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Messages - Yarrum

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16
Apocalypse World / Re: Custom move: Investigate a crime scene
« on: April 26, 2014, 01:54:12 PM »
I see your point, noclue. And Mikael did a good job explaining why the move was made the way it was.

But I've been thinking about my objections, namely why I think love letters are okay but I seemed not to like 'avoid the negative' in the move as Mikael posted it. This may just be personal preference, or semantics, but I think if I used this move, it would be like this:

Quote
If you investigate a crime scene, roll+sharp. On 10+, pick 1. On 7-9, pick 2. On a miss, pick 4:
- You only find evidence that's weak or circumstantial
- You miss something important
- You pick up a red herring
- You get caught in the act
- You leave a clear trace of your presence

I think that emphasizes that this investigation is a risky business, and sets up the expectation that shit will happen that you can only mitigate. Same move, but I wonder if anybody sees what I mean?

17
Apocalypse World / Re: How do you limit An Arresting Skinner?
« on: April 26, 2014, 01:44:35 PM »
If it *does* have to be limited, I would call it 'using/starting another move'.

Like, if a Skinner used it as a distraction to an NPC that they (or another PC) are gonna shank - I might say that's acting under fire to not  break the spell, or go aggro/seize by force since a fight is starting.

18
Apocalypse World / Re: Custom move: Investigate a crime scene
« on: April 20, 2014, 10:52:06 PM »
It's a good concept, but I'm questioning a few things, too. Namely, I think there are too many options - only two of them are positive, while the other three are avoiding bad consequences. Why would anybody go to the trouble of investigating a crime scene this methodically, and yet leave without solid evidence and making sure that's all there is to find?

19
Apocalypse World / Re: Campaign Idea: When The Circus Came to Town
« on: April 05, 2014, 09:53:57 PM »
Pardon the necropost, but I'm running with this idea all the way to KublaCon. I wanted to post the "circus rules" here, as it were.  I'll probably end up asking the PCs what their characters do, and have them roleplay the whole 'circus thing', but I wanted to get some ideas down so I would be ready. These aren't necessarily what I'll bring or use, they're just ideas.

For all PCs: when you do your circus thing!, choose one other PC, then describe your act in detail (pulling a rad stunt for the Daredevil, making an introduction for the Ringmaster, etc). Even if the actual in-character action only lasts a few seconds, please oh please chew the scenery. Then, your chosen PC and the MC simultaneously vote thumbs-up or thumbs-down (depending on whether they think your audience will like your act). Both thumbs up - you're high on good vibes from the crowd, take +1 forward! One up, one down - you're a little distracted today, give +1 Hx (or -1) to the PC who voted for you. Both down - it's a tough crowd, take -2 on your roll, but mark experience for pushing through.

Angel/Showdoc - when you make your character, also choose one of the following:
  • Miralce Worker - when you successfully heal an NPC, choose one - they are generous (they pay +1 barter, somehow), they are grateful (+1 going forward if they help you with something), or everyone is fucking impressed (give +1 Hx to a PC).
  • Snake Oiler - you make and sell a patent medicine. Choose a stat - when anybody takes a dose, they get +1 to that stat for the remainder of the scene, and they are is now addicted - when they get another dose, they mark experience, and it's acting under fire when they refuse or avoid another dose.

Driver/Daredevil - when you make your character, take the following move in addition to your others:
  • Any crash you can walk away from - take -2 on all harm rolls when you are behind the wheel.

Savvyhead/Soothsayer - when you make your character, instead of a workshop, choose from the following: a meditation room, a bit of another soothsayer (mummy/skull/brain in jar), a pet, a lovely assistant (Page, Silver, Voice, etc), a focus (crystal ball/tarot deck/ouija board), a collection of mystic books, alien artifacts, mind-expanding drugs, a few musical instruments, a haunted pre-apocalypse object. Also, take the following move in addition to your others:
  • Karma ran over my Dogma- you can intervene on behalf of a soul in need, at the expense of future misfortune. After a PC makes a roll, you may declare that you are pulling the strings of fate (or somesuch), and if they agree, they re-roll. Regardless of the outcome, the MC takes 1 hold. Any time after that scene, the MC may spend 1 hold to give a -2 penalty to a roll made by the PC you helped.

Maestro D'/Ringmaster - when you make your character, your establishment is a circus of course!
  • You may also choose attractions from the following: fake violence, brutal violence, dramatic performance, acrobatics, prestidigitation, erotic performances, spiritualism, hope (real or false). For example, if your bread and butter is a big gladiator pit, where the locals can bet on the outcome and munch odd meat while they watch, your main attraction is brutal violence, followed by easy food and games.
  • Instead of regulars and connected NPCs, you are defining members of your crew.

... that's all for now. I'm thinking of others. Again, these may or may not be used - I do have a tendency to over-complicate things with my shiny MC ideas, so at worst, this is me purging, at best, it may help me better understand what may work or not with this kind of setting.[/list]

20
Monsterhearts / Re: A little too queer?
« on: February 18, 2014, 12:19:49 AM »
You can have a high school filled with teen monsters, but if everyone's also queer it's a bit much?

Okay, okay. I hear ya, it can make it difficult to get a feel for a 'horror' game when it seems more like an erotica game. But maybe that's the genre your game is headed in? Kind of a fanficcy, uber-queer, sexed up game?

Also, just because you have sex with someone, doesn't mean they like you. The werewolf who went down on you last session, might feel enough shame that they'll piledrive you into a trash can in front of the whole cheerleading squad, in this session.

