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Messages - Shreyas

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121
Monsterhearts / Re: Skin Deep
« on: July 27, 2010, 08:44:21 PM »
Personally, I think that the human characters in this genre are the most interesting and diverse crowd of all. You have your victims, but you also get lots of other interesting sorts; early Buffy (before it got all gonzo) is full of, basically, just vampires and humans that have to deal with vampires, all handling it in different ways.

122
So here's something I'm thinking, right.

Harper's right on track with making ordinary people - but I think you need to give them the opportunity to become extraordinary.

Maybe you all start with the "Ordinary person" playbook, and it's got 12+ results like this:

"When you hide from approaching danger...
...
..on a 12+, you can discover an unsuspected talent, and move on as the Shadow."

and then the Shadow gets moves and gear as his role, like...
- when you attack from ambush...
- when you tail someone
- when you listen or observe unseen
etc.

And similarly for the other basic moves; each basic move expands into one or more advanced character types.

123
do this

yes

124
Apocalypse World / Re: NPC "brainers"
« on: July 14, 2010, 10:06:12 PM »
One day you realize that you keep seeing Carl in your dreams. Every night. He's not really in them, though. Usually he's just sitting somewhere, watching. Once he was reading a book.

You come home to find all the food in your pantry replaced with doll parts. Everywhere you look, there are naked plastic arms, or legs, hands, feet, torsos. Stuffed into a flour sack, bundled like dried fish, immersed in jam jars. Where your garlic braid once was hangs a braid of doll heads, neatly hung on its hook.

Change an NPC's personality radically, overnight! When someone notices, make them read the situation and tell them something scary.

Sometimes, people go missing, and a few days later they come back, but they don't remember that they've been gone.

When it rains, everyone bursts into tears.

125
blood & guts / Re: Do we have to have stats? Or basic moves?
« on: July 14, 2010, 09:42:47 PM »
Stats and basic moves do some particular things vs. your alternative implementation with, uh, let's call them "similar moves" customized for each character type.

- Repeatedly using stats ties related moves together. Sharp ties the "read" moves together; you know that if a given character is good at one, they're good at the other, unless they have a stat-replacement move.
- Stat-replacement moves are a shortcut way to re-color character actions; when a brainer uses Unnatural Lust Transfixion, you know she's seducing people with her creepy brain powers, and one supposes that the player's expected to portray accordingly.
- They allow the MC to come up with relevant custom moves for threats. In your system, I'm not sure how that would work really.

Given that, maybe poke around at some of the ideas in Knife & Candle, regarding modifying the basic moves based on what the characters are or are doing. I personally find it to be an interesting middle ground between 'custom moves for everyone' and 'all moves are the same'.

126
I like AW. I really do.

But I want APOCALYPSE CURRENTLY OCCURRING NOW WORLD.

How would one hack AW to do that? (Note: "Everyone is constantly acting under fire" doesn't count.)

127
Dungeon World / Re: Spellcasting Update
« on: July 12, 2010, 08:00:31 AM »
nod

I see what you're doing now, Tony.

It's interesting that there's no Cha-based saving throw. Is Charisma as devalued in ApocDD as it is in AD&D?

128
the preapocalypse / Re: Folding Player Books
« on: July 11, 2010, 11:01:35 PM »
I bet the best way to do it would be to fold the paper into eighths, staple the spine, and trim off the folded edges, but I don't think the pages are set up to work that way actually. It would make the edges of homemade character books cleaner!

I'll mock up a book in that format if anyone wants.

129
Dungeon World / Re: Spellcasting Update
« on: July 11, 2010, 10:06:15 PM »
Elaborating on what Phil said above - since there is a way you can fuck up your own magic, and there's a way the target can weasel out of it, as compared to all the other moves where only one participant gets to apply their stats and talents to the situation, what does magic do so well that it's worth it to do magic to people?

130
Dungeon World / Re: Spellcasting Update
« on: July 11, 2010, 07:49:50 PM »
What Phil said is right. I think your game design is on the dot; it's just the terminology that irks me.

131
Dungeon World / Re: Spellcasting Update
« on: July 11, 2010, 06:57:46 PM »
The word you're looking for is paralysis. I'm not sure that recapitulating the language ignorance of our forebears is really...uh...forwarding your design.

132
Dungeon World / Re: Where's this Hack Going?
« on: July 11, 2010, 04:09:37 PM »
How about

- Dragons & Dungeons
- Hit With Sword
- Gaol Raiders
- Adventure Quest
- Gelatinous Cubeslayer
- The Monsters Down There
- Crypt Cleaners
- Barrow-Sackers
- Down Dusty Stairs
- Underground Adventures
- The Dungeon Experience
- Platemail & Polearms
- Dragonbreath

Honestly, I think the six old-school D&D stats are more problematic than titles. Game titles are a dime a dozen.

133
blood & guts / Re: the battlebabe
« on: July 10, 2010, 08:10:34 AM »
I think River's pretty straightforwardly a threat.

134
Set Apart / Re: Character in Progress: The Hierophant
« on: July 08, 2010, 11:13:40 PM »
Man I just had a major epiphany:

The Hierophant can do miracles, but he knows not the mind of God.

That's the High Priestess's job.

135
blood & guts / Re: the battlebabe
« on: July 08, 2010, 04:51:30 PM »
It does raise the question of what did inspire the Battlebabe.  I don't really see any characters from the works in the Immediate Media Influences that map all that closely.

Somewhere I heard that Firefly is one of the inspirations and I think Jayne is a pretty obvious battlebabe. He isn't really super great at dealing with being in a fight, he just gets in them a lot 'cause he's kinda dumb and belligerent, and gets out when he's lucky or has help.

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