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Messages - Paul T.

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616
I also love The Jedi! The moves are really great.

(What does "move something you couldn't move with your two arms" mean? That you can move something really heavy, or is this a required choice to move something at all when it's far away?)

617
Johnstone,

I dig the Earth Man! It made me look up your World of Algol (a hack not yet written? hmmm?). It's a hot hack!

But this playbook has Bonds instead of Hx.... is this something you're planning to update in the World of Algol?

618
Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario
« on: December 01, 2011, 02:45:29 PM »
An interesting session, for sure.

Dust was awesome! Love the backstory. She was intriguing enough for the Quarantine to follow her out to the Tribe, anyhow!

For some reason, I'm really curious to see how she will interact with Ethan the Savvyhead...

Another very interesting tidbit was Fuse's necklace/pendant, which, according to (someone?), is an emblem of the Eye, and can get the bearer into the Eye's presence, a favour from the Eye, or something similar.

Was Fuse a spy of some sort?


619
Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario
« on: November 24, 2011, 01:51:30 PM »
Erik,

It took me a moment to realize what you were talking about! You're referring to our conversation after the last session, right?

If so, it was about a technique John and I (that's quite a mean typo you made there!) were working on a few years ago. It's not strictly relevant to AW, but could be made to fit.

The idea was to take traits important to the characters and then create NPCs that reflect them or subvert them. For example, if one character is struggling with issues of loyalty, you might create a strongly loyal villain (perhaps someone who takes that trait to the extreme), or a disloyal hero (Robin Hood?). Or simply an NPC who reflects a particular angle of that issue. Then in play you see how the protagonist relates or reacts to that NPC.

It's a very character-centric view, not along the lines of NPC-PC triangles, but...

OK, new thought on adapting this to AW:

* Take an important issue from a character. (We don't have too many of these yet, maybe some more "reading" moves and/or provocative questions will help here?)

For example: Big Dog clearly believes that respect is based on relationships of power, a "might makes right" kind of philosophy.

* Create a basic idea for an NPC who pushes that idea to the extreme or subverts/inverts it.

Example: A warlord/cult leader who believes in equal rights, loyalty, the value of the community over individual power. Might does not make right to this guy!

* Now do the same thing for another character.

Example: My Quarantine desires to find his family, it's his drive at the moment. Let's create an idea for a character: someone who believes family ties are an evil philosophy, that people are what matter, that we should erase all ties of blood, separate children from parents, etc.

* Finally, you create an NPC that combines those two things.

In our example, we get this warlord/cult leader figure who a) believes that people are equal, that violence is not the basis for respect or leadership, and b) wishes to destroy family relationships and create a society that values community above family ties: everyone is "equal", and ideas of blood lineage and family should be thrown out the window (probably at gunpoint, since this is AW).

Silly example, maybe, but that's basically the line of thought.

You could easily assign such "angles" to existing NPCs instead of creating new ones, of course.



620
Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario
« on: November 22, 2011, 02:06:16 PM »
Right on.

621
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 21, 2011, 10:37:36 AM »
Nathan,

That rewrite is pretty hot!

But I really like some of the original moves, too.

I'm with Nathan, though: this playbook, as written, is problematic.

622
Apocalypse World / Re: Second round of Hx: secret?
« on: November 21, 2011, 10:30:48 AM »
Say it out in the open, definitely! Makes things more fun.

623
Apocalypse World / Re: Hello
« on: November 13, 2011, 01:59:59 PM »
I think the book makes very good sense in the order it's in: just read through it, trust the author, and then if you *still* have a question, re-read the appropriate section. There isn't a glossary or anything like that, so sometimes you'll figure out what a certain term means a little later, and that's OK: it's all very straightforward.

The only exception I might recommend: it could make sense to read "character creation" (chapter 3, p. 95) before reading through the playbooks themselves (chapter 2, "the characters").

624
Apocalypse World / Re: Setting up (what to look for?)
« on: November 10, 2011, 05:23:56 PM »
These all sound pretty good. How would you go about establishing some of these, though? Overtly or implicitly?

625
Apocalypse World / Re: Diseased holding is diseased
« on: November 09, 2011, 02:29:52 AM »
Oh, nice. I like that!

626
Apocalypse World / Re: Diseased holding is diseased
« on: November 08, 2011, 05:13:23 PM »
If you do, though, make sure the player knows that when they make the choice!

