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Messages - fnord3125

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31
Apocalypse World / Re: Changing playbooks
« on: November 24, 2010, 11:05:58 AM »
I don't see getting access to the improvement lists again being a problem either.  I mean, the stat boosts have maximums, right?  And it's not like you can advance basic moves twice. So those things will be off the table once they are.  but why shouldn't you be able to retire to safety, bring in a second character, or switch playbooks again just because you've already done it once?  Is your real objection to the possibility that a character might eventually get all his stats up to +3?

32
Apocalypse World / Re: new character playbook: quarantine
« on: November 24, 2010, 11:02:47 AM »
Well, there's another character that can work on people without an angel kit: a savvyhead with lifesupport in his workspace.  In the game I was  (and maybe will be again, I have no idea at this point) MCing, one of the players has a savvyhead and was asking about it, because we have no angel.

I told him that he would never get to just roll dice to see if he can heal somebody straight up, like an angel can.  He'd have to approach it like fixing the driver's car.  I'd tell him things he needs, much of which would probably equate to "angel kit stock" and he'd have to acquire it, then probably make some rolls to act under fire as he applies the stuff, and if all goes well, the person would be in better shape.

I realize I'm probably not telling you anything you don't realize, but I see the medlab, or a workspace with life support, as being more narrative power than mechanical.  If they didn't have that stuff at all and they wanted to patch someone up, I'd basically just say "How?"  Now they can say, "We want to use the medlab to patch this guy up."  and then I have to say, "No problem.  You need this stuff, though."

33
Apocalypse World / Re: Custom Playbook: The Synthetic
« on: November 18, 2010, 02:30:43 PM »
Yeah, like Mike I like the idea a lot, but I disagree with the rules for advancing.  I think in the book it talks about "prescriptive" and "descriptive" advancement, right?

Like the Driver PC in my game could get a new car by spending in-game time and moves to find some old heap in the junk piles and get the help of the Savvyhead PC to fix the thing up and once it's all done I, as MC, go "Yeah, okay, put the new car on your character sheet."  OR he can get a new car by earning an advance and taking the Collector move.  Boom.  New cars.  Of course we talk about how they were acquired in the fiction, but I'm not going to make him spend time and make moves and such.

I feel like that's how getting new upgrades and programs for the synthetic should be.  He should be able to work for stuff like that in the story by pursuing it with moves, but if he buys them with advances it should, more or less, "just happen."

34
Apocalypse World / Re: New hardhold from new playbook
« on: November 15, 2010, 04:05:31 PM »
I've always assumed if you take a new character or switch playbooks you can make the new character or new playbook any playbook, regardless of what's currently in play.  But that isn't based on anything other than my own reading of the text.

35
Apocalypse World / Re: An Arresting Skinner
« on: November 03, 2010, 11:17:35 PM »
What?  Humiliating?  It's totally badass!  hell, i'm planning to do at least half that much with my skinner character in the PbP game I just started.

36
Apocalypse World / Re: An Arresting Skinner
« on: November 03, 2010, 12:04:01 PM »
Make your moves as the MC. If the Skinner is just gonna stand there stripping for all to see, have more people show up. And then more people. Dozens of people stop what they're doing and go nuts when a) the Skinner stops short or b) hits the naked zone and tries to get dressed and bug out.
The solution to this problem, as the Skinner, is simple: go full bore stripper ninja!  Arm her with knives or a sword, and take, as your out of playbook moves, Impossible Reflexes from the Battlebabe book and Devil with a Blade from the Maestro D' playbook.  So yeah, now you're naked and you've got a bunch of worked up people who want you somethin' fierce, but you've got 2-armor and with your sword you're gonna seize their fuckin' family jewels by force rolling +3.  Bring it!

37
Apocalypse World / Re: What Honesty Demands
« on: November 03, 2010, 11:57:26 AM »
"<b>When you successfully read Rolfball</b>, ask one extra question. One of the answers to your questions will be what Rolfball wants you to think it is, rather than necessarily what it actually is."

(Personally, though, I'd warn them that there's a custom move in play when they read Rolfball, although I might not tell them what it is exactly. Or I might!)
This is a very cool idea.  Personally, for Apocalypse World, I prefer transparency, though.  I'd let them know the rules of the move.  Otherwise, it seems the players have every right to expect that they're getting the truth from their questions, and that doesn't seem fair and sporting.  I'd prefer to see them wondering and talking to each other, speculating on which answer wasn't true.  Plus it avoids a possible unpleasant argument when a player acts on bad info and objects.

