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Messages - Jwok

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16
Apocalypse World / Re: Why the Maelstrom
« on: November 17, 2013, 01:34:28 PM »
This is great stuff, thanks all.

Particular props to Fabulist. This...
Quote
Harry Potter casts third level spells from page 126 of the Player's Handbook. Ged opened his brain to the world's psychic maelstrom.
...this is brilliant.

I've always liked the idea of "magic" as raw and powerful and unpredictable and costly. Sorcerer's making costly deals with demons, Carrie using augury and choosing to leave in "bleeding instability," etc. That said, I'm currently working on a hack right now that involves witchcraft, and I've been finding myself leaning back towards specific "spells" as a means to covey a specific color for the games setting. Not sure if this is a good thing or not, but hey, it's a work in progress.

DWeird, I think you hit the answer I was looking for on by bringing up that quote. In a lot of my games, when I ask "what does the maelstrom look like for you," I get a lot of disjointed ideas - the random media crap-soup. I've always imagined tapping into the maelstrom as a universal experience, but now that I think about it, I kind of like that the maelstrom would fill itself up with whatever the viewer brought to it.

I still can't really wrap my brain around the idea of just "opening your brain," like releasing a clenched fist to something that you always know is there. Well, I guess I get the concept, I just have trouble imagining the sensation or what the experience would feel like.

17
Apocalypse World / Why the Maelstrom
« on: October 28, 2013, 05:17:16 PM »
So, this question is for Vincent, but others are welcome to chime in.

What was the inspiration and intention of the maelstrom in AW?

18
Apocalypse World / Playbook Draft: The Load-Bearer
« on: June 24, 2013, 04:22:58 AM »
Hi all,

So I'm making another run at a custom playbook. The idea with the Load-Bearer is kind of the "down in the dirt hero who can't stop taking on other people's burdens." My initial concern is that the moves are a little too straightforward and not "apocalypse-y" enough yet. I'm also curious if this concept sounds like something that would be interesting to play. Anyways, I wanted to put it before ya'll for public scrutiny and peer review. Please toss me your feedback!


The Load-Bearer
[/b]

Introduction

There were once these things called productive industry and division of labor and civil rights. Now those things lie in crippled husks among the other dead memories of the golden age. Now we work to just keep ourselves alive. Now we live off our own blood and sweat, our broken backs and calloused feed and gnarled hands and tired hearts. We toil beneath the hot sun and the angry eyes of the maelstrom, always fighting an uphill battle for our lives, our hopes, and our dreams.

Some of us just aren’t cut out for this type of life. But some of us are strong enough to carry others through it.



Stats

Cool+2 Hard+1 Hot-1 Sharp+1 Weird+0
Cool+2 Hard+1 Hot+1 Sharp+0 Weird-1
Cool+2 Hard-1 Hot+1 Sharp+0 Weird+1
Cool+2 Hard+0 Hot-1 Sharp+2 Weird-1


Moves
(choose 3 or 2 - not sure yet)

No-nonsense: When you read a person, roll+cool instead of roll+sharp.

Atlas: When you take on completely someone’s burdens or cause, mark experience and take +1ongoing with that person until you betray their trust.

Protector: When you fight to defend someone, or drive off an attack against them, you get +1ongoing for the duration of the fight.

Of the people: When you are in a community that you have sweat, fought, and bled for, you get hold 2. Spend your hold 1-for-1 to receive a gift from the people as though they were a Hardholder granting a gift (your MC will decide exactly which options are appropriate given the community). Any time you take on a significant risk or task for the people, add 1 hold.

Take a bullet: As long as you are within hand reach of someone, you can choose to take harm they would have instead taken from an incoming attack.

Unbreakable: Ignore the effect of your first debility, as it is taken or ongoing from this point forward. You still are whatever debility was chosen (shattered, crippled, disfigured, or broken), it just doesn’t keep you from doing what needs to be done anymore.

Special

If you and another character have sex, you may use Atlas even if you don’t have the move.


Your Labor
You are a major cog in your community. Choose 1 or 2 labor jobs that you are involved in:
? Pit Mining (construction/deterioration)
? Smelting (tools/waste)
? Dirt Farming (food/hunger)
? Holding repair (protection/vulnerability)
? Junk Collector (wealth/without needed items)
?
?

When the Hardholder rolls for wealth, roll+cool. On a 10+, add your surplus to the community, regardless of the wealth roll’s result. On a 7-9, you don’t modify the results either way. On a miss, add your labor's want to the community, regardless of the Hardholder’s result.

