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Messages - Ten of Swords

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Apocalypse World / Re: Custom Move: Drop Focus (a drug)
« on: March 30, 2014, 10:22:03 AM »
Thanks, Ebok, for the long thoughtful post.  I think you've got some good ideas there, but I think your version won't tempt anyone to use it and it will end up an NPC drug epidemic that the PCs solve like Robocop.  I think that for the drug to mean something to PCs it has to seduce the players.  They have to think they can handle it, can manage the risks, you know?  Just like real drug users.

What As If is saying is pretty much what I'm after.  Focus is subtle, and the changes it makes can be subtle, but they start to add up.  Ebok, you said Inception-like, and just like the way that ideas implanted during sleep in that movie could motivate behavior in the waking world.  You trust Keeler because she had your back that time.  You can trade with Balls' people because last time you met him you guys worked things out.  Sheriff burned your car - that bitch is bad news.  Two of those things are true.

I do also have a nagging doubt about the "no danger" option.  Maybe a "you don't get x immediate bad result" would be better.

I should have mentioned that it's a play by post game, so spotlight sharing is easy.  We can RP in threads together or alone at the same time.

We've added another option to the menu, "get +1Hx or -1Hx to one of the PCs that features in your memory, her choice."

Apocalypse World / Re: Custom Move: Drop Focus (a drug)
« on: March 28, 2014, 10:37:02 AM »
Ah, I had not intended that it change the result of things that happened in the past... only that you could sort of find out what might have happened.  If you drop focus, go back to that time you and your sister drove across the burn flats, and kill your sister in the memory, your sister is still alive when you come out of the trip.  You just find out what might have happened if you had killed her.  It would let us set scenes in the past, and could be limited by the supply of Focus.

There are no high-Weird characters in our game, although I suppose someone could build their focus up.

Apocalypse World / Custom Move: Drop Focus (a drug)
« on: March 28, 2014, 08:36:57 AM »
Hey, is this move too similar to Open your Brain?  Should we just let Open your Brain take care of the use of this drug?

Focus? Man, focus makes memories into lucid dreams and it’s like, bam, you’re right there in it again, but this time it can go different, but sometimes it makes dreams into memories, and that’s not always so good. Grace can hook you up with it as a side thing, and it makes sense for her.  An hour with Grace? That’s something you want to do again and again.

When you drop focus, roll +weird. On a hit, you experience a memory again and choose two. On a 10+, all three. On a miss, the MC will change your memories somehow and make a move as hard as he likes.
  • you choose which memory to experience
    you can do things differently this time
    you're in no danger

So, for example, Camel could drop focus to go back to the underground shopping mall where he heard footsteps and coughing. If he chose to do things differently this time, he could go check out the footsteps, but he might be in danger. You can die for real in a focus trip, man. I even thought about saying there's some kind of monster in memories that might get you. Maybe that's why we forget things - the monsters ate them.

Apocalypse World / Re: On Charging for Character's Services
« on: April 30, 2013, 07:10:17 AM »
I think the angel thing is just like the bodyguard thing.

Hey, Doc, you're a useful guy to have around, and this is a dangerous town.  If you'll be my personal doc for the week I'll have Plum here do things to you with her mouth that you'll never forget.

Hey, Doc, Balls has this meatcleaver thing in his back and he's making noises like he might die.  If you patch him up I'll get Plum here to do things to you with her mouth that you'll never forget.

The first situation is a gamble for the doc.  If you don't get your ass shot off that week then the roll in the hay is free.  If you do, damn, he's gotta pay up in sweet narcostabs and gauze.

The second situation has a certain cost, but at least it's quick.  He gets a go at Plum and he doesn't have to put up with your shit all week, but he's definitely out some narcostabs and gauze.

If you hire him as your personal doc and don't mention that you're going to go fight Rolfball's mutant biker gang tomorrow, then Doc might feel he's been deceived.

Apocalypse World / Re: Custom Move Feedback
« on: April 26, 2013, 09:41:03 PM »
So what did you end up doing?

