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Messages - Ariel

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61
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 08:27:00 PM »
So, after all that criticism, figured I'd be more constructive and rewrite it.

And so:

THE HEARTDRIFT

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

MOVES

X Spooked:
You’ve awoken in a body that isn’t the one you remember and as such, you’re tenuous and loosely bound.
With time, intimacy and an empty or willing vessel, you can change bodies, roll+cool.
On a 10+, pick 3. On a 7-9, pick 1.
+ Your soul’s not exposed to the world’s psychic maelstrom.
+ It doesn’t deal 2-harm ap area messy.
+ No one walks in on you.

0 Oracular:
When you scry, roll+weird.
On a hit, pick 1: speak of the forgotten past, of the secret present, of the ungiven future, or of the world’s psychic maelstrom.
On a 10+, anyone who listens to these revelations takes +1forward.
The MC may ask you: how is that so? If you don’t have a good answer, talk about something different instead.
If it involves a PC, they may either contradict or modify your answer, in part or in full.

0 Just a Loaner:
When you make the harm move, take -3.

0 Half-in, Half-out:
+1weird.

0 Casper:
You may help or interfere despite distances.

0 You wanna see the real me?:
To you, the world’s psychic maelstrom counts as both as a person and a situation.

0 Drift:
When you drift through the world’s psychic maelstrom, roll+weird.
On a hit, you may reemerge anywhere connected to it.
On a 7-9, the MC’ll pick one:
+ The maelstrom opens you right up, it’ll ask you a question or two.
+ When you exit, any witnesses take psi-harm.
+ You forget a major or important detail about yourself.

As for the Aspects, some like a Haunt would work: a thing, person or place that they’re obsessed with. It shouldn’t give them any +’s or any benefits really. Being a ghost is already a big perk mechanically.

62
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 07:50:01 PM »
Sure, why not? I think having a few different takes on the PC-Maelstrom relationship is good.

Although, I'm not interested in children as PCs personally.

63
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 05:06:35 PM »
Yeah, I tend towards "they" as a gender neutral or plural identity person. But whatever works!

I think having some like "women, man, transgressing or youth" as options in the playbook are just fine.

These things said, I'm excited for the playbook and happy to workshop it.

64
Apocalypse World / Re: New Playbook? Lost Girl
« on: November 19, 2011, 03:33:33 PM »
The way Johnstone handled it in the Last Child playbook, is that you change playbooks when you have sex. The trick is that the special only activates if the sex is consensual. You don't get a gift if you rape the Hardholder. If you have sex with the Last Child and they don't wanna change playbooks, uhm, well you're now a child rapist.

14 year old girls are having sex today, FYI. Usually with their peers. In Contemporary America. So, having a sexually mature but teenage character isn't really that big of deal in AW and makes for interesting and problematic relationships between the PCs. Both Echo and River are sexually mature adults if no always mentally competent.

That being said, I think the playbook would be better if it was less gender specific. I'm sure it'd be just fine as "The Lost" and a lot less patriarchal: "Strange, fucked up, unstable girl" is a sexist trope, playing on ancient Greek mores and myths about how women were dangerously close to the spirit world and needed to be veiled. That and the figures of young drugged women as oracles, either Delphic or Sibylline. 

We can do it one better and just say that they're 'strange, mysterious, and oracular youth.'

65
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 03:20:57 PM »
It makes violence towards the character meaningless unless it's PvP with a Brainer or like, you're coming up with Fronts and Custom Moves just for that playbook which is a hassle.

The character is going to be literally out of the action a lot of the time. Most All of the important scarcity in the setting becomes meaningless or minor in play.

Okay so move-by-move break down:

Quote
x Incorporeal: you have no physical body. You cannot use or gain the benefits of normal gear.  You suffer no harm from weapons or effects that are not specifically designed to harm incorporeal targets.  Brainer moves and gear that cause harm, or other psychic effects, can harm you. ?-harm causes 1-harm (ap) to you in addition to any other effects.

Basically this says that large and fundamental parts of the game don't apply to your character. Not only that, but you're a ghost now instead of a flesh and blood human being, unlike the other human characters. These two things are bad things in terms of play. All of sudden there this exceptional character that doesn't really have a stake in making the world a better place or is implicated in the scarcities.

Quote
0 Spirit Travel: You can travel through the psychic maelstrom to appear anywhere it touches, roll+weird: On a 10+, choose 3. On a 7-9 choose 2:
-   you arrive where you want
-   your travel takes little time
-   you suffer no ill effects
On a miss, you suffer 1-harm (ap) and arrive somewhere else, the MC will let you know where.

This fine-ish, a little boring but okay. How is this different than Saying "I walk to the Hardhold" and then maybe having to roll Act Under Fire?

Quote
0 “Let me show you the things I see”: When you open your brain you may select another character to share your experience, opening their brain with the same results as your roll.  On a hit, you may ask them a question or two and they may ask the same number of questions of you, answers must be truthful.
On a miss, you both suffer ?-harm.

Why is this better than just telling the character about something? Why is this move important? Opening you brain to others is cool idea, but how is it different from Deep Brain Scan or In-Brain Puppet Strings? I like this move but it needs a serious rewrite.