21
Apocalypse World / Re: need some help with custom moves
« on: February 10, 2014, 08:28:21 PM »
No problem. Thanks for sharing your cult. =D I liked Munin's move too much to have anything to add.

22
Apocalypse World / Re: need some help with custom moves
« on: February 07, 2014, 01:01:23 AM »
Maybe this is too mechanical a look at it, but what stat do you want your PC's to roll? Stat substitution moves are easy to make, or a move that makes the PC's roll.

When the cult...

stares at you with a hundred eyes, it's really difficult to think straight. Roll cool to read a sitch.

sings you their songs, you open your brain whether you want to or not.

Do you want moves that are more complicated? If so, why? What does the cult express, and what kind of threat type are they? What would be more interesting: a move for when the players join the cult, or a move for when the cult attacks (directly or indirectly) the PC's?

Answering a question with questions I know, but I don't want to drive you to a place you don't wanna go.

23
Apocalypse World / Re: Campaign Idea: When The Circus Came to Town
« on: December 05, 2013, 09:26:42 PM »
I sure will!

24
Apocalypse World / Re: Help with Fronts - peer review?
« on: November 24, 2013, 01:13:31 AM »
I'm wondering what move I could devise for that Deadly Satellites in the sky. The idea is, that players can trigger some kind of attack from the sky, by playing with larger tech hitech, or by using maelstorm - but how move like this should work? Just pure damage?

Giving credit where its due, member of this forum niles kane posted this in an ancient topic of mine about non-human gangs, and I like the move so much I'm gonna go off what they posted.

Quote
Operate Satellites
When you active the deadly satellites, roll+sharp. 10+, hold 3. 7-9, hold 1. Over the course of the operation, spend your hold 1 for 1 to make them:

rain hell down upon a target
defend a target or area from attack
analyze a target/area
self-destruct
On a miss, still hold 1, but you can only spend it to: rain hell on a random (MC choice) target/area, or self-destruct.

As for harm... 4 harm sounds pretty nasty for a bomb/death ray from space. Any humans caught in the area take harm as established as if they were a gang.

25
Apocalypse World / Re: Help with Fronts - peer review?
« on: November 24, 2013, 12:49:03 AM »
Thanks, I'm seeing a much clearer picture of how these two rival gangs are fitting into the setting with each other. Sorry if I seemed too demanding about it before, but I think you've got a fairly good idea of what you're doing here and I don't want to keep repeating what others have said better than I could.

Here's some general things to keep in mind - when a countdown clock hits 12:00, I think that means the shit has hit the fan in the strongest way possible, and it should change things up in a big way. Also, if you whip out a custom move, it should also be a game-changer. PCs should react in one of two ways - "I want to do that move!" or "I hope to Gosh I never have to roll that move."

26
Apocalypse World / Re: Campaign Idea: When The Circus Came to Town
« on: November 24, 2013, 12:30:21 AM »
I was going to make a long post wherein I deconstruct how Apocalypse World intersects with the ideas of a motley crew of circus performers and how to harness their reinforcement of each other for optimal roleplaying.

But here's a shorter version: Gimmie 8D

I've wanted to do more con play using Love Letters etc - this would actually be a pretty good idea. Or you could easily tweak it for different systems and settings (I played in a World of Darkness game where being members of a traveling circus kept the PCs out from (most) mortal scrutiny).

27
Apocalypse World / Re: Taking away the PC's Stuff
« on: November 20, 2013, 10:28:01 PM »
Just my two cents: think of it as an exchange. If you take their stuff, give them an opportunity to be badass in return (maybe, but not always, could this include an opportunity to get the stuff back).

I liked the tale of Scarlett. Just made me think that someone's fucking with her - not trying to beat her up, or merely rob her, or ruin a reputation, but just plain go "Neener neener, I have something that used to be yours!" So when she gets her chance, it will be all the sweeter to take it back.

28
Apocalypse World / Re: Help with Fronts - peer review?
« on: November 17, 2013, 03:08:20 AM »
You have some good ideas here, and I'm dying to know how they play out! (Daniel Wood said there were details missing, so I guess I'm just repeating him.) Would you like to share some more about this game? For example - this Abando sounds like a sick fuck (kudos for adding him), but what's the PC-NPC-PC triangle? It doesn't sound like making Chola City a Maelstrom Portal would be a good thing, so why don't they just kill the NPCs trying to do it? You have some really interesting elements here, but I don't feel like I can offer any critique without knowing more!

As an aside, and this may be kind of a nitpick, but I don't see how The Plume is enticing or betraying anyone - it might be more useful to think of it as an Affliction?

29
Apocalypse World / Re: Can MC use players/characters moves?
« on: November 08, 2013, 12:19:58 AM »
Good advice, gregpogor. Turning a move back on a PC is one of my favorite responses.

For zefir, this is maybe not exactly what you were thinking, but maybe you can do something similar by triggering player moves, as an NPC move?

Dremmer is one big, mean, scary son of a gun. When you talk with him, you're acting under fire.

30
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 23, 2013, 12:01:16 AM »
It's a good question, because an okay-armed gang attacking an okay-armored gang (say, 2 harm versus 1 armor) will only deal 1 damage every time harm as established is dealt, and it doesn't sound like much.

But over four rounds, that means the defending gang is taking, say, a maor injury every round, and then there are the several people who take a minor injury, and then another, and then another, without an Angel (or equivalent) and crew patching folks up here and there... to me, seems quite like 1 harm can add up, all else being equal.

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