Apocalypse World / Re: On Charging for Character's Services
« on: April 23, 2013, 11:34:54 PM »
I think the one is assassin-work and the other is bodyguard-work.  Like this:

Hey, Balls, will you kill Rolfball for me?  I'll give you this box of canned hams.

Hey, Balls, will you hang around me, look tough, and make sure nobody offs me this week?  I'll give you this box of canned hams.

Balls' estimation of the likelihood of being wasted in the line of getting the canned hams is going to factor in, right?  Like if you just fucked the hardholder's mom and lit his car on fire and Balls knows it, he might want more than some ham to pull your ass out of the fire.  Like if Rolfball is the head of a huge gang of mutant bikers.

Similarly, if you hire him as a bodyguard and then announce you're going to attack Rolfball's mutant gang tonight and Balls has to come along, he may feel that he was deceived.

But the base assumption is a pretty normal situation where a bodyguard expects only a slim chance that he'll have to fight in any given week, versus the assassin who knows that the job involves killing someone who may not want to die.  If that assumption isn't true, and Balls knows it, then the price ought to change.

Apocalypse World / Re: Custom Move Feedback
« on: April 21, 2013, 05:29:34 AM »
For Ippin Dep, what's the theme of the curse?  Or, if you figure it's tied to the maelstrom, what's the theme of the maelstrom in your game?

I have a "cursed" place in my game, too.  It's a rusted, decaying city where the jungle mysteriously doesn't grow, called Boney Downs.  It's a haunted, menacing place and people who spend too long there go all feral and become the dingo men, hunting in packs and killing with bits of scrap.  If you're more sensitive to the maelstrom, you're more vulnerable.  People keep going there, though, because you can find amazing scrounge that hasn't been consumed by the jungle.

When you spend a day in the Boney Downs, roll +Weird.  On a miss, you're okay.  On a 7-9 the place makes you edgy, irritable, and uncomfortable.  Take -1 Ongoing until you leave the Downs.  On a 10+, you develop a real fucking bloodthirst and it's all you can do not to kill somebody.  You automatically miss all tests that don't roll +Hard until you've inflicted 3 harm on somebody.  You can do all the harm to one person or one harm to three people or whatever, and then you'll feel much better.

When you scavenge the Boney Downs for something, roll +Sharp.  On a 10+ you find what you're looking for, more or less, and choose 2.  On a 7-9, just choose 2.
  • You find something useful.
  • The day is accident-free.
  • You don't meet anybody.

Hope those are inspiring!

Apocalypse World / Re: Custom Move Feedback
« on: April 21, 2013, 05:06:26 AM »
The burn flats move doesn't really tell me what I'm doing.  Am I trying to go somewhere?  If so, and I hit the roll, I ought to get there.  Also, you might be able to collapse some of the entries as basically the same thing.  You're lost, you're not making good time, and you're out of water are all striking at the same purpose.  On the burn flats time is water, water is time, and you're running out of both.

In my jungle apocalypse I made salt one of the important scarcities and I made the players add salt countdown clocks to their character sheets.  Then when time passes in the game I can tell them all to fill in another block on their countdown clocks.  When they're hugging the river and hanging around hardholds, especially near the coast, it just means they have to buy when the clock is getting near midnight.  In the jungle, though, salt is time and getting lost or injured is going to run down their salt clocks.  If the salt runs out I'll give them -1 ongoing and start dealing harm over time.

So maybe something like this?

When you navigate to a landmark in the burn flats, roll +Sharp.  On a 10+ you make good time and arrive at the landmark before the sun gets too high.  On a 7-9 you're lagging.  Act under fire to push it to the landmark before the hot time or spend the day camped out on the flats.  On a miss you're lost or you suffer some disaster.

That way you can ding their water countdown clock once if they're on track, twice if they have to camp on the flats, and if they miss the roll you can make a move (vehicle breaks down, attacked by slavers, stumble onto a golden age military facility, whatever).

