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Messages - nerdwerds

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61
AW:Dark Age / Re: Denied right
« on: September 02, 2014, 02:53:43 PM »
Re: the last option, What does holding it against the MC entail? or mean?

62
Apocalypse World / Re: New Custom Playbook: The Conduit
« on: May 25, 2014, 06:48:37 PM »
inspired by inFamous?

63
Apocalypse World / Re: Custom moves and lists
« on: May 06, 2014, 07:07:08 AM »
Oh yeah, and custom moves?
I think this is a MC preference thing. I rarely make a custom move for anything unless I want to highlight something for the players, or I have a "boss" NPC who I think should require a little effort to take out. When one of my friends MCs she writes at least one custom move for every threat, and another friend of mine writes 2 to 3 custom moves for every location, major NPC, and session.

64
Apocalypse World / Re: Custom moves and lists
« on: May 06, 2014, 06:55:48 AM »
When you read a situation or read a person, you should use the questions provided. There's an improvement that advances moves, and the advanced versions of those moves would be useless if you just allowed any question to be asked.

That being said, the questions can open up answers that the players might not have been looking for.
"where’s my best escape route / way in / way past?" is pretty direct but it allows you to frame some action. If the player is on a higher floor, the best way in might be through an air vent, the best escape route might be the window, the best way past might involve causing a distraction. The options are there for the player to choose how they frame the question, but then the answer is up to the MC.

"which enemy is most vulnerable to me?" and "which enemy is the biggest threat?" are direct questions that require honest answers. If you're players are going up against a gang, or even a small group of thugs, you will likely have an idea of who is the toughest, who is the leader, and who is the runt. This gives you details to share and it gives the players options.

"what should I be on the lookout for?" is an open-ended question that could have a complex answer. It is basically a way for you, as the MC, to barf forth apocalyptica or announce future badness. The answer to a question could be direct and plain ("You are being followed by Crank, he's waiting for you to be alone so he can attack you.") or you could be suggestive and obscure ("You're being followed by someone, you might be able to figure out who it is if you doubleback or try to find a secluded spot."). Even if the player shouldn't be on the lookout for anything, when a player asks the question it gives you an opportunity to introduce a threat or give the player information about the closest one.

"what’s my enemy’s true position?" is useful in two ways, the player might be looking for an ambush ("The shots are coming from behind the faded billboard.") or you might have an NPC who is bluffing ("She has no stake in your fight, she's just looking for a bribe."). You can interpret the question either way, but only if it's interesting and useful to the player asking.

"who’s in control here?" is my favorite question because it tells the player who has the upper hand, and if the fighting is going well for the players then a lot of times the answer is simply "You are!" But again, this is an information gathering question, and if an NPC has an ace up their sleeve then you owe it to the asking player to answer honestly ("Cousin has lost a lot of men to your guns but he's smiling about something, he is clearly in control here.").

65
brainstorming & development / Re: Eclipse Phase World
« on: May 05, 2014, 06:10:06 AM »
I, too, am curious about progress on this.

67
AW:Dark Age / Re: For Plausiblefabulist: Jewish Genealogy?
« on: March 26, 2014, 12:51:17 AM »
the Memory Sibling
the Grimoire Bearer
Child of the Nameless God, or just the Child of the Nameless

68
AW:Dark Age / Re: Bloodless Xristos
« on: March 12, 2014, 07:24:54 AM »
The Fringe-Robed

If this playbook doesn't come with the game, I'm going to write it.

69
I am disappointed that the Skinner is missing from this series.

70
AW:Dark Age / Re: Wicker-wise
« on: March 07, 2014, 07:39:23 AM »
Another good question would be: can you double-up on sacrifices?

For example, let's my Wicker-Wise wants to perform the Charm of Blood-Thirst on the Dragon-Herald's lance. Could I choose to "take 1 Harm with no benefit of armor" twice to pay for the move?

71
Apocalypse World / Re: Playbook focus: The Chopper
« on: October 10, 2013, 06:33:20 AM »
Nice! The first character I ever played, when I knew next to nothing about the game, was a Chopper, and I quickly came to a similar playstyle.

I do have one exception,
When I played a Chopper, after the game was over, the MC told me that he never got any chances to make me roll for pack alpha after a while, because I became so in tune with my role as a leader that I anticipated anything that could challenge my authority, anticipated anything that could lead to the disdain of my gang, and asserted it right there and then.
That was not my experience with pack alpha. I found that even if I tried to anticipate challenges to my authority then I would still have to make the move. Maybe this is down to an MC's playstyle, but I found my gang schizophrenic. First they were violent and wanted to fight, then they didn't want to fight and wanted to settle down into a community, and then they wanted to be violent hardasses again, and it was always playing off the fiction described for pack alpha.

Otherwise, excellent post and very insightful! Makes me want to play a Chopper again.

72
It's the Damned (that has the hands).
I revised the playbook into a compilation. Johnstone originally had all five playbooks in a single pdf, so I put the trifolds into a single pdf.
LINK = https://docs.google.com/file/d/0B9cu0IVYfHtiOUM4VWtUTlByREk/edit

73
Apocalypse World / Re: Playbook Draft: The Survivor (Feedback please!)
« on: April 01, 2013, 03:45:43 AM »
Jwok, if I may make a suggestion: simply change the name of the playbook.
While reading these notes, especially the part about the Journey, I was reminded of a song by the Who called The Seeker. If that name doesn't appeal to you, you could always try renaming it to The Desperate, as the object of the Journey seems to be something that the playbook's central theme should revolve around.

74
I've been giving this playbook some more thought.
Instead of choosing a number of options for your Network and having to maintain some kind of balance of barter coming in and out, what if you got the ENTIRE Network but you just always start every session with a flat 2-barter?
Doesn't matter how much you made last session or or how much you spent down to, you start with 2-barter.

I think this would be big enough to make the playbook stand out from the Operator as it throws a TON of named NPCs at the MC to use, and it's also pretty powerful for the Abacus. Maybe lower their starting moves to the Network and +1 move.

I realize this might make the Network seem like just another gang, but not really, because you can't utilize them as a gang. They're disparate personalities that you know from all over the place but who are never all in the same place at the same time and definitely not fighting for you. The choices you would make during character creation would become purely narrative as well.

I think this would change our interaction with the Network as well. Maybe you'd have a start of session move which would give you access to your Network. A 10+ means you'd have most of our Network to call upon, and a missed roll means you only have 1 or 2 members of your Network in contact with you.

75
Apocalypse World / Re: Crafting moves
« on: March 20, 2013, 02:34:33 AM »
I think this entirely depends on the game you're playing and there's no hard rule for what defines tech, how it can be fixed, or whee it came from. I've played an AW game where the apocalypse happened in the 1980s, and I'm running an AW game where it occurred in 1947.

I'm confused by your definitions as well. Pre-Collapse is synonymous with Golden Age in my opinion.

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