But what's wrong for my group and my MCing tastes might work just fine for yours, so...

38
Apocalypse World / Re: What Honesty Demands
« on: November 01, 2010, 10:35:34 AM »
My understanding was, that as the MC, I needed to answer those questions honestly.  So if there really was no way in fucking hell that Flint would join her family, I think you should have told the player that.  I mean, you could say that Flint says what you said, but since Acacia successfully read him, you should have, in my opinion, made it clear it was a big ol' lie and there really was no way to do it.

As an aside, I also think it's kind of lame if there's really NO way to win him over.  I probably would have presented something difficult but possible.  Like demonstrating conclusively the divine (or whatever) nature of her visions to show she really is the prophet she claims to be.

39
Apocalypse World / Re: Stat Adjectives
« on: October 27, 2010, 02:56:10 PM »
*long face of chastisement*
I'm sorry I irritated that itch fnord, you perchant for pedantism is goin' aggro today huh?
:)  In this case, it isn't irritating me at all.  I thought you wanted them all to be adjectives, so I was just pointing out that those two didn't fit.  I'm not trying to nit-pick or be insulting or anything, so I hope you don't take it that way.

40
Apocalypse World / Re: Stat Adjectives
« on: October 26, 2010, 10:02:18 PM »
Well, to drift back into the grammar stuff again, I want to point out that "acumen" and "synergy" are nouns, so they don't fit with the others.

But I think I agree that Hx is "weirder" than the others to try to do this with.

41
Apocalypse World / Re: Who's this Maestro D' dude I keep hearing about
« on: October 26, 2010, 05:54:06 PM »
So as much as these ideas for trading keeping in the spirit of the "fundamental scarcity" of Apocalypse World, just keep in mind that there might be folk like me who'll probably never get a chance to join in the fun.
Which is exactly why I don't like it as well.  They are cool and awesome, and I, personally, think everyone who loves Apocalypse World should get to see and play with that awesome.

42
Apocalypse World / Re: Stat Adjectives
« on: October 26, 2010, 05:49:50 PM »
This makes stats narratively full of potential.
Oh they totally are!  And I love that the names of the stats (as adjectives) allow players to say stuff like that, "Crille?  That's one fuckin' hard bitch, man.  You don't wanna mess with her."  And have it be directly related to a stat.

And I like your idea a lot, of calling people with low hard "soft" or people with low cool "volatile."  I'm just glad it's not, ya know, a rule, cuz I think in my case, i'd have to be consulting your chart all the time.  :)

43
Apocalypse World / Re: Currency in Apocalypse Worlds
« on: October 26, 2010, 03:52:53 PM »
I must be in a pedantic mood today.  I don't think you can really call things like "food, gasoline, and bullets" a "currency."  A "currency", according to the definition I just looked up is a "medium of exchange."  "Medium" means that it's intermediate, so directly exchanging the shit that people actually want and need doesn't really count.

But whatever.  Cool to see that a lot of people are just doing straight up bartering.  I kind of wanted to do that in my game, but I brought up the issue during character creation, and my friends were all more interested or felt more comfortable with their being some kind of "money."  We decided one of the things the then-current hardholder had set up was a currency of bottle caps, ala Fallout.  Different kinds of caps were worth more or less than others.

Though, I just realized... that hardholder is gone, and he was probably, essentially, the "bank" of the area.  They may have economic and trading problems coming about because of that...  interesting...

44
Apocalypse World / Re: Who's this Maestro D' dude I keep hearing about
« on: October 26, 2010, 03:46:35 PM »
Not that it makes much odds, but doesn't Brett hold the copyright on the Faceless playbook?
Probably at least for some/most of it, yeah.  I dunno if it was ever anything "official" or "legally binding" but I'd gotten the impression that he more or less "gave" it to Vincent to do with as he wished.  I "like" quotation marks.

45
Apocalypse World / Re: Stat Adjectives
« on: October 26, 2010, 11:56:17 AM »
Nifty idea, but it seems like it would be hard to get used to.  I mean, the descriptions for +1 and higher are all straightforward and easy to remember, but the lower ones not so much.  And even if most people never go as low as -3 and only a few people have -2s, that's still a lot of words to try to remember and equate to numbers.

Also, while I love the idea, I have to be pedantic: cool, hard, hot, sharp, and weird are definitely not nouns.

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