They might be thinking, somewhat rightly, that there's no additional consequence. Don't make it a surprise! What honesty demands and all that, right?

627
blood & guts / Re: Gunlugger's "NOT TO BE FUCKED WITH"
« on: November 08, 2011, 03:51:12 PM »
Thanks, Vincent!

628
blood & guts / Gunlugger's "NOT TO BE FUCKED WITH"
« on: November 08, 2011, 12:09:27 PM »
Just looking at this move:

Why is it that the Gunlugger gets "gang stats" (3-harm, etc), instead of just saying that he acts as a small gang in battle? It seems odd that it wouldn't make any difference what kind of weapon he brings into the battle--after all, he's the Gunlugger, he likes his guns, right?

629
Apocalypse World / Re: Our 1st Session (and some question marks)
« on: November 08, 2011, 11:29:05 AM »
- The Gunlugger counts as a gang... In what way?

When the Gunlugger's in a battle, they count as a small gang to determine the harm they deal and take. So a NOT TO BE FUCKED WITH gunlugger going against a small gang will inflict full damage to the gang and the gang will not get a +1harm. Against a medium gang, they'll deal harm-1 and take only harm+1. Against a lone fucker NPC, the NPC's pretty much fucked : full damage (3-harm +1harm because it's like a small gang going against one guy, so 4-harm) minus that NPC armor.

Funny...

I always assumed that the NOT TO BE FUCKED MOVE applied "in battle" (meaning a larger event, not a one on one), so gave the Gunlugger an advantage when holding off a whole gang. I read it as not being relevant in a one-on-one situation (where the Gunlugger's already badass enough as it is, you know?).

But I suppose my interpretation isn't really clearly supported by the text.

630
Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario
« on: November 04, 2011, 02:34:32 PM »
Ok, my character: (let me know if you need any more details)

Name - Unknown (name tag was scratched out on the pod), called "Messiah Quarantine" by Widow

Look - Male, faded orange jumpsuit, young face (currently very scruffy), lost eyes, rangy body

(I figure he's not actually all that young. But certainly *looks* incredibly young, not only because he's got an innocent look, but also because Apocalypse Worlders must show age much more than people did in his time!)

Stats
Cool +2 (Highlighted)
Hard +1
Hot   0
Sharp +1
Weird +1 (permanently highlighted, because he was "overcome" by the psychic maelstrom when emerging from stasis)

Hx
Big Dog +2
Widow -1
Ethan -1

Harm
Currently at 6:00 (2-harm from electrocution)

Moves
Disciplined Engagement (can choose to inflict less harm)
Eager to Know ("when you go to someone for advice..." move)
Inspiring (If another PC rolls+Hx to help the Quarantine, they mark experience)
Healing Touch (from Angel playbook)

Gear
Currently an M16 (or similar) assault rifle, and the ATV. Also has a set of military body armor back in the ship/station/stasis thing. (We really need a name for this, huh?)

Stasis
* Recently emerged from here.
* Stasis contains what I think is my family, and
* is securely hidden.
* Specialist JACKSON, TAMMY H. is missing: her pod is empty. Was she the one who dug the tunnel to the surface?

Developed in play:
* My daughter, Lucy, may be the dead body in one of the pods.
* At least some of the armoury is missing, looks like it's been pillaged.

Unlocked facilities:
* Psi-isolation rig. Looks like a black chrome sarcophagus, standing vertically. Isolates contents from the psychic maelstrom and can keep a person in stasis. (Interesting implications here: how and *why* was this thing designed and built? What for? Why did someone think it would be needed or useful?)

[It currently contains Widow, note. But I tried to give you a potential "out" for framing future scenes by letting slip that "it" might decide to release a person if certain (unspecified) conditions are met. Use that as you like!]

Past
What we know so far:
* The first sign of the world ending was the storms.
* The apocalypse was gradual.
* I lost my daughter, Lucy, in the apocalypse.
* I believe I am somehow responsible for the apocalypse.
* I remember betraying my friends during the Protest Times to the Administration, a memory I'm very ashamed of.

Of course, this is AW, so there are no status quos and all that: but that's a current snapshot.

(The Quarantine also has a kind of vulnerability/romance/loneliness sort of sex move/special, note.)

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