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Messages - Yarrum

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31
Apocalypse World / Re: New Playbook: The Freaker
« on: August 25, 2013, 10:39:29 PM »
Hey there.

I like the idea of what you're working with. I really get the feel of a weird character, but one who's not weird in the psychic/mindfuckery sense. But it seems a lot of the moves are kind of redundant, either with the basic moves or each other. For example, both "Glare" and "Perplexing" seem to me to, at the simplest level, be "roll+weird to seduce or manipulate".  And the rules for the 'lucky' tag could be their own move.

I find "malleable" to be the most interesting new move, followed by "perplexing". They make me think of some kind of twilight zone between Brainer and Savvyhead, which I've had one player try and explore. Have you thought of this playbook as anything like that?

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Heck yeah! I've been wanting to get my grubby hands on those sweet, sweet playbooks, and though I liked the idea of the limited edition (sort of like an easter egg thing, or ARG) getting them all in one place makes me happy.

33
Apocalypse World / Re: Questions about running an AW one shot
« on: August 01, 2013, 11:48:56 PM »
Please: don't pregen characters in AW.

I think the main reason one might bring pre-gen to a game is to avoid complex character creation and allow gamers to "jump in" to the feel of the game without worrying about which Feats stack with a Perk bonus etc. AW is not like that at all, in my experience. Character generation is rather simple and actually helps build the feel of the characters. Seeing  that the Brainer might take direct brain whisper and in-brain puppet strings to be a scary mindfucker puppet master, or could instead combine casual brain receptivity with the brain relay gear and be a psychic creeper who likes to snoop on people's shit.

As for Hx, I've never seen it come out as restrictive, myself. Players need a little structure too, and letting the Gunlugger be a part of the Hocus's followers makes for more drama than an escalation as to who can push the other PCs around the most.

'Fraid I can't give you any advice on Love Letters, except to do it, baby! Seriously, just try writing four or five. Even if you end up scrapping them all, it's great exercise for your creative thinking and getting a feel for how you'll run the world. Like, what would threaten the Angel? An epidemic or shortage of meds for sure, but what about a rival healer? What would that be like?

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other lumpley games / Re: Kill Puppies for Satan Revised?
« on: July 28, 2013, 03:08:46 AM »
I've been interested in getting a print copy, as well. Maybe Kickstarter another print run? Just tossing the idea out there.

35
Apocalypse World / Re: Custom moves
« on: July 28, 2013, 03:05:03 AM »
Mutants
When you read, seduce, or manipulate a mutant, roll+weird, instead of +sharp or +hot.

I like this move (but I'm a sucker for Weird characters, so I might be biased). It makes me imagine a Mutant-hunter Brainer, or maybe even a Hocus whose cult worships the Mutants, maybe as wrathful angels. It would make a high-Weird character almost a must, and opens up alternatives for how to do those Playbooks.

36
Apocalypse World / Re: Real Bone Dice for the Apocalypse & tremulus
« on: May 18, 2013, 02:50:38 PM »
I was a little indecisive at first - do I really need another set of dice?

But I checked the link. If those things look like the picture, I think I'll be quite happy with my purchase. A tres cool find.

Slightly off-topic, but did you check out the agate dice from the same company? Dem's sexy dice. A handful of those would be some mighty fine barter in AW, in-character.

37
Apocalypse World / Re: a fish that swims into your brain
« on: April 18, 2013, 12:12:00 AM »
There's a party. Loud music, but it's a good kind of loud, drumming, singing, hollering, laughing. People dancing and making out all sorts of things. Maybe it's deep in the jungle, maybe it's in the maelstrom itself, but your buddies can't see it and oh if only they could and dang wouldn't it be so great if you could go there, like, right now?

Hell, just try talking to one of those crazy party-people, and it's like they totally get you, they totally get, like, the universe and gee your friends are looking at you funny but if only they saw it, they really should get a silverfish man.

38
Apocalypse World / Re: When you sell your soul at the Crossroads...
« on: March 16, 2013, 11:33:56 AM »
Love what you're doing here, Daniel. The idea is approaching the game from an angle I'm not used to considering, so it's stretching my creative muscles.