Apocalypse World / Re: Seduce or Manipulate Questions
« on: April 21, 2013, 12:45:44 AM »
I guess you could manipulate groups, but you'd have to have suitable leverage.  If that's barter it's a hell of a lot of jingle.  But yeah, I could see a hardholder calming a mob by promising them a lottery where every day one person gets to live in high-lux or the execution of a prisoner they hate or something.  You manipulate a whole family of cannibals by bluffing that you've got their mama and if you don't walk out of here she's going to be baked in her own oven.

Seducing a group?  Heh heh heh.  Mine is a creepy laugh.

Apocalypse World / Re: Threat: Sea Swarms
« on: April 21, 2013, 12:24:01 AM »
It's certainly horrifying - a frothy wave of leaping vampiric jellyfish.  Probably beautiful, too.  I wonder how you foresee this threat building and hitting.  When would you say "vampiric jellyfish leap out of the sea?"  And what do you figure the characters can do about it besides scream?  Would they rush to raise nets, pilot their boat out of the swarm before they're overwhelmed, or blow jellyfish off each other's necks with guns?  What do you figure will be the drama?

Apocalypse World / Re: a fish that swims into your brain
« on: April 21, 2013, 12:18:51 AM »
Great ideas, thanks!  I think I'm going to use Krippler's idea.  I'll let you know how it goes.

Apocalypse World / a fish that swims into your brain
« on: April 17, 2013, 06:52:19 AM »
You know those fish in the Amazon that swim into your dick while you're pissing?  Well, a quick little silver fish just swam into your brain when you opened it to the Maelstrom.

Now what?

I'm running a jungle-pocalypse and I really want to do this to my players when they fail an open-your-mind move, but the question is, what does a fish do once it's in your brain?

You could encourage the player to change playbooks when he sets out to explore.  He still has authority but there's some other asshole dealing with the Wealth rolls back at the hold.  The story shifts away from him as a hardholder and now he's basically a chopper or gunlugger or touchstone or whatever, out on the road.

Obviously that doesn't mean you shouldn't move against the hardhold or his control over it - it just frees you up to focus on some other shit for awhile.

Apocalypse World / Re: How do you use these character traits?
« on: August 05, 2012, 09:40:22 PM »
Okay, Creases, I like the "unfinished business" lens.  I'll try to keep that in mind.  The apocalypse in my game was an alien invasion that set up a xeno-terraforming process.  The humans fought in conventional ways at first and ultimately nuked the higher concentrations of alien activity all over the world, which made things much worse for humans.  Then vaguely defined weirdness happened before it rolled out into people with football pads and feathers killing each other for food and batteries.  So far we've assumed that the mission of the people in stasis is to survive and repopulate when radiation levels drop to something more reasonable, but I suppose there could be further missions.

Bignose, you're right... the archive could be useful to investigate the people in stasis.  We know that one of the people in stasis is one of the top generals who ordered the nuclear response, and have foreshadowed that he's... formidable.  Maybe finding out more about him is one way to use the archive.  Maybe the general won't be willing to let go of the past, either.  We could do that trope where the losing general never accepts that the war is over.  Assuming the quarantine wakes him up and doesn't just euthanize him in the cradle.  :)

The quarantine in my game has taken the class in a somewhat different direction, which is brilliant, but he's maybe not the typical quarantine (if that's a thing).  In some ways he's more concerned with hiding the past than revealing it.

Apocalypse World / Re: How do you use these character traits?
« on: August 05, 2012, 10:04:04 AM »
I have to wonder, then, why you put the Quarantine playbook on the table for any of your players to pick up. Quarantine is a character *all about* the past meeting the present of Apocalypse World.

What did you think you would be doing with this character from the past?

I didn't have any particular story in mind.  If I played a quarantine I'd expect to be exploring the "man out of time" theme.  A "civilized" person thrust into a savage world with no way back.  What values will I be forced (or tempted) to compromise?  Must I become a savage myself, or can my new fellows and I come to some compromise where we form some fusion culture that benefits us all?  What do I hate about these people, and what do I admire about them?  Like if I suddenly snatched you up and dropped you in the remotest, most tribal region of the Hindu Kush, except that for some reason you can never climb out of it and back to the "modern world."

Bignose, what kind of stories would you expect the quarantine to make?  Have you played one, or GMed for one?

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