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Messages - benhamill

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16
Apocalypse World / Re: Custom Move Feedback
« on: April 27, 2013, 12:23:16 AM »
Neither move ended coming up in play (they got involved in a thing about an 18-wheeler cab and then we learned about how much getting shot sucks). But I changed Ippin Dep to be roll+weird and switched out "It's Fancy (+1 Barter)" for "No one gets hurt". Since it hasn't come up, I'm open to further tweaks if anyone has any feedback. Or I might adjust it further. Was kind of thinking maybe "It's rare or valuable (+1 Barter), but it's dangerous in some (possibly not obvious) way." to play into the whole "great loot, but at a cost."

17
Apocalypse World / Re: Custom Move Feedback
« on: April 21, 2013, 02:14:29 PM »
Yeah. The theme of the curse is, I guess, greed (we haven't established the theme of the maelstrom yet, and I don't want to just invent it on my own)? I kind of envision it being like the Holy Grail from Indiana Jones and the Last Crusade: It seems super valuable, but bad things happen to those who have it. In my case, both mundane (others covet your shiny thing) and malestrom-ey ("I don't know, man, but ever since I got it, bad things keep happening."). The cost almost always outweighs the benefit, basically. I definitely want the bad tied directly to the stuff (as opposed to your Boney Downs, where they're loosely related).

I think rolling+weird is an interesting idea. That would definitely give it a more sinister and active feel.

As for the Burn Flats, I had intended for it to be able to cover more than just travel (like if you crashed a plane and were working on building a new one from the scraps or something). But one thing I really like about your wording is that it can expand and contract in time, like other moves. Hmm hmm.

Thanks for the feedback and ideas. Helpful food for thought so far. :)

18
Apocalypse World / Re: Custom Move Feedback
« on: April 21, 2013, 04:23:19 AM »
While I'm at it, I have another Threat, in another Front, that's supposed to be this, uh, resource that two hardholds in the region are fighting over. The idea of it is that it's supposed to be a trap though: It seems like it'll be good to control, but it's not as useful as it seems and it's not defensible, etc. The drawback might change from person to person; it's tied into the Maelstrom, I reckon.

Quote
Threat 4
IS CALLED: Ippin Dep
KIND: Mirage (Landscape)
IMPULSE: To entice & betray people
DESCRIPTION & CAST: This shipping depot used to be the hub of commerce in the region. Now, it's choked with sand and mostly buried or ruined. There might still be some good shit in there.
CUSTOM MOVE: When you go hunting in Ippin Dep for cool shit, roll+sharp. On a hit, find oddments worth 1-Barter. On 10+, choose 2. On 7-9, choose 1:

  • You find it quickly
  • You find it with reletively little trouble
  • It's fancy (+1 Barter)
  • It's not dangerous in some way

I cribbed from one of the example custom moves in the book, but I feel like this doesn't really capture the "it's a trap" vibe. I really want the PCs to get a taste of what those two hardholders feel and why they're fighting over it: It seems like there should be some epic shit in there that'll really make the difference, but the place is basically cursed. Halp?

19
Apocalypse World / Custom Move Feedback
« on: April 21, 2013, 01:56:23 AM »
Quote
Threat 1
IS CALLED: The Burn Flats
KIND: Furnace (Landscape)
IMPULSE: To consume things
DESCRIPTION & CAST: The Burn Flats are the waterless wastes around The Oasis (the Hardhold the PCs live in), which represents the only reliable fresh water for miles and miles around.
CUSTOM MOVE: When you spend 6 hours on the Flats, roll+sharp. On a 10+, choose 3. On a 7-9, choose 2:

  • You're making OK time
  • You're not lost
  • Your water supply is holding up
  • You come across something helpful

I'm making a Thirst-based Front, and I just put this Threat together between sessions 1 and 2 (the description is all stuff established in session 1). What do y'all think about this custom move? It's basically the seize something by force template. Is this maybe vague or confusing in any way? Some way I can punch it up, make it more interesting or just cooler?

20
Apocalypse World / Interesting Place Names
« on: April 09, 2013, 12:07:49 AM »
The rule book mentions, incidentally in examples, a few interesting place names: The rag-wastes, the burn flats. And, of course, there's the famous Hatchet City.

I wonder: What interesting place names have you had at your table? Holding names, regions, bunkers, whatever. Let's share.

21
This is great. Thanks so much for sharing!

22
Apocalypse World / Re: Printing?
« on: April 03, 2013, 12:52:37 AM »
I have a feeling that that's a little more involved than I can swing at home, even if you discount the cover-made-of-spoons. I was hoping to hear of low-fi home printing jobs.

23
Apocalypse World / Printing?
« on: March 30, 2013, 03:18:34 PM »
Sorry if this is a duplicate topic, but Search didn't turn anything up for me.

Has anyone printed out the rules PDF and bound it in any useful way? My printer has a "booklet" setting that looked like it would be useful, but it prints it out like it'll be a few pages, rather than grouping them into several smaller pamphlets like a "real" book would. So now I have 2 pages per page, but I can't fold it in half.

I guess I could just print 2-per-page in normal order and flip through it that way, but I thought I'd ask what other folks might've done before I used any more toner.

Thanks.

24
I would change the name to "Legitimate Businessman"

This makes me feel like some move needs to be Root in the Community. ;)

25
Apocalypse World / Re: Alternate xp rules (à la Dungeon World)
« on: January 15, 2013, 09:49:21 PM »
Am I misreading the rules, or, uh... Don't you mark XP when you roll a highlighted stat? Not just when you make the roll? Under, of course, normal rules.

If anyone tries this proposed variant, I'd be interested in hearing how it went.

26
Apocalypse World / Re: 1st Session Advice
« on: January 13, 2013, 02:07:37 AM »
All these answers are really great. Thanks, folks! I'd love to hear more, if anyone has any, but wanted to get that out there. :)

27
Apocalypse World / 1st Session Advice
« on: January 10, 2013, 12:43:21 AM »
When y'all are thinking about stuff before session 1... building your aesthetic, as it says... How far do you go? For instance, if you thought I Am Legend was cool and had this vision of a holding barricaded in at night to keep the monsters out... Is that something you might try to work in? It doesn't really seem like the kind of thing that might otherwise come up, but I've never run a game, so I don't know. Is it going too far?

Also, how much authorial control of the world do you folks hand over to the players after session 1? The example in the book is asking the players "Where DO you get your food?" And, to me, it seems clear that during session 1, the players are intended to have wide latitude with world details well outside their characters. After that, do you reign it in some, or still take a lot of opportunities to hand world-creation back to the group? If it depends, what kinds of things do you weigh?

I don't really imagine these questions have "right" answers. I'm just looking to see how other folks have done it or think about it. Thanks!

28
The Sprawl / Re: The Sprawl: XP
« on: January 07, 2013, 02:03:53 PM »
aspect, face, facet, angle, aim, approach, perspective, slant. Just from a quick glance at a thesaurus. You could say that characters have aims and missions have approaches and when they align... magic? Or call everything an "angle". *shrug* Take or leave. I don't really 100% understand the mechanic, so I might be off the path. :)

29
Yeah. This is a super neat idea.

30
Apocalypse World / Re: Marking experience for beginning-of-session moves?
« on: January 04, 2013, 12:18:06 PM »
Vx has said a few places that he didn't worry so much about balance between playbooks the way that other games might construe balance between PCs. So having characters marking experience at different rates seems, like, whatever, to me.

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