Here, have some Devil's Instrument effects:
*You keep playing, and playing, long after you wish you could stop.
*You develop an infernal appetite (live rats, human flesh) or thirst (blood, toxic waste)
*When you decline to have sex with someone, it's acting under fire (yeah, even if they're ugly and unwashed)
*You're marked with a tattoo/brand that show's who you sold your soul to.

39
Apocalypse World / Re: Going too far?
« on: March 02, 2013, 10:27:28 PM »
What I want to say most of all is, thanks for sharing how it worked out. That's a pretty awesome way you reworked your original idea and I think you managed to do what you set out to do, while making the players enjoy it, too.

I might make a list like that... there are certainly a lot of times that the PCs might lose something or have it threatened.

40
Apocalypse World / Re: Custom Move - Old Hand
« on: February 18, 2013, 09:23:31 PM »
Aw yeah, I totally forgot about that playbook! Thanks for reminding me, it actually has a lot of what I was thinking of. The moves that roll Hx instead of other stats are good, and also kind of reinforce the "mentor" thing I was going for.

41
Apocalypse World / Re: Custom Move - Old Hand
« on: February 17, 2013, 07:39:36 PM »
Krippler - Very nice, this is mechanically almost exactly what I was looking for! I like how it also encourages the use of the move as a support for other PCs (although I didn't mention it, this playbook is meant to function as a sort of mentor) - the added bonuses of the hold or Hx bonus serve that purpose. Thanks!


Chroma - You actually bring up a very good point, and I had to think about it a bit as to why I felt this needed a custom move. I may be misreading here, but what you describe about using the move acting under fire and other MC moves makes me think of a character that happens to be old. What I had in mind was a person who is aged, yet more than what they seem and whose abilities suggest a mysterious past (best example I can think of is "Old Ben" Kenobi, or Bruce Wayne from Batman Beyond).

I suppose one might split the difference and use one of those "describe what you want, and the MC will tell you the possible consequences" moves, which is somewhere between "roleplay what your character does" and "use a mechanic to get what you want". Something similar was also being used as part of Chris Goodwin's Supers hack.

42
Apocalypse World / Custom Move - Old Hand
« on: February 15, 2013, 12:53:14 AM »
For various reasons, I've been thinking of a move that lets you 'borrow' a move from another playbook. My intention is that this is for a character-type who's kind of a mentor - powerful and wise but time is catching up with you, and this move shows that they learned damn near everything back in the day but it's just not as easy, you know?

My original idea was to have them roll to take a move from another PC's playbook, and if it was a weak hit or failure then there's some kind of drawback or penalty - not as young as you used to be/long time since you had that job/etc.

But it sounds complicated and not very fun. The quicker and dirtier way is to, at the start of the session, pick a move from the PC you have the highest Hx with (player's choice to break ties). But that might be a little... bland, it really doesn't have the Achilles's heel I imagine this character would have.

Thoughts, folks?

43
Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 15, 2013, 12:20:42 AM »
There's a lot of great advice here (I'm brushing up myself), good job everyone.

For you, TiresiasBC, I only have three words: go for it.

Shoot, those are the most important words, but here's more - I had only run one game before I tried to take AW to a con, and it can be intimidating. But once you've gotten your chops as MC, you'll start to get a feel for how it's different than being a PC, and how to challenge the players but in a good way and all that fun stuff. So if you're serious about your MC role, and keep the principles in mind, just go for it. Well begun is half done, they say.

By the way... octoscott, I'd love to see your Iron Road materials if you'd hit me up with them too, please. =D

44
Apocalypse World / Re: Love letters, or sweet dreams?
« on: January 24, 2013, 01:20:27 AM »
Wow, these are beautiful!

...

Some of the others, I'm less sold by. But the concept is great, I like it very much.

It makes me think that "opening your brain" is a bit like slipping into the dream-world, or having a waking dream.

Thanks! I do admit I'm not super enthused with these as they stand... I was surprised how hard it is to think of psychic maelstrom-mutated dreams. Maybe more will be focused on revealing hidden things, like those two you noted.

