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Messages - Christopher Weeks

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181
the nerve core / Re: Quarantine?
« on: January 05, 2011, 10:06:41 AM »
If you go to the kickstarter page, one of Joshua's updates gives information about how to download the playbook. 

183
Apocalypse World / Re: Skypocalypse
« on: December 28, 2010, 11:05:17 AM »
Brendan, post a pitch at Snail's Pace?  I'd MC if no one else wanted to, but I'm totally OK with you doing it.  I'm going to play someone more apocalyptic this time.

184
Apocalypse World / Re: Skypocalypse
« on: December 28, 2010, 08:56:37 AM »
Octoscott, what do you think would make it easier to follow?  I'm wondering if some simple system -- maybe where scenes are tagged with the session number, would be enough.  That coupled with an intro note in each scene stating what other scene each player is coming out of unless it's the first scene of the session would be a big help.

Also, I've been thinking about getting another PBP game going.  The current one, at it's busiest has been so busy that I really couldn't handle another but we have these long stretches where there's nothing going on and I'm jonesing to play.  But I'm really only interested in PBP, not a Skype game.  Who else is?  And do you want to MC or play?

185
Apocalypse World / Name lists
« on: December 17, 2010, 11:26:10 AM »
Vincent, what's up with the name lists in the playbooks?  Most of the books have two lists.  The Brainer has three.  The Chopper and Skinner have just one.  In some cases, I think that I see sort of a difference between the types of names in the lists, in others not.  Anything tricksy going on with that or is it just something mundane like a layout thing to take up the right amount of space?

186
Apocalypse World / Re: new character playbook: quarantine
« on: December 16, 2010, 12:50:04 PM »
So what am I to do with the mutant rhinoceroses thou?.
Oh, you want to give the mutant rhino a cybernetic tracking system?

It's going to cost you a fuckton of jingle or the best you'll be able to do is a crap version, weak and unreliable and either way, you'll be exposing yourself and your colleagues to serious danger.

187
Apocalypse World / Re: "Hold X", how does exactly the mechanic work?
« on: December 10, 2010, 09:54:30 AM »
Yeah, totally.  Just use them up during the immediate interaction and then they're gone.  Some hold can last a longer time -- you have to decide based on the move.

188
Apocalypse World / Re: Skypocalypse
« on: December 10, 2010, 09:51:46 AM »
We're playing a forum-based game at: http://snailspace.forgreatjustice.net/index.php?TagFilter=59, that's pretty great.  We have just noticed that being asynchronous has affected the degree to which we use the helping move -- hardly ever because it would often require "going back" to change bits.

189
brainstorming & development / Re: Apocalypse West
« on: December 07, 2010, 09:11:24 AM »
Willow, I've been enjoying reading these as you post them.  They're great!  Once you're done with the "playbooks" are you going to write more of a hack (different agenda/principles etc.) or kind of leave it to the basic rules of AW?

190
Apocalypse World / Re: Questions and Content Authority
« on: November 16, 2010, 01:48:14 PM »
How could he be confused about the setting of GHOST/ECHO?  Isn't the "setting" comprised of like three pictures and a list of names?  His interpretation of the Ghost World sounds reasonable to me.

It sounds like you really only face that kind of danger at the beginning of a new game where an answer can really turn the metaphysics of AW quite a bit.  But if you've already described some stuff, how much could they harm things?  I'd incorporate just about anything the players answered my questions with, but I suppose there must be limits.  And if we hit those limits, I'd just back out and explain the problem I had and see if we could work out some kind of agreement.  But that's true in pretty much any game.

If CONTROL of the world is really important to you, you can limit your questions to very narrow domains.

191
Apocalypse World / Re: Drivers
« on: November 15, 2010, 10:42:21 AM »
I play Annette the Driver in my face-to-face game.  We also have Yodd the Chopper, Justin the Savvyhead who drives a semi with his workspace in the trailer.  And Trey the Gunlugger who rides in Bus with me when he's between bikes.  We play a caravan and we're always on the move (except for the 90% of the game where we're at a hold dealing with problems :-)).

It hasn't been a problem for me.  For one, the game is alot about vehicles -- fixing them, chasing people down, going into combat, driving through buildings, that kind of thing.  And besides, I can still do all the stuff with Annette that I could do with any character, it's just like I have one fewer move (until advancement started happening and everyone is out of sync anyway) when we're not driving -- but a pretty super one when we are.  Yeah, it just isn't a problem.

192
Apocalypse World / Re: How weird does AW get?
« on: November 12, 2010, 10:43:04 AM »
In one game, we use swarms of bugs for magic -- healing, visions of the future, etc.  In the other, we talk to ghosts, trap them in poppets, can maybe animate the dead, etc.  Is that on the weird end?

193
Apocalypse World / Re: What Honesty Demands
« on: November 01, 2010, 11:52:21 AM »
Yeah.  That's my take too.

194
Apocalypse World / Re: Stat Adjectives
« on: October 26, 2010, 12:39:07 PM »
Just yesterday, I told my group that I think of my driver's -2 Hard as really being a +2 Soft.  :)

195
Apocalypse World / Currency in Apocalypse Worlds
« on: October 22, 2010, 09:51:28 AM »
What do your games use as currency?  Lots of AP write-ups include that info, but I haven't seen a collection of ideas.

I just had this idea for a hold/world where rolls of duct tape were the official currency and started wondering about what other stuff people came up with.

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