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Messages - sully the raptor

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16
Dungeon World / Re: START of Session Move
« on: March 01, 2014, 03:45:19 PM »
Sorry to revive an old topic, couldn't help myself.

When you are late for the game, roll +1 for every 10 minutes late, to a max of +3.

On a 10+ the Host holds 3, on a 7-9 the Host holds 1. The Host can spend his/her hold, 1 for 1 to
• make you pay for the pizza
• make you buy the group sodas or beer
• make you clean up after the group.

On a miss, apologize and try to make it on time next week.

17
Apocalypse World / Re: Session starting scenes
« on: February 19, 2014, 03:13:48 PM »
Apocalypse is very obscure as compared to, say, Monopoly. Or Baseball.

18
Apocalypse World / Re: need some help with custom moves
« on: February 14, 2014, 10:27:18 AM »
The cult in the game I'm MCing got pretty well annihilated by the Chopper's gang. I decided to have them faction off into groups that were recovering from brainwashing (sort of a gift to my Brainer). One of the groups approached the camp the PCs reside at with a chest full of much needed medical supplies. They sought food and shelter. The Chopper and Operator decided to murder them outright and take their stuff.

What they're going to find out is that that group was full of useful, real people. Next time the operator's jeep breaks down, they'll go looking for a mechanic and find the only one around was part of that group. Don't take away their success, they've earned it. Instead, make it consequential.

Good stuff :)

19
Ah, gotcha. I somewhat agree with that, though I think it depends on your group. I'm MCing a game and only placed the core playbooks on the table to choose from. Since none of the other playbooks are in play, my group has no reason to consider their moves and concepts binding.

20
And since the LE playbooks sold out and went mainstream,

Off topic, but out of curiosity, what do you mean by this?

21
Apocalypse World / Re: Can someone please explain the malacuso?
« on: January 21, 2014, 04:39:06 PM »
Some of the playbooks have sort of inherent motivations. The Hard Holder protects their holding, the Chopper deals with his gang, the Operator takes jobs and maintains their crew. Some playbooks are best in the hands that can find their own motivation, though. The skinner, the Gunlugger, the Savvyhead all have really cool abilities but can be a bit elusive to hook into the story. So as a player, you're better off if you can find your own place in the story—find your own motivation—when you play those characters.

I think that phrase comes straight from the book in the brief character write-ups found in the character creation chapter under the Skinner's description.

22
Apocalypse World / Re: Weird Angel
« on: January 18, 2014, 01:17:52 PM »
Badass. The skinner's "lost" is a great weird move to have in your back pocket as well.

23
Apocalypse World / a long anticipated AW first
« on: January 13, 2014, 04:51:58 PM »
I've been involved with half a dozen games of Apocalypse World now. Yesterday I MCed the first session for a new group. For the first time, one of my players described their character's face as "David Bowiesque"

I think I'm doing it right.

24
Apocalypse World / Re: A dark room
« on: January 09, 2014, 03:50:24 PM »
Whoah this is awesome! Thanks for sharing... although maybe I should be cursing you as this caused my productivity to plunge into the abyss today.

25
Apocalypse World / Re: what is the hoarders gear?
« on: January 08, 2014, 08:32:12 AM »
Haha, yeah, I like that. I think the Maestro D would make a good black market type character. The hoarder isn't exactly interested in giving items to other people on a permanent basis.

No playbook is entirely passive: after all they all get access to the basic moves. But yeah, the Hoarder's moves are all things that make him or her really good at... hoarding.

26
Apocalypse World / Re: what is the hoarders gear?
« on: January 07, 2014, 10:10:46 AM »
You tell the MC what you're looking for and roll. The MC has to give you something you'll find useful to the current situation. Often exactly what you asked for, maybe sometimes though, something else that you need and didn't realize.

The hoard WILL want it back.

27
Apocalypse World / Re: what is the hoarders gear?
« on: January 06, 2014, 10:06:14 AM »
No, you use the hoards rules for going in and finding something useful. If you want a gun, you ought to have armor and armaments checked off on your hoard's contents. Otherwise, you can go into your hoard for 2 jingle and trade for weapons and armor.

The hoard is your gear... it's a hoard of stuff! Probably not on his back either, my Hoarder had an old Uhaul trailer filled with his hoard. It's way too much stuff to carry around on your lonesome. Watch an episode of hoarders and note how it's like a whole house filled with stuff in precarious piles.

28
Where? On the internets?

29
Apocalypse World / Re: A move for a child character
« on: December 11, 2013, 05:28:10 PM »
That's an AWESOME solution! I've had players play kids and I always balk at how to handle this. Elegant, simple solution. You may even find moments in play where you say "I'd say that triggers your special, don't you think?"

30
Apocalypse World / Re: Combat turns
« on: December 09, 2013, 07:39:29 AM »
They can both sieze and both interfere for sure. Only exchange harm once though. Each can pick options from the list accordingly. If they're both siezing control and both take definite hold it likely resolves in a stalemate.

If one is siezing and one interfering, and the sieze is a miss, and everyone is looking to you to say something, make a Move from the MC move list. A good one is offer an I pportunity: to the defender.

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