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Messages - Christopher Weeks

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61
brainstorming & development / Re: LEGO World
« on: December 15, 2011, 05:01:18 PM »
Might this be fun?

Is it missing anything obvious?

Is it mostly clear?

62
brainstorming & development / LEGO World
« on: December 15, 2011, 05:00:30 PM »
This is what I started with:
Quote
I’ve got a whole mess of LEGO and I want to play a story-ish/miniatures-ish game with them and my kids.  There are characters.  Players take turns.  Because it’s based on LEGO, it must be, to some large extent, *about* building. 

It’s a dawn of time, accelerated civilization type game in which characters develop technologies for improving the world and expanding what can be done.

I want a character to be able to pioneer a new technology, perhaps profit from it and commit it to the public domain, recouping some kind of investment when they do that last bit.  I think that any character can know only one technology that isn’t in the public domain.  They can hold it as long as they want

I need a short list of basic moves that represent the action of a single turn.  Characters can buy custom moves, too.  Every move has three states: failure, partial success and full success.

The game is played on a ‘map’ where players and neighbors all live.

This is what I came up with as a first draft:

Resolution

Each player has a cup or sack or pile (or something!) with colored 1x1s of some kind.  The cup starts with four success tokens (green?) and eleven failure tokens (red?).  To determine and outcome for many kinds of challenges, the player draws out two tokens.  Two red indicate failure.  Two green indicate full success.  One of each indicates partial success.  Discard the tokens drawn into the general supply.  After the discard, if there are more than five tokens in the cup, add one success token.  Occasionally a move will call for you to use the cup of tokens in other ways.  Any time there aren’t enough tokens for a draw, add the starting complement (4 green and 11 red, by default) to whatever is there before you draw.

Your character

You’ll want to record some things about your character on a sheet of paper.  Their name, the attributes of their shelter, some pools of points, secret technology and experience advances, at the least.

Neighbors

Neighbors are humans who live in the vicinity of the players as represented by their position on the map.  They might be great friends, terrible enemies or something in between.  Here are the relationship options for how they might feel about you: blood enemies, rivals, dislike, indifferent, interest, like, friend

Environmental Moves

After each turn (where every player gets a ‘go’), draw a card and do what it says.  When the cards run out, shuffle them into a new deck.  When newly developed technologies suggest new cards that should be added or that old cards should be removed, do alter the deck when all players agree.  The deck starts with the following environmental moves that affect each player.  Whenever you do this, however the events turn out, make up a little story about what’s going on.

Assuage your hunger – eat four pieces of food (take them from your personal food supply and put them back into the game’s supply) if you can.  For each piece of food fewer than four that you eat, add a failure token to your cup.  Add success tokens to your cup equal to the number of colors of food that you eat minus one.

Weather a storm – If you are living in shelter that has room for you to sleep and also has the +stormworthy tag, it’s all good.  Otherwise, reduce the success level of your next move by one.  If you draw a natural failure, it doesn’t get any worse, but don’t discard the tokens, just put them back in the cup.

Encounter a new neighbor – Someone new is living in the neighborhood.  Whoever is doing worst or if you’re about the same, whoever wants to, should grab a minifig, pick a name, write it on the neighbor-list and put them on the map wherever they want to.  Everyone who lives close to the new neighbor should draw.  On a failure, the neighbor thinks you’re a rival.  On a partial success you are met with indifference.  On a full success, they like you.  Keep track of the neighbor’s attitudes on the neighbor-list too.

Lucky strike – add a point of luck to your luck pool.  You may optionally spend your luck pool to draw that many tokens from your cup.  If you draw any success tokens, you found something special.  Take a LEGO element from the supply that can represent something that you could find (naturally occurring or an artifact within the scope of the technology of the game) and give it to your character.  Make up a little story about how you came by it.

Spoilage – discard half, rounded up of each color of food in your supply.  If your shelter has the +goodStorage tag, round down, instead.

Rumors – people are whispering deceitful things about one another.  Choose two neighbors (or fewer if there aren’t two) and reduce your standing with them by one space each.

Theft – ?

Player Moves

Technologies will add to the list of public moves as they enter the public domain.  But to begin with, everyone has access to the following moves:

Elaborate the environment – When you name a thing that you want to add to the map; a natural feature or an artifact appropriate to the technology of the game, if no other player comes up with a convincing argument for why it shouldn’t be there, build the item out of LEGO and place it on the map.

