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Messages - Suna

Pages: 1 [2]
16
Apocalypse World / Re: Name lists
« on: December 21, 2010, 10:27:12 AM »
Really? I feel like they're straightforward and very fitting. I couldn't feel the same with the Angel. They all sounded kinda too mundane to me...
And kudos for the driver names. I think they're the most elegant ones. But that's merely my opinion, mind you.

17
Apocalypse World / Re: Images [visual] of Apocalypse World
« on: December 19, 2010, 06:08:24 PM »
Nice!
I did some pics myself inspired by the game. They're supposed to be characters of one of my friends and mine. The Angel name is wrong, though. It doesn't appear on the list. Meh, our mistake...



(the driver was my character).

Not exactly evocative pics, but... well, related to the game.

18
Apocalypse World / Re: Why does this make me think of Apocalypse World?
« on: December 12, 2010, 07:14:56 AM »
They're just questions, Leon. In answer to your query, they're written down for me. It's a test designed to provoke an emotional response. Shall we continue?

19
other lumpley games / Re: The Problem(s) with In a Wicked Age
« on: December 11, 2010, 02:57:04 PM »
Vincent, in order to solve those issues, how far are you willing to go into changing the game's mechanics?
Because it's my second favorite rpg after shock:, and if I can do something to avoid have it slumber in the limbo of perfectionable-but-unfinished games, I will.

20
Apocalypse World / Re: "Hold X", how does exactly the mechanic work?
« on: December 11, 2010, 10:15:14 AM »
Thanks everyone! Precious good examples, and I think I grokked the idea :)

21
Apocalypse World / Re: "Hold X", how does exactly the mechanic work?
« on: December 10, 2010, 08:20:06 AM »
I see... still, held points have to be spent within the scene, right? It's not a long term resource (for lack of a better term)...?

22
Apocalypse World / Re: "Hold X", how does exactly the mechanic work?
« on: December 10, 2010, 06:46:54 AM »
So basically I should first make a deep brain scan move and subsequently during the same interaction make the read person move in order to use the number I'm holding, otherwise it's lost, right?

23
Apocalypse World / "Hold X", how does exactly the mechanic work?
« on: December 10, 2010, 03:40:20 AM »
Hi. I have a question. Some moves say "hold x", and then tells you how to spend what you're holding. My question is whether the held numbers must be spent at the very moment in which the move is done or can be stored and used later.

The Brainer deep brain scan says "Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1".

"While you're reading them" makes me think "ok, I do the move, and since I'm reading them right now, I must spend what I'm holding right here and now" but I'd like to be sure. Same goes with all moves which say "hold x".
Thanks!

24
Apocalypse World / Re: Props: modifier cards, does it make sense?
« on: December 10, 2010, 03:35:45 AM »
Now that you tell me! Actually maps make quite sense in AW. I might be creating hex map format sheets (why hex? Because they're cool!)
Cool hint indeed...

For condition cards, I'm also thinking of creating the "hold one" card... but I need to ask something to Vincent before that...
Let me know if the format is ok, they're supposed to be 6x8,8cm so make sure that you don't tell your printer to resize to fit page or anything ;)

25
Apocalypse World / Re: Props: modifier cards, does it make sense?
« on: December 09, 2010, 07:24:35 PM »
Er... "quite too much" and "such props would be perfectly useless in my experience" would be my only answers, no offense meant... I mean, what do you really need such things for? do you really need such props? Condition cards as I call them are always something I end up building (see Anima Prime, for instance) in games where I do need to remember what a condition makes or what bonuses last for how much time, but standups... I only think about them in board games or rpgs with board game elements like D&D4th Ed.
In Apocalypse World I could only imagine them calcifying the fluidity of narration and take away the attention from the moves snowball. But maybe it's just me.

26
Apocalypse World / Re: Props: modifier cards, does it make sense?
« on: December 08, 2010, 07:31:37 PM »
In the meantime, I've done this:
http://www.mediafire.com/?vkgwj4pyc2af67r
Cards for +/-1 ongoing and forward. Everyone please feel free to use them if you think it could be of some help.

27
Apocalypse World / Re: Props: modifier cards, does it make sense?
« on: December 03, 2010, 05:47:12 AM »
Hi, Jonatan.
That's wicked, I actually like your idea very much! I'll definitely do that :)

28
Apocalypse World / Props: modifier cards, does it make sense?
« on: December 03, 2010, 04:06:08 AM »
Hi. I'm going to finally play Apocalypse World with some friends of mine (we'll be doing a three-days full immersion, playing the entire day), and I was thinking, since I'm a total prop geek and I like colorful cards, sheets, etc. and I've been doing modifier and condition cards for D&D4Ed. (like, a card saying "+1 AC" or "+1 damage", "stunned: description of the condition") and I was thinking of doing that for Apocalypse World, because it could be handy to remember that you've got that +1 ongoing or -1 ongoing, plus the forward bonuses.
With Poison'd, I've been creating the cruel fortune cards in the past.
I'm now thinking about it, and it probably would make sense to create the moves' cards too... but apart from ongoing and forward modifiers, are there any other modifiers you deem worth being created?
Thanks for any advice you can provide.

Oh and, Vincent. Know that my envy of your genius with game designing knows no limits :-P

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