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Messages - fuseboy

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46
The Regiment / Re: First game / A couple of rules questions
« on: November 08, 2012, 09:21:35 AM »
I'm running my first session of The Regiment tomorrow. I'm using kind of a funky setting: Time travelers taking over ancient rome with modern weaponry.

This is hilarious, because right after returning from my first game of The Regiment, I stumbled on a lovely old map of ancient Rome that's been folded in my basement for two decades, and precisely the same thought occurred to me - time-travelling special forces doing missions in ancient Rome.

47
The Regiment / Re: Regiment w/o AW
« on: November 01, 2012, 09:31:17 AM »
John, thanks very much for the replies.

I haven't really waded into the AW myths conversations online, so any pernicious misunderstandings will have to emerge from my own biases. :-)

48
The Regiment / Re: Regiment w/o AW
« on: October 31, 2012, 03:56:37 PM »
9. Hard moves - I don't get the sense that The Regiment's MC moves are divided into soft and hard moves the way AW is, is it?  Or is 'taking fire as established' an exception to this process?

49
The Regiment / Regiment w/o AW
« on: October 31, 2012, 03:12:31 PM »
So, I was fortunate enough to play in John Harper's 'Bandit Razor' scenario this past weekend, and had a great time.  I'm warming up to running it for my Toronto posse.

1. Is it remotely doable without owning Apocalypse World?  (I have just bought AW PDF, but it has not yet arrived.)  My sense is that TR has drifted a long way from AW, but I'll probably be caught out by a number of conventions.  Ignore any questions below that annoy you for this reason.

2. Is there any kind of limitation on the use of Liberty moves?  Seems you could just pile them on, and some have no downside.  (Or does, say, Blow Off Steam use up your whole downtime?)

3. Is there any kind of roll-up of the rules that are sprinkled around the net?  A forum thread here mentions how to work out OP, and Paul's Market Garden AP thread mentions that it's cool to have multiple characters.  (My guess is no, wait for the game!)

4. What do you do if the players come up with a really crap (or awesome) plan?  For example, the Battle Plans section offers a neat template for the sorts of things the players should consider for various objectives, giving even novice GMs a sense of whether a plan is comprehensive (if not actually good) or myopic.  Does the GM hold this in the narrative cloud in his/her mind (which I suspect)? Do you ever tweak OP for the Engagement roll? Generally not an issue?

5. How do I throw money at you? :-)

6. NPC action vs. Unit Maneuvers - the choice between these is the number of NPCs, I take it?

7. The 'Setup' and 'Loud' weapon tags aren't explained, but the narrative is obvious.

8. Any special way of handling parachuting in?  I suppose it could be a wide variety of things, like the Engagement roll, Maneuver, Are You Crazy, depending on the narrative.

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