Gather food – When you spend some time gathering food, draw.  On a failure, no food is found.  On a partial success, gather one of your choice and on a full success, gather three: yellow food (grain), green food (vegetables), white food (tubers), red food (varmints) or blue food (fruit)

Hunt – When you go out hunting, choose the size of the animal you’re after (up to eight) by naming the number of red food (meat pieces) it will yield if killed and draw.  On a failure, you’re injured; add a number of failure tokens to your cup equal to the size of the animal.  On a partial success, you don’t bag the animal, but you did learn about their habits and if you hunt the same animal on your next turn, increase your drawn success rating by one.  On a full success, add the meat you get to your personal food supply.

Find Shelter – When you search the natural landscape for improved lodging options, draw.  Add a number of points to your local-area knowledge pool equal to the number of success tokens you drew (0-2).  You may now spend points from your local-area knowledge pool to find a place to live, spending the points on the following at a cost of one each: room for one person to sleep, +stormworthy, +comfortable, +goodStorage, etc.

Make friends – When you choose a neighbor and give them a gift, if the other players agree that it’s a decent gift, improve your relations with that neighbor by one position.  If the other players agree that it’s a great gift, improve it by two.

Make an offering to the spirits – When you give the spirits a ceremonial gift, if the other players agree that it’s a decent gift, add two success tokens or remove two failure tokens from your cup.  If the other players agree that it’s a great gift, do both: add two successes and remove two failures!

Gather samples – when you spend your action at some physical location on the map, gathering samples of stuff; trying to take a part of what makes that place interesting back to your shelter, draw.  On a partial success, the player to your left decides what you take home and on a full success, you decide.

Study – when you consume some physical thing that you have in your possession – studying and trying to elaborate uses for it, draw.  Record the thing that you’re studying and the number of success tokens that you drew as research points.  You can spend those research points to invent new technologies that work with the item or material you were studying.  A new technology costs a number of these points equal to the number of technologies already in the world that are based on this same item or material.  Spend the point(s) and work up a move with your fellow players to represent what you want.  Make sure everyone thinks it’s cool.  You are the only person who knows how to perform this action right now, but you may only know one secret technology at a time.

Make your knowledge public – When you tell everyone about your secret technology, it is no longer your secret move and anyone may engage in the process that represents.  Mark an experience point.

Experience

In the beginning, the characters are all the same – stone-age mooks out to survive the harsh reality.  But the world will grow and times will change.  So can your characters.  You’ll do this by earning, collecting and then spending experience points. 

You earn these points by increasing the knowledge in the world.  Gather stuff, study it, develop new technologies and make your knowledge public.  It’s time-consuming but that’s the path to personal development.

When you start the game, you have a single bubble on your experience track.  That means that you’ll earn an advance as soon as you get your first experience point.  When that happens, your character will improve in some way – it could be pretty much anything, but might include bonus effects to certain moves, new custom moves that only that character have, special items, changes to the ways the basic rules work for that character, etc.  Pretty much anything could happen.  When you fill your experience bubble(s), you tell the other player(s) what kind of ability or improvement you’d like to develop and they work something up that’s along the lines of what you’re after.  This way, we know it’s OK with the other players.  And they’ll offer it to you as an option.  Assuming you like it well enough, write it down on your character sheet.  Now you all decide how many experience bubbles your advance is worth – you’ll add that many to your experience bubble line and it will take correspondingly longer to gain your next advance.  The standards for this will vary from game to game, but I think a simple mod like when you refill your cup, add an extra success token would be only one bubble.  More powerful or game-changing advances would cost more.  Make sure you all agree before moving on – each person should be content that the costs are reasonable and in keeping with previously established bubble-costs.


63
Apocalypse World / Re: Disciplined Engagement and Bluffing
« on: December 12, 2011, 01:46:30 PM »
I let the quarantine do 0-harm.  Who am I to neuter their move?  Together we make the fiction work.

64
Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: December 05, 2011, 12:30:48 PM »
Am I allowed to ask Hunter to back off?  Here, multiple threads and Story Games?  It's really not all about you.

65
Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 17, 2011, 04:03:35 PM »
Neat!

I'm not a huge fan of moves that tell you what happens on a miss.  I mean, sometimes there's a good reason, but I think that in general, you're better off leaving that out.

I wonder if spirit travel should be just a very slight mod of augury.

Are we to take it that a character of this type will not heal at all, ever unless they've taken the Rejuvenation move?

