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Messages - Christopher Weeks

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46
Apocalypse World / Re: Awkward armor custom moves
« on: March 22, 2012, 10:41:38 AM »
I think the most interesting thing about nerfing armor is the way that it boosts the armor-like moves.  The nearly-naked Battlebabe is even more of a bad-ass in an Apocalypse World where armor is harder to wear. 

47
Apocalypse World / Re: When/how does a Hocus's Fortunes increase
« on: March 12, 2012, 12:38:08 PM »
If the character adds successful commerce to the followers.  That's the only obvious one.

But if the hocus asks the MC how to do that and says what she's trying and then spends time and effort on it, they can agree to make the number higher, right?

48
Apocalypse World / Re: What I Learned about AW at Con of the North
« on: March 05, 2012, 01:42:50 PM »
Nuts!  I meant to go this year and it slipped of my radar.  Sounds like fun.

49
Apocalypse World / Re: Turn Their Move Back on Them
« on: February 23, 2012, 11:44:14 AM »
Say you have a no-shit driver who's seizing the battlefield by force from the driver's seat.  They're using two moves -- you don't have to turn the seize back on them, right?  Maybe you even let them pick one of the options from the successful move list, but you turn no-shit driver back on them:

"OK, well you do make some headway with leading your gang on the bridge, but fuck, man -- it's obvious that your Cadi wasn't supporting you the way it used to.  What's wrong with you, man -- are you shaking?  Have you lost your edge?  Until you get your head together, using a car in combat is stressful and you'll have to endure fire in order to be able to act.

Does that count as turning it back or is that just imposing an extra condition?

50
Apocalypse World / Re: [Custom Move] Telepathic communication.
« on: February 13, 2012, 01:39:00 PM »
My brainer, Marshmallow has this:  Instant brain-to-brain thought transmission: You can speak into the mind of anyone who can see you, communicating as with speech, but privately and over any distance.

And augury is the most common source of this kind of thing that I've seen.

51
Apocalypse World / Re: Planescape Hack ?
« on: February 02, 2012, 08:34:30 AM »
I don't know Planescape, but have you seen the thread at SG?

52
Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 24, 2012, 09:44:54 AM »
For what it's worth, this is how I addressed the notional theif in AW.  Though I haven't played it.

53
blood & guts / Re: what if Read a Sitch/Person worked differently?
« on: January 23, 2012, 09:58:35 AM »
The problem of spamming xp doesn't seem like a huge problem, particularly if these things take some real in-fiction time.

54
Apocalypse World / Re: what MC move to just describe ?
« on: January 18, 2012, 02:25:16 PM »
"So when do you use a move, and when do you not ?"

All the time.  You're in a conversation with the players all the time.  They're not just making moves and neither are you.  But when they describe something that sounds like a move, use the move mechanics.  When there's that lull in the conversation or when someone fails a move-roll or when the players allow something you've got cooking on the back burner to explode, then you make a move.

55
Apocalypse World / Re: When you eat someone`s heart...
« on: January 13, 2012, 09:04:28 AM »
If you eat the still-beating heart of your victim, the MC will reveal to you that person's dream.  Now their dream is in your heart too.  Take +1 ongoing to any attempt to accomplish the dream.  Act under fire any time you oppose the dream.

If you eat from the still-firing brain of your victim, you will learn things; roll+weird.  On a hit, mark experience.  On a 10+ ask the MC any question that you could have asked your victim.  On a miss, you learn that your victim is now riding along inside your head.  Good luck with that.

56
Apocalypse World / Re: New Playbook: The Abacus
« on: January 10, 2012, 09:55:27 AM »
Waaait, reading a person doesn't confer a +1? News to me.
Is this something we need to talk about more or are you good now?

57
Apocalypse World / Re: New Playbook: The Abacus
« on: January 09, 2012, 04:52:09 PM »
I'm still tripping over eye for detail.  Since reading a person doesn't confer a +1, what does this modification of it do?

58
Apocalypse World / Re: New Playbook: The Abacus
« on: January 05, 2012, 02:56:59 PM »
I'm not sure I really get the type that this playbook is producing.  But it feels like a one-trick (combat: battle, especially) pony.  Is that intentional?

Also, if I'm thorough and some other PC is attempting to seize by force control of the battlefield, how does their right to take definite hold and my right to keep them from escaping interact?  I can imagine scenarios where both things happening makes good sense, but also situations where one precludes the other.

Is eye for detail supposed to alter reading a sitch?

I like retire as a threat

59
brainstorming & development / Re: LEGO World
« on: December 18, 2011, 07:28:58 AM »
We played again yesterday for an hour or two.

I halved the effect of the Rumors environmental move and introduced Theft into the deck -- each neighbor who is your blood enemy, steals one thing from your stash; the other players decide what makes the most sense.  Garrett got some food stolen and I had a gem lifted.

Kivi developed the vegetable farming technology (plant a vegetable as one move and as a future move, harvest five).  And we all moved into a cave that Garrett spent several turns finding.

60
brainstorming & development / Re: LEGO World
« on: December 16, 2011, 09:51:59 AM »
I played this for about two hours last night.  My son, Garrett (who's seventeen) and played with me the whole time and my daughter Kivi (ten) got to play for twenty minutes or so between homework and bed time.

It was fun, but a little slow.  And it felt more like a board game in which we'd illustrate what happened with a tiny vingnette of a story and these kind of strung together into a narrative.  Not very RPish.

The game doesn't include any payoff for preventing neighbors (NPCs) from all becoming blood enemies yet -- so that needs some development.

The central resolution mechanic is much more interesting than I first thought.  There are some traps; like when I had only four failure tokens in my cup which is too few to add a success token each turn and then I'd fail to weather a storm and have to add two failure tokens and things kept feeling like I'd be destined to fail for a while -- but I could have appeased the spirits with offerings, and I didn't.  The interactions of the various ways in which the contents of your cup change creates an amazingly complex graph.  Garrett really liked that.  And it occurs to me that it's available for interesting permutation through technology and custom advances.

Garrett thinks the environmental moves are either too frequent or too overwhelmingly negative.  He kind of has a point, but I do also want it to represent challenges to recreational living.

I added a pear tree to the game and then gathered samples and on a soft hit, I found wood.  Then I invented a technology that allowed for gathering wood at trees (gather one bit on a soft hit and three on a hard) and made the move public.  My advance from that was decreasing the negative effects of starvation by one and I added one bubble to my xp track.

Garrett gathered wood and invented spear-making technology (convert two bits of wood into a spear) and eventually made that public so that he could invent spear-hunting (draw an extra token when hunting, which makes soft hits way more common and the extremes way less).  His advance was a Gungan slave who gives him an extra move each turn but increases his food requirements by two pieces and his sleeping space requirement by one.  We added three bubbles to his xp track for that.

We all got at least one thing from the four(?) times that the Lucky Strike environmental move happened and I used the gem I found to invent gem-mining but didn't get beyond that through study to doing something with them.  Kivi lost her found fur and Garrett lost his found plant to failed study.  Something cool about Lucky Strike is that I drew a token each time it came up if my cup was crappy, knowing that I wouldn't get a goody, but happy to have it consume one of my failure tokens.  Garrett saved his up to make sure he'd likely get something out of it.

What kinds of examples are you thinking of that I might want to include?

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