If no one is playing the Hardholder, use this roll when a weath roll would normally be called for.

19
Apocalypse World / Re: How populated are you Apocalypses?
« on: June 24, 2013, 02:19:13 AM »
Ooo, I really like your idea Pheylorn. I've always been going off of an assumption more like Scrape's, but the "lots of little" holdings all a day apart sounds like it opens up a lot of play options.

20
Apocalypse World / How populated are you Apocalypses?
« on: June 14, 2013, 12:35:59 PM »
So I've noticed that in many of my AW games I tend to lean towards a more sparse apocalypse - i.e. one holding with maybe a few others known of on the distant horizon, with everything desolate of human life in between.

I'm curious to know a couple things from ya'll:
A) How populated are your apocalypses?
B) What the scale of your regions are - Is travel between holdings measured in days? hours? weeks? Are your holdings a few buildings, a section of a city? How far reaching are the burning flats?
C) Does having a more populated region with lots of little holdings and communes seem counter to the "not enough to go around" nature of AW?

21
Apocalypse World / Re: Custom Moves from Space World
« on: June 09, 2013, 11:03:41 PM »
As a player/co-mc in this game, I wanted to say A) Truemyth's move design was awesome (the miss on the fruit roll was particularly cool), and B) Co-Mcing with 4 people worked really well. Thanks to Truemyth and Derendel for being a part of this awesome game, and thanks to Lumpley for setting out a foundation for co-mcing!

22
Apocalypse World / Re: Seduce or Manipulate Questions
« on: May 07, 2013, 03:34:11 AM »
Oh damn, those are good links - thanks Lin_fusan! Okay, so example rewrite 1:

--- --- ---

Keeler the Battlebabe walks up to Leema the Savvyhead and says that he wants Leema to make a bomb. Keeler scores a 7-9 to manipulate and decides to make it acting under fire. "Come on Leema, you wouldn't want to disappoint me now, would you?" Leema says "fuck off," and goes back to working on that water filter. But now she's acting under fire to get it done.

Leema rolls:
On a 10+, whatever, Keeler's not that hot.
On a 7-9: "Leema, you get the filter done, but this thing isn't going to work for more than a few days without regular maintenance."
On a miss: "So you get the water filter done and installed, and your sure it's good. But a few days later, people start getting kind of green in the gills..."


--- --- ---

So here the leverage is disappointing Keeler (because acting under fire was chosen), and the acting under fire applies to what Leema does instead of making the bomb.

Also, if I'm right here, that also seems to mean that a PC can decide to Seduce or Manipulate another PC whenever they want something from them, and determine who/what they are offering as leverage after the roll. This could be as simple as fear of disappointment or Keeler saying "Come on Leema, don't be a fuckface," which generally wouldn't suffice as leverage for NPCs. Is this right?

(Vincent, if you could weigh in here that would be awesome.)

23
Apocalypse World / Re: Seduce or Manipulate Questions
« on: May 04, 2013, 01:29:37 PM »
Okay, I re-read the thread where Vx talks about leverage on PCs, and I think I get it. The leverage for PCs is what you choose after your roll.

So, Keeler the Battlebabe walks up to Leema the Savvyhead and starts chatting him up. After a minute or two, Keeler drops the bomb - that he wants Leema to make a bomb. Leema's like "holy shit," and Keeler rolls to manipulate (or seduce). He scores a 7-9 and decides to make it "acting under fire." "Come on Leema, you know I would only come to you for something like this. Your my special little tech-bunny. You wouldn't want to disappoint me now, would you?"

Now Leema could still ask for barter, or a promise, or whatever, but either way, if she doesn't make the bomb, she's acting under fire. The "disappointing Keeler" becomes the leverage, because of the option taken and how it played out in the exchange. Sound right?

24
Apocalypse World / Re: On Charging for Character's Services
« on: April 30, 2013, 01:52:28 AM »
That makes a balls load of sense.

Still not sure about the Angel thing though. If you pay to have them on call, are you expected to pay them for each resuscitation too? I get paying them for stock spent, but paying them again every time they do what you hired them to do seems odd. Is the "successful resuscitation" kind of like a "I don't know you. You want me to save him? What have you got for me?" sort of thing?

25
Apocalypse World / Re: Seduce or Manipulate Questions
« on: April 30, 2013, 01:46:52 AM »
Okay, so then some followup questions:

1. For the barter move - what's the difference between using 1 barter as leverage and rolling+hot vs using 1-barter for leverage and auto-scoring a 10+? Is this rule there as a money=power thing?