Possession is interesting.  If I'm a PC possessed by your maelstrom ghost, do I have perceptions?  Actions?  I kind of like the idea of making it easier to perform the possession but then there's a struggle for control.  Also, what if instead of the 24 hour delay, whenever you leave a person, they hold one and for every one they hold you suffer a -1 to possess them.  Or something?  I'd be interested to hear what ideas you've played with and discarded specifically related to possession.

It would be neat if the ghost's sex partner could possess them through the special move somehow.


66
Apocalypse World / Re: Hello
« on: November 15, 2011, 10:19:03 AM »
Or maybe ask us about whatever you see that's confusing.  I thought it was probably the most clearly-written RPG I've ever seen.

67
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 10:14:48 AM »
When you stab a helpless victim in the eye you do six harm.

"OK Rouge, the knife slides into Fifi's eye-socket like butter but you have to push hard to get it into the brain.  Fifi dies, barely even twitching because of the narcotics.  You want to get out of there before Uncle finds out what you've done?"

"Fifi, mark six harm and give me a harm roll.  You want to just die or have anything else up your sleeve?"

68
Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 07, 2011, 01:13:50 PM »
Impossible Reflexes and Divine Protection both give you a certain armor, not plus a certain armor.  I wouldn't ever stack those two.

I think circumstances modify the AP-ness of weapons in lots of ways -- add it to a knife when it's at someone's throat seems easy.  Taking it from a sniper-rifle when shooting at the battlebabe seems reasonable though I haven't done that.

69
Apocalypse World / Re: Playbook: the free knight
« on: November 07, 2011, 12:57:40 PM »
Hi Ernesto,

If you start with I fell for it another time does the PC toward whom you declare love during the Hx process start with hold against you?

70
Apocalypse World / Re: Obvious Question re: Skinner's Move Hypnotic
« on: October 31, 2011, 11:06:20 AM »
Could someone give examples of the MC spending one of these hold and it not being a move?

I think that could provide some insight.

Using the game's meaning of the MC's move:

"OK Marie, you just announced to the Snake Pit that you're looking for the a ride across the Burn Flats and so Rolfball steps up, dangling two car-keys between her index finger and thumb.  Mark off your last hold for being hypnotic.  You've got your ride."

Is that making a MC Move?  You might scrutinize the list of MC moves and say, "but hey, isn't that offering Marie and opportunity?"  Sure it is.  But it doesn't feel like a move.  It's a case when "someone turns and looks to you to say something [and you just] say what the principles demand."  Not like it was "a pause in the conversation and everyone looks to you to say something" and you choose a move.

Does this stuff matter, actually?

71
Apocalypse World / Re: Obvious Question re: Skinner's Move Hypnotic
« on: October 31, 2011, 09:23:49 AM »
It's more correct to say that your action needn't be an MC move.  MC moves happen at certain times, right?  So, when you're just responding to the hypnotic character voicing some concerns and have an NPC (who happens to have hypnotic hold on them) pop up and give them something they want, that's not making an MC move (even if you tell the PC to mark off one hold) any more than just playing through the dialog is.  But if one of the instances that triggers an MC move (golden platter or failed PC move) comes up, you could still use those hold to have an NPC give the PC something they want and have it also, e.g. announce future badness.  MC moves seem to me to be more specific than what you're claiming.

As to your splitting hairs, when the PC goes aggro on an NPC and rolls a 7-9, you need to a) say something, b) choose from a list, c) follow MC principles and you may or may not d) ask what they do next.  But you haven't made a move.  You've just responded to the PC's move.  Right?


72
Apocalypse World / Re: Obvious Question re: Skinner's Move Hypnotic
« on: October 31, 2011, 06:46:32 AM »
No, they're not moves at all.  They're just changes to the situation and you're saying what honest etc. demand.  Not everything you do is making a MC move, right?

73
Apocalypse World / The end of the world?
« on: October 25, 2011, 11:29:30 AM »
Has anyone had their AW game slip bad-ward and end up with the world being destroyed or rendered truly uninhabitable?  How'd that work?

74
Your fronts each represent a fundamental scarcity, right?  Each of those is some thing that there isn't enough of to go around.  Even in the hold, people will be vying for whatever is scarce.  Even good people need to eat.

75
Apocalypse World / Re: Pimp a playbook to me!
« on: October 20, 2011, 09:36:46 AM »
I'd love to see you score some of the playbooks you have access to (mine, for instance, but not exclusively).  Things like: sexy, scary and fun are largely subjective.  And all three of the brainers that I've seen in actual play have been relatively "good" people.  Also, I love scoring instruments (that's what I did in grad school).  :)

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