Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ten of Swords

Pages: 1 [2] 3
16
Apocalypse World / Re: How do you use these character traits?
« on: August 05, 2012, 05:03:03 AM »
Yeah, I guess.  Maybe my problem with it is that I don't perceive the past as being the story.  So you can find out about the plague that wiped everybody out fifty years ago... so what?  The Quarantine already did that with his pre-game move, and in a more evocative way.

Can anybody provide examples of how and why the quarantine used the archives in their games?  Was it just to satisfy his curiosity?

17
Apocalypse World / Re: How do you use these character traits?
« on: August 04, 2012, 11:34:33 AM »
Thanks for all the great advice, guys.  I was going to try asking the hoarder a bunch of questions and then making his hoard creepier and more fucky tonight, but the player didn't come to the game.  I'm still a little baffled about the archives, but the player ended up choosing another improvement so I didn't have to deal with it (but it's probably coming one of these days).

18
Apocalypse World / Re: A big ass name list.
« on: August 04, 2012, 11:30:04 AM »
Sent you a PM!

19
Apocalypse World / How do you use these character traits?
« on: July 19, 2012, 11:24:23 PM »
There's a hoarder and a quarantine in my game.  I'm wondering how to use the conscious and archives traits that they have available.

So the hoard is conscious and can speak into the hoarder's mind.  So what?  What does a hoard want, except more stuff?  I'm curious how other people do it.  Do you make the hoard like a character, offering advice and opinions unrelated to "Feed me, Seymour!"?  I'd love some examples.

And archives for the quarantine... does this answer all questions about the time before the apocalypse?  What's the point of the quarantine's before-game roll to remember stuff if he has all the answers on disk?  And I suppose it's also got all the plans necessary to rebuild the world before the apocalypse?  I realize this isn't automatically success, but it seems sort of un-fun.  Answers in a box instead of answers discovered during play.  How do you guys play this one?

20
Apocalypse World / Re: Increasing difficulty? PC's never fail?
« on: July 18, 2012, 12:48:21 AM »
I have enjoyed plenty of murder-centric games, no doubt.  I just think you're missing a sweet spot in between a soap opera and killer robots where people are tough but human.

I do think you could play Lord Humungous in AW and have it be interesting.  He doesn't kill Wez when Wez challenges his authority... he says that he understands Wez's pain and hints that he, too, has loved.  "Be still, my dog of war. I understand your pain. We've all lost someone we love. But we do it my way!"

What if Humungous met a woman (or man or marmot) and loved again?  Would his gang of rapey fucking hyenas keep their hands off her?  He cares about his dogs of war, too.  He doesn't kill Wez when he publicly challenges Humungous' leadership - he chokes him out and later Wez is back in line doing good stuff for the gang.  What if his lover didn't like him murdering his way across the waste?  It's not like the dogs of war have other useful skills.  He can't turn them into a farming commune.

None of that means that Humungous isn't also burning and raping his daily bread out of hardholds in the Outback.  There'd be loads of combat in this story, but since AW doesn't have a real tactical combat system the combat wouldn't be the part that's challenging you brain-wise.  It would be keeping your lover happy and safe and your dogs of war alive and together and punishing that fucking Driver character for helping hardholder Papagallo keep his petrol from you.

You wouldn't play that game?

21
Apocalypse World / Re: A big ass name list.
« on: July 14, 2012, 09:48:04 PM »
It didn't cost much at all, but it took a long time to prepare... maybe six hours total?  I did it over the course of four evenings while watching movies with my wife, though, so it wasn't too painful.

22
Apocalypse World / Re: A big ass name list.
« on: July 14, 2012, 02:18:15 PM »
Trevis, thanks for posting this.  I ran my first session today and I went prepared with 237 photos of homeless people, punks, weirdos, and other apocalyptic-looking people printed on 220 gram cardstock at wallet size.  On the edge of each photo I wrote a name for that character, most of which I took from your list.  I spread the photo cards out on a coffee table.

Whenever it came time to introduce an NPC I asked my players to choose him or her from the named photos.  They loved it, and eagerly chose people with evocative names and photos.  My job of leaping forward with named, human NPCs was half done for me.  Awesome.  So cheers for the big name list!  It made naming 237 NPCs without tearing out my hair a possible thing.

23
Apocalypse World / Re: Increasing difficulty? PC's never fail?
« on: July 11, 2012, 10:20:19 AM »
I don't know if you guys are talking from the same point of view, here.  Mean Liar seems to be saying that the NPCs aren't real people.  Well... obviously.  I'm not sure that's an issue with the system in Apocalypse World.  NPCs aren't real people and there's no real consequence for not treating them as real people except that your game might kind of suck.  It's as true in D&D or Shadowrun or Burning Wheel or Star Wars or whatever as it is in Apocalypse World.

I think certain players approach the game as a problem to decomplexify.  In their point of view, the end goal is to have a system you can control.  Be the king and have only loyal subjects and plenty of resources for that number of people.  See, that's a simple system.  Because there are only loyal subjects, there will be no attempts to subvert your rule or muck up your resource situation.  How do you get there from a complex field with multiple powers in play and limited resources?  The easiest way is to kill everybody who's not a loyal subject (and take their resources).  It's not really roleplaying unless you're playing high-functioning sociopaths, but it is a game.