Quote
0 Possession: With intimacy, you may force yourself into someone's brain, roll+weird.  On a 10+ you control their body, like a fleshy puppet, for up to 24 hours. When you make them do something against their nature, you must act under fire or take s-harm and be forced out and may not possess them again for 24 hours.
On a 7-9: You control their body for one concrete action and are then forced out and may not possess them again for 24 hours.
If the body you're controlling takes harm, you must act under fire or take s-harm and be forced out and may not possess them again for 24 hours. On a miss, their mind fights you off: you take s-harm and may not attempt to possess them again for 24 hours. Additionally; they may ask you one question, as you leave part of yourself behind, answer truthfully.

This move is the hot one. It doesn't really work as written but it's a start. Too much going on. Look at the other moves in the Brainer playbook, what does this move look like in play and in the fiction.

Quote
0 Terrifying: when Going Aggro, roll+weird instead of roll+hard.

Sure okay but like you can only really Go Aggro is if the target can't fight back effectively which gonna always be the case because no one can deal harm to you unless the Ghostbusters show up. And what happens when they do show up? No Seize? If they can fight back it's not Go Aggro anymore. So, the Ghost can just wander around murdering people with his claws. Seriously, the character becomes this walking-thru-walls, effectively invulnerable, murder hobo.

Quote
0 Rejuvenation: After you have suffered harm, with time, you may attempt to reknit yourself with the stuff of the psychic maelstrom, roll+weird. On a hit, heal 1-harm.
On a 10+ pick 2, on a 7-9 pick 1:
-   you’re stabilized
-   you heal an additional 1-harm
-   you don’t reveal any of your secrets to the psychic maelstrom
On a miss, you begin to unravel.

Boring and makes the character even more autonomous invulnerable murder hobo. You want moves that make the characters live more and not less boring. I don't like it when the PCs take the Angel playbook because it makes healing harm less interesting for me because I can't make them go to NPCs for healing.

66
Apocalypse World / Re: Can I haz playbooks
« on: November 19, 2011, 02:31:08 PM »
I think I have the text file for the Witch King somewhere, I did the art for it but I'm not sure it ever go layout. It's Ben Wray's playbook so hassle him.

Most of those other one's I've only ever seen as half-finished ideas in threads. If they exist at all, they probably are layout or playtested. But maybe?

67
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 01:10:24 PM »
I think you've got really cool idea here.

I think no hard stat and no body is a terrible idea.

I can expand on it if you want but basically its that it's gonna be really really clunky in play.

What you should be doing is like an alter brainer: possession, scrying, other maelstrom stuff.

68
Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: November 18, 2011, 02:23:33 PM »
I have all the playbooks but I realized that I don't have the Maestro D' tri-fold!

If you have it, email it to me at spooked@gmail.com with what playbook you'd like in return and I'll hook you up!

69
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 17, 2011, 03:19:05 PM »
It's not something I necessarily do directly or consciously, but it's a useful metric to see who's getting spotlight time and who needs some more love.

Some player's will do everything to advance as hard and as fast a possible, other don't really care at all.

70
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 16, 2011, 06:37:10 PM »
Sure, but Moves Snowball, y'know?

I aim for 2 or 3 advances per player per session.

71
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 07:22:16 PM »
I'll briefly echo Charles and say, yeah, totally the sack is a different situation than the dudes putting him there. That certainly could call for another moves.

The players should be making tons of moves. No like one per scene, like ten per scene.

72
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 04:06:18 PM »
Right but drugged doesn't mean helpless or necessarily unconscious. Moreover, it still means the Player can say things like "I try and regain consciousness to prevent certain death." Keeping someone unconscious while you cut on them is a highly skilled profession that requires sophisticated equipment and specialized medicine, and even then it doesn't always work. I've personally been tied to stretchers and ignored copious amounts of sedatives administered via IV "to knock him out" only to continue trashing during a psychotic episode. I've seen friends tragically drugged helpless with GHB but they were unconscious but not inactive. So, it's entirely possible that the Gunlugger awakens right as they're about to strike, that their liver finishes breaking down whatever it was they were given or their metabolism means they're in a comparatively light sleep.

What's enough? I can't tell you. That's the call you make at the table as an MC.

Oh, yeah, they almost always get that act under fire move. Like I said, the fire is the knife in the eye.

73
Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 15, 2011, 03:03:52 PM »
This has radically changed my understanding of Go Aggro and Seize by Force.

74
Apocalypse World / Re: ...was 50 years ago.
« on: November 15, 2011, 01:24:08 PM »
It's funny you guys should say that, Jim Crocker just ran a 1930s apocalypse set in the ruins of the Chicago's World Fair.

Prohibition gangs! Suffragettes! Gimps! Bootleggers! Speak Easies!

It was lots of fun.

75
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 01:07:01 PM »
Seriously, it's act under fire with the fire being the fucking knife in his eye and the drugs. The knife does 2-harm ap.

If you wanna make Christopher Week 6-harm move a thing in your game, that's your shit and no one needs approval from us to do that. So that's one way to deal with it. As it's been said before, people have survived worse situations and recovered, likewise people die all the time from trivial things. It's not really a matter of realism.

If this was the end of a long, multi-session, many-move affair, it'd still make the Gunlugger roll act under fire to live, unless they're down with dying.

Auto-kill is boring. Make the Character's lives not boring.

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