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Messages - Hans Chung-Otterson

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Thanks man! I'll be using this.

Apocalypse World / Re: MC mis-steps and how to deal w/them
« on: October 01, 2010, 03:41:02 AM »
Breaks are GREAT. I dislike it when, as a player, I call a break, and get up to go to the bathroom or something, and come back to find out that the fiction is still moving forward, the game is still being played. I wanted a break! I didn't want to miss stuff!

Luckily, in the GM's role (I'm MCing AW) this doesn't often happen.

Apocalypse World / Re: Food of the Apocalypse
« on: October 01, 2010, 03:35:04 AM »
I made Salsapocalypse World + Avocado, with homemade tortilla chips (cut those small corn tortilla's into 1/4ths, heat olive oil, throw 'em in with some salt til they're crispy), and OMG. Amazing. Thanks, Bret. This is a keeper, can't wait to feed my friends.

Apocalypse World / Re: Playing cards for AW? Genius.
« on: September 30, 2010, 01:37:52 AM »
I was thinking about this the other day.  It'd be cool to have a custom move contest and then print up the best 54 as individual cards with art in custom playing card decks.  These could then be handed out at conventions each year.  You could probably make them a scavenger hunt as well...

Amazing idea. Very fun.

Apocalypse World / Re: How Tank Girl Saved My Apocalypse
« on: September 29, 2010, 03:01:57 AM »
Sweet, Joe. Let us know how it goes.

Is this one-on-one AW? If so, doubly, let us know how it goes.

Iachek--just wanted you to know, I used Myth in my game tonight, and it rocked. None of the PC's have taken it yet, but it really colored all the goings-on and affected the fiction in a big way through NPCs. I've PMed you about that Myth Countdown Clock. Care to share it? Should any of the PCs take it next session I'd love to have the Countdown on hand. Otherwise I suppose I'll have to make one myself. Thanks again, man.

Apocalypse World / Re: Apocalypse Love and Kisses
« on: September 22, 2010, 03:37:55 AM »
I'm starting to work on these for the somewhat-arbitrary downtime between "sessions" of my online game.  How do you guys handle these?  Are they actual notes that are private between player and MC, or communal property so everyone can see what lucky breaks or tough luck the other players have? 

When I used mine (see upthread), I printed out individually; they were actual notes for each player, and handed the notes to the players at the beginning of the session. Then, before they rolled, I encouraged the players to read 'em aloud, so we could all see the consequences for each roll outcome.

In short: they're for the individual player, but they're also communal. It's so much more exciting when we all know how they're going to get fucked on a 6 or rise above it all on a 10. It makes the rolls tense!

Apocalypse World / Re: Apocalypse Love and Kisses
« on: September 20, 2010, 08:16:19 PM »
I love the tone of all of these.  So amusing and conversational.  Also, it's funny to see where we're emulating the voice of the actual rulebook and where we're injecting our own bits.  Like we all have an "MC Character" we're speaking in.

Totally. The tone of the book (and therefore game) is very wrapped up in Vincent's writing voice. You can see that voice, whether Vincent's there or not, in any thread about Apocalypse World across the internet, pretty much. I notice that I speak in it while MCing, as well. Weird.

Apocalypse World / Re: AP: Getting a new character without "getting" it.
« on: September 15, 2010, 02:48:43 PM »
And you could handle the gap with "Dear Player" notes that might give two advances with a roll for something bad/interesting (in the case of the gunlugger) or maybe a roll for a number of advances and/or interesting developments to represent the last year.  Right?

hm, yeah, I could. I was definitely going to do love letters, but now I may use this idea as well. Thanks.

And Vincent, that makes a lot of sense. I knew there wasn't anything wrong with it, but couldn't describe why.

Apocalypse World / AP: Getting a new character without "getting" it.
« on: September 15, 2010, 04:53:27 AM »
Sludge Pump & Its Environs:

I'm the MC.

last session, we ended with the main town all sick with the wasting worm (eat more than your share or take 1 harm & advance the clock, and you don't want to advance the clock).

The PCs: Dust, a hocus, CJ, a gunlugger, and Key, an angel.

The PCs have heard about this weird brain-machine, and through the maelstrom have figured out that this brain machine can cure what ails their people (and themselves).

They spend this session seeking out the brain-machine, and find it. They figure out that it can grant them one wish, but they have to give it one more weird brain (the Hocus's brain is ripe for it!), and instead of doing that the Hocus does Augury, hits it (Oh, how I wanted him to miss!), and projects the maelstrom into the last remaining brain-tank, and wishes for what he wishes: more goods (food, and clothing, and med supplies--barter, basically) than he can handle. The dome that the brain-machine was in fills with these supplies, and they're richer than they can imagine. If they can hold it.


We decide (the other players proposed it, but it was a fantastic idea and I ran with it), that next session we'll cut to a year or more ahead, and see what the deal is with this new hold (everyone in the old, starting town died of the worm. Dust, the hocus, didn't wish for a cure!). The Angel and the Hocus will stay, but the Gunlugger player wants to play a new character. We're all cool with this, as we feel (I think? I do, at least) that the game needs something new, or some new energy, or whatever.

Thing is, the Gunlugger's player doesn't have enough advances to get a new character (and yes, he's going to be playing both), but we give it to him anyway, because we're all happy with the idea. The Gunlugger was two advances away from The Ungiven Future.

So is this cool? Should I give the other players two free advances? Another player is potentially coming in: should they get two free advances as well?

Nothing about the Gunlugger player playing a new character seems like a bad idea, but it's against the rules, and I'm just wondering: Is there anything wrong here?

I've written a custom move for when/if the PCs dabbles in the drug Myth, which is a Threat (Affliction: Delusion, impulse: to dominate people's choices and actions). From memory, it goes something like this:

When a character takes a hit of Myth, roll +cool. The MC tells them something they get an impulse to do.
On a 10+, they take +1forward for as long as they're actively working towards their impulse and mark experience when they've fulfilled their impulse.
On a 7-9, they mark experience when they've fulfilled their impulse.
On a 6-, if they're not working towards their impulse, they have to Act Under Fire - on a 10+ they do it, on a 7-9 they're given a bargain, on a 6- they fail and the MC makes as hard of a move as she likes.
For each hit of Myth, increase that character's Myth Addiction Countdown Clock one section.

One of my threats has a custom move that involves taking a drug, but this is way better. I'm making my drug a threat and am probably just going to steal your move whole-cloth. Thanks!

I have a custom move where, if the players fail their roll, they basically get automatically in-brain puppet-stringsed by an NPC. It hasn't come up yet, but I'm not worried about it at all.

Apocalypse World / Re: NPC/PC Pictures
« on: September 11, 2010, 02:35:59 AM »
I think I just had to get over my own resistance to the idea. I'm really digging it now and maybe* want to do this for my game.

*I mean I want to, but it's going to hurt in buying ink, I think.

Apocalypse World / Re: NPC/PC Pictures
« on: September 10, 2010, 04:44:48 AM »
I love this idea, but man, handing out pics for every NPC that shows up? I've got enough prep work as MC as it is! Maybe if I'd been used to DMing D&D for years it would seem like no problem, but man...

Apocalypse World / Re: I Barfed Forth this Apocalyptic Booklet (pics)
« on: September 08, 2010, 08:42:42 PM »

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