45
Apocalypse World / Re: Love letters, or sweet dreams?
« on: January 23, 2013, 12:13:32 AM »
devonapple: Thanks for the kind words. I've always liked how the setting in AW can develop in the pre-game out of nothing before your eyes, but for a one-shot I do think it can help to have more background and pull players in.

nerdwerds: Please post your Hx/dream questions, I'd be glad to see them!

Here's what I have so far, based heavily on the default Hx questions-

Quote
*Angel

On your turn, 1, 2 or all 3

-One character, you keep getting pulled into their dreams. Or they are pulled into yours. Hard to tell, it's pretty freaky. Give them +2
-One character, you dreamed that they did something you never thought they'd do. Then they did it in the real world. Give them +2
-You once had a damn long dream, watching one of them slowly doom themselves. You see scenes from it whenever you look at them. Give them -1.

Anybody else you've told about your dreams, give +1. They're comforted to know that even you're going through this crap.

On everyone else's turn, take the number they tell you, give it -1. You're trying to keep your distance and maintain a level head, you know?


*Strange Person (Brainer, etc)

You haven't actually been having dreams. At least, not your own. You keep getting thrust into the others' dreams. Sometimes, it's even like you're living through them.

On your turn,

Tell everyone -1. You're odd enough without being a dream-spy.

On the others' turns, choose 1, 2 or all 3

-One character actually knows you were in their dream with them. Ignore what they give you, write down +3 instead.
-While dreaming, you lived another characters most vulnerable moment. Ignore what they give you, write down +3 instead.
-One character told you about some really, horribly awful nightmares. They didn't know those were your actual, real-life memories. Ignore what they give you, write down +3 instead.

Everyone else, add +1 to what they tell you. 'Cuz you've got a head start on this psychic stuff.


*Violent Bastard

On your turn, 1, 2 or all 3

-You've been dreaming of one character, every damn night. Give them +2
-One character keeps dying in your dreams, and you can't save them, no matter how much you want to or how many times it happens. Give them -2
-One character shared with you a beautiful dream, full of hope and wishes and crap like that. Give them +2

Everyone else, you haven't dreamed of at all (or at least, nothing worth speaking of). Tell them +0

On the others' turns,

-Pick the one who's told you about their scariest-ass nightmares. Add +1 to the number they tell you. Everyone else, just write down whatever they tell you.


*Person-in-Charge (Hardholder, etc)

You haven't been having dreams. Like, at all. You close your eyes and wake up remembering nothing. Maybe best not to blab that to everyone, eh?

On your turn, 1, 2 or all 3

-Someone's been really busting their ass, going above-and-beyond, helping you keep shit together during all this bizarre nightmare crap. Give them +2
-Someone told you about their dream, and it made you cry like a heartbroken virgin. Give them +2
-You know someone's hiding a nasty secret from you, dream or otherwise, you just don't know what yet. Give them -2. Later, if they reveal it to you, they go to +3 immediately.

Everyone else, give +0.

On the others' turns, tell one person you ain't had these freaky dreams, and whatever number they tell you give it +1 (heck, you can tell more, but pick just one character to give +1 to their number). Everyone else, just write what they tell you.


*Operator

On your turn, 1 or both

-One of them was keeping something from you, and you had to learn about it from your damn nightmares? Give them -1.
-One of them was just about to tell you something important, but then you woke up. Give them +2.

On the others' turns, give +1 to what they tell you and write it down. People tend to trust you.


*Skinner

On your turn, 1, 2 or all 3

-One of them told you about a dream so sensual and luxurious, it made you burn with jealousy. Give them +2
-One of them told you about a sexy dream, and it made you happy. Give them +1
-One of them told you about a bizarre dream involving you. Give that creeper -1

Everyone else gets +0

On the others' turns, take the number they tell you and give it +1 if you think they have interesting dreams, or -1 if you think their dreams are boring or disturbing.

Orphaned dream I don't know what to do with: You keep having a dream where you and everyone else leave. You all pack up everything you can carry on your backs and scram far, far away. Give +/-(?) to the person who's always conspicuously absent from that dream.

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