sunday afternoons.

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Apocalypse World / Re: introducing the Red Shirt
« on: December 14, 2014, 04:47:35 PM »
I'd like to see more of this concept, fleshed-out as more of it's own character than a prop for leader types. My favorite aspects of your first version are respawn and I am the cavalry, I'd like to see those (or a variation on them) make it to the final version.

I know that Monsterhearts is only loosely similar to Apocalypse World in terms of how the characters get connected via stats (i.e. Hx vs Strings), but this reminded me of the playbook The Mortal, which I think shows some similarities in that both they and the Redshirt get power by becoming vulnerable. There's some other moves from that game that might work for a Redshirt as well. I just copy/pasted all the Mortal's moves here for convenience, but I think something similar to Mess With Me, Mess With Him and Sympathy is My Weapon could work well in keeping a dependent character, but adding a little more of their own self outside of the leader.

Mortal Moves - You get this one, and choose two more: True Love You always have exactly one lover. The first is chosen during your backstory. If you ever fall in love with someone else instead, give them a String and they become your new lover. You always carry 1 forward to earning your lover’s heart or fancy.

Mess With Me, Mess With Him When you use your lover’s name as a threat, add 2 to your roll to shut someone down or hold steady. Your lover gains a String on you. Sympathy is My Weapon Every time you forgive someone for hurting you, and excuse their base nature, take a String on them. Excuses Are My Armour When you ignore some blatant problem with your lover or how they treat you, mark experience. Downward Spiral When you gaze into the abyss, you maycause yourself 1 harm. If you do, add 2 to your roll. Down the Rabbit Hole When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience. Entrenched If you and another character have a total of 5 or more Strings on one another, gain 1 to all rolls against them

8
Getting everyone involved. I haven't gotten any complaints, but I usually end up walking away from a game thinking, "Ah, I didn't have enough people for the Gunlugger to shoot!" or "Why didn't I ask the Savvyhead what he was building? And if the Driver was helping?!" I try to pair people up and give everyone equal time, but I guess it's impossible to do it perfectly.

9
Apocalypse World / Re: Out of Place
« on: June 15, 2014, 02:26:36 PM »
An important part of being the Gunlugger (also to an extent, the Driver) is building solid relationships between the other PCs. My favorite Gunlugger was awkwardly in love with our oblivious Angel. Having zero stats or moves to make stuff happen is what made that character interesting, in addition to being a badass when those opportunities arose.

It might come down to a roleplay style thing, but that's why Hx is a mechanic in AW - all the characters need a connection, but more so for the combat wombat who needs a stake in the action, even when it's not a violent scene.

10
Apocalypse World / Re: Handling a Hardholder PC
« on: June 04, 2014, 08:47:34 PM »
I had a hardholder in one group I MC'd, it was pretty sweet and I don't think the hardholder's player was micro-managing or anything. The options for the holding were well-armed, and raiding for fortunes, plus a pretty good roll for fortunes. So my main question to myself was, 'where am I gonna push?'

Well, he found his own goals - trying (unsuccessfully) to woo the Skinner. I eventually did tempt him with some booze that didn't taste like pea mush (strangers have told me they heard about this. If I remember correctly, it went something like... "What food do you steal?" "Ah... peas." "... That's it? Just peas? You make the hooch out of that, too?" and it was too funny not to stick with it).

So, I get what you're saying. What if the hardholder wants too much, and you're caught between 'be a fan of the players' and 'make their lives not boring'? You'll find a way. Or if you need help, please oh please tell us about it. =D

11
Anybody got cool websites/blogs/junk that they browse for inspiration?

I only gots a few to share, myself: Post-Apocalyptic Fashion, Abandonedography (photos of abandoned places), and People of Earth (photos of different folks around the world). I also have a Tumblr page where I collect images and stories, here's a few things from real life, and I have a lot of inspiration for landscapes.

12
Apocalypse World / Re: Critique my stealth move?
« on: May 14, 2014, 11:36:44 PM »
I think I'd only use this move if I needed to condense a stealth scene. All those results seem like they could be done with act under fire, and I see more potential in multiple rolls. Though it would make sense if a lot needed to happen quickly, then say - allowing someone to spend hold to smoke an NPC then vanish without a trace - might make for some good dramatic action. I imagine letting a PC lovingly describe the badassery involved, with "Hey, why not, you spent your hold, right?" and still allow a tidy resolution (or not so tidy - "Gee, looks like that was your last hold. And wouldn't slashing Hubcap's throat leave a lot of blood, hmm?")

13
Apocalypse World / Re: Dynamic Stats
« on: May 14, 2014, 08:49:51 PM »
Dungeon World has something that seems like what you're doing here. My memory somewhat fails me, but you can basically 'act under fire' in that system, using whichever of the 6 stats work for the situation. As for the munchkins, I wish I had more constructive advice aside from 'choose a less descriptive system'.

If you need a mechanic that balances a dynamic stats, maybe a cap on moves/stats? Like, one chip per stat. Once you use that stat, you can't again for that scene/session. Or maybe when the stat gets used, you get a temporary adjustment, like a -1 forward until you rest? Maybe this is all a bit too far from the core system.

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Apocalypse World / Re: Campaign Idea: When The Circus Came to Town
« on: May 04, 2014, 03:17:58 PM »
Just one more for now. I'm having a bit of trouble thinking up what might be 're-skinned' any further... also, I'm thinking of excluding at least a few playbooks - e.g. Hardholder (the Maestro D' works better), Hocus (as before, with the Hoarder), the Chopper (might rival the circus too much or compete with the Driver).

Hoarder/Curator - your 'hoard' is the 'Museum of Marvels' (some might call it a freakshow, depending on their sensibilities). You may choose from the following for what sorts of exhibits you display - vicious beasts, clever trained animals, beautifully tragic (or tragically beautiful) people, artifacts and relics (pre- and post-apocalypse), strange talents (contortionist, amputee acrobat), brutal 'talents' (human pincushion, unbreakable bones, etc), mutant plants, dangerous items. If you make a move with your hoard, any living thing you 'borrow' acts with loyalty to you and the hoard, but is not fanatical. You belong to the Museum as much as it belongs to you.

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Apocalypse World / Re: Custom move: Investigate a crime scene
« on: May 04, 2014, 02:35:28 PM »
I'm glad we've got a feedback thing going, Mikael. A lot of stuff about your move just didn't 'click' for me, until I read and re-read this thread a few times.

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