It's not a game that AW plays well, I suspect.  To have a satisfying game of "kill all the opposition" you probably want stats for them so that so-and-so can be too powerful to kill by just ringing his doorbell and blowing him all to hell.  AW doesn't do that naturally.  You could give him a large 4 harm gang with 2 armor and bunkers and have him hide there like a bitch, but what's the point?  Even then, the PCs can probably sneak in or subvert his gangers or whatever.  You could make a custom move like this:

When you fight Mary Sue, roll +Hard.  On 10+, choose 1.  On 7-9, choose 2.  On a miss, the MC will kill you in a spectacular fashion.
  • You lose a limb or your genitals.
  • You cry like a little baby.
  • You are horribly scarred and no one will love you again.
  • You can breathe okay as long as the machines stay on.

But, you know, your players might whine.

AW isn't made to describe the high-functioning sociopath game.  The players, like the MC, have to make Apocalypse World seem real.  Real people don't execute everyone around them to simplify their lives.  Real people get involved in relationships and try to make other people happy, often at expense of their own wishes, and stuff like that.  If you buy in, you get a fun game.  If not, that's okay, just find something more "gamist" and less "color-first" or whatever that phrase Vincent uses is.

24
Apocalypse World / Re: Apocalyptic Science!
« on: July 10, 2012, 11:17:11 AM »
Nonsense.  There's no shortage of fuel because it's being refined, and no shortage of bullets because they're being manufactured.  :)

25
Apocalypse World / Re: Apocalyptic Science!
« on: July 10, 2012, 09:48:15 AM »
Yeah, probably, but the default setting uses modern firearms.  You don't want to be the guy with the musket in that setting, right?

26
Apocalypse World / Re: Apocalyptic Science!
« on: July 10, 2012, 08:11:15 AM »
After some more internet research, I think you could make hand-reloaded bullets for modern firearms, but you'd have to have access to sulfur, which could be difficult for some Apocalypse Worlds.  On the other hand, if you have volcanic activity or hot springs, it could be easier.  It works in my AW because there are still-operating oil rigs with mini-refineries that can extract sulfur from crude oil (and also produce gasoline and kerosene for my setting).

So it all starts with urine (naturally).  Ferment the urine for a couple months in buckets with a lot of straw in them.  Chemical salts accrete on the straw.  After months of this stinky process, take out the straw and wash it in water.  Pour the water through wood ashes, then let it evaporate and it will leave you with saltpeter.

Burn the saltpeter with sulfur in the presence of steam and then mix the result with water and you get sulfuric acid.  Put aside 2/3s of that.

Mix the remaining 1/3 of your sulfuric acid with more saltpeter and heat it and you get nitric acid.

Bathe cotton in 1/3 nitric acid and 2/3 sulfuric acid and then wash it multiple times in cold water and you get nitrocellulose (gun cotton), the primary ingredient of modern smokeless powder.  The other significant ingredient is nitroglycerin, but that's also made with sulfuric acid and nitric acid.

After that, it's just a matter of casting new bullets in molds and using some fairly common tools to fill used bullet casings with your manufactured powder and fix them to the bullets.  I'm sure it wouldn't be a totally safe process, but it's interesting that it could be done with pretty ancient processes.

27
Apocalypse World / when high stats work against you
« on: July 10, 2012, 06:56:52 AM »
Have any of you used custom moves where high stats were disadvantageous?  For example:

When you meet Circe for the first time, roll +Hot.  On a 10+, she decides to keep you prisoner on her island, permanently.  On a 7-9, she won't let you go until she gets a taste of you.  On a miss, you're free to go.

or...

When you enter Ground Zero, roll +Weird to see if the psychic phantoms are drawn to you.  On a 10+, the MC holds 2.  On a 7-9, the MC holds 1.  On a miss, you have escaped their notice for now.  The MC may spend 1 hold while you are in Ground Zero to cause an accident, inflict ?-harm directly to your character, or have your equipment malfunction.

28
Apocalypse World / Re: Apocalyptic Science!
« on: July 09, 2012, 05:30:55 AM »
Oh, wow!  I didn't know about that show... it looks incredible!  Thanks for the tip, Trevis.

Here's an illustration of the icemaker.  This one uses solar energy, not fire, but in my AW there's not as much sunlight so you just have to boil the ammonia the old fashioned way.  Replace the parabolic trough collector with a firepit.


29
Apocalypse World / Apocalyptic Science!
« on: July 06, 2012, 10:10:24 PM »
I'm no chemist, but thinking about AW has gotten me curious about how certain things could be done at the end of the world with supplies of everything running out.  Here's a neat one I was putting together this morning.

Did you ever read The Mosquito Coast?  There's a guy who makes ice with fire in a big machine he builds in the jungle.  I don't know how he did it in the book, but I think you could do it this way...

The basic idea is to make an evaporative cooling unit with ammonia as the evaporative agent and salt as the absorber.  You get a tank of ammonia and salt with a condensing tube (like a still) connected to a collecting tank.  Light a fire under the tank of ammonia and salt - the ammonia vaporizes and the vapor flows through the tube and condenses in the collecting unit.  Put water around the collecting unit and leave it overnight.  The salt will draw the ammonia back up through the tube, which will draw loads of heat out of the water and freeze it to ice.  In the morning, remove the ice and put in more water.

It's supposed to be a closed system where the ammonia can be reused over and over.  Of course, some ammonia will escape and will have to be topped up.

Where do you get the ammonia?  Fermented piss!

Anybody else have some neat apocalypse science to share?

30
Apocalypse World / Re: Rubber in Apocalypse World
« on: July 03, 2012, 05:43:37 AM »
Cool, good to know.  Yeah, I think I'll go with "some synthetic rubber was invented that lasts a hundred years."  Thanks much.  More questions to follow, no doubt.

Pages: 1 [2] 3