2. For manipulating a PC - Why don't you need leverage? Or I guess, why does the leverage come after the roll? This just isn't computing in my head.

For example:
"Keeler confesses her crush to Bran. She wants him to like her back. She hits the roll with a 7. “If you like me back, mark experience,” she says. “Wow I’d like to,” Bran’s player says, “and you’re sweet and all, but…” “Oh no!” Keeler’s player says. “Crushed!”

What's the leverage here? Did Keeler have any at all? Did she need to? What happened that allowed the use of a seduce or manipulate roll? Can PCs can just seduce/manipulate each other just because?

3. Assurance - Can you still seduce or manipulate someone if they're already planning on doing what you want? By this I mean taking the risk of making a move to mechanically insure the person does what you want.

For example, Skins says he'll guard the food storage, and thats cool, but I want to make sure he really guards it, and doesn't fuck off because Zipfly gives him the goggly eyes. I tell him that if he fucks this up there'll be hell to pay, and roll to manipulate. 10+. "Yeah sure boss, don't worry, I'll be cool." - and he will.

Does that sound right?

26
Apocalypse World / On Charging for Character's Services
« on: April 23, 2013, 07:37:05 PM »
I'm a little confused on some of the character service costs. In the book it says that 1-barter will get you:

"an act of murder, extortion, threat or violence executed by a
battlebabe, chopper or gunlugger."


But will also get you

"a week’s employment of a battlebabe or gunlugger as bodyguard,
gang leader, or thug-on-hand."


Assuming that employment or bodyguarding will likely involve violence, threats, and murder, how does this resolve? If I hire a chopper for a week, and he kills someone while protecting me, does he get to charge me an additional barter for each person he kills? Or each act of violence he commits?

Similar things come up with the savvyhead and the angel. If I pay for an Angel to be on call for a month, do I also have to pay for each successful resuscitation that she does within that time frame?

To me, the former option seems like a one time charge, unless I ask for a specific person to be killed or a specific show of force beyond watching my back. The latter option seems multiple charges, in that yes, you pay me to be on call, but you also pay me for the work I do (or at least cover the material expenses).

Thoughts?

27
Apocalypse World / Re: Seduce or Manipulate Questions
« on: April 23, 2013, 07:24:26 PM »
I definitely agree that there are moves for influencing a group. I ask because I had a sexy brainer gone battlebabe try to seduce a group of three soldiers, and the group (we were co-mcing) decided to go with a acting under fire roll before I could attempt to seduce the group). At the time I thought it was weird, but in retrospect I can see the justification (the fire being, can you keep all of their attention as you flirt and coo). It seems to me like seducing or manipulating a group is possible, assuming you have the proper leverage to do so.

Some other questions:
1.) On the barter = auto 10+ manipulate move, does the subject have to want the item traded for the move to work?
(I looked at this post for answers, but didn't really understand the outcome of the conversation)

2.) Is it true that you don't need leverage to manipulate a PC?
(Question based off of this quote by vincent "For PCs, the leverage comes after the roll.")

28
Apocalypse World / Re: Play Aids Index
« on: April 21, 2013, 03:23:34 PM »
I put together a trifold document base for creating things like moves sheets or playbooks. The document uses Microsoft word, and functions best in "publishing layout" view. Make sure to get all of the free AW fonts before you download these, otherwise the fonts in the document will reset and get all ugly-like.

29
Apocalypse World / Re: Playbook Draft: The Survivor (Feedback please!)
« on: April 21, 2013, 03:03:03 PM »
@Dragonraven: Glad you like it! I'm still not sure what I want to do with this, or if it really has a place in the AW universe, but here is a link to the PDF trifold I put together if you want to check it out or give it a try. If you end up using it in a game, please let me know how it went!

I also realized that this character kind of fits the father from "The Road" in a way that I haven't really seen yet. Again, I'm not sure how well this archetype will fit into an AW setting (it's a bit more gritty and melancholy than the feel of most games I've seen), but I am interested in playtesting it and seeing how it plays out.

30
Apocalypse World / Seduce or Manipulate Questions
« on: April 17, 2013, 11:36:14 PM »
So, two questions on seduce or manipulate.

First: Leverage. Do you need to have leverage that the person your manipulating cares about, or does the simple presence of leverage allow the roll to happen, and how well you use it is based on your hot roll?

Second: Groups. Can you seduce or manipulate multiple people if the leverage you have works on all of them?

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