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Messages - Shreyas

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31
Apocalypse World / Re: Playbook: The Gladiator
« on: September 06, 2011, 03:30:03 PM »
I basically like this as a way to make AW more about violence and showmanship. There are some things I'd think about...

#1 - Is this a battlebabe expansion? If no, then...

Stats, hard over hot, that's cool and works for the concept.

Gear, I kinda wish that the arena weapons were plays on the like classical arena weapons but that's merely aesthetic. On a mechanical level I'd like them to actually be less useful than practical weapons in one way or another. 9mm is good in that way 'cause its close; big knife could be infinite but that only makes it equal to hidden knives. I might argue that hidden knives are a weird arena weapon because they're...hidden.

I dunno. I feel like arena weapons should rely on 1-harm and s-harm in order to draw out fights maybe. Then you get your 2- and 3-harm practical weapons when you need to get shit done.

Moves

Showman's familiar and good.

Hot Commodity is confusing to me 'cause I don't understand the Operator and juggling. I find it interesting but I'm not sure that a playbook needs two very closely related barter-generating moves.

I share SW's unease about Resilient. Maybe something like:

"You have 1-armor when you're not wearing anything else protective, because you know how to take it in a way that hurts less. In addition, once per session when Resilient reduces the harm you take, you can hold +1 Hot, Sharp, or Cool; spend it the first chance you have, and you lose your hold at the end of the session regardless."

Tactical Mind is fine.

Moment of Clarity is fun.

You can probably take some ideas from the Hocus for fans.

I'm just gonna leave the special alone for now but basically my thought is that if it's a dual identity thing, that needs to pervade the other moves too.

32
Dungeon World / Re: Breaking down doors
« on: August 29, 2011, 09:17:00 PM »
Anti, my thoughts about moves are pretty conservatist; if you can handle it with a basic move, you probably should.

I think your question about time-constrained action is a pretty good one and maybe it's one where a new move would be useful; maybe an Int move for rushing a process?

When you work with what you've got, roll+Int. On a hit you can do it, on a 7-9 the MC chooses 1:

- You need a thing you've got to backtrack for
- It takes longer than it should
- um more stuff

33
Dungeon World / Re: Breaking down doors
« on: August 29, 2011, 01:17:56 PM »
That's Defy Danger, isn't it?

I mean maybe thw question isn't "is there a move for this?" but rather "Hey, help me remember to choose what response is appropriate in-play, contextual to the fictional situation at hand." which isn't a question at all.

34
Dungeon World / Re: Breaking down doors
« on: August 29, 2011, 12:06:30 PM »
What's on the other side of the door? Do you -care- if the PCs don't get to it?

I'd say, either there's a key farther into the dungeon and they can get the key or they can forget it. Doors that you can -maybe- open suck. Doors that you can open later are all right.

35
Dungeon World / Fun Links
« on: August 26, 2011, 07:18:04 PM »
I suspect that most of these will be more game-related, but here's a cute, sage-themed summer cocktail. Sounds yum.

http://www.thekitchn.com/thekitchn/liquor/cocktail-friday-the-summer-sage-154669

36
Having played the Skinner and Maestro both, here's what I experience:

The Skinner has a lot of ability to create opportunities. He controls peoples' attention and has the ability to influence them from afar. What the Skinner fails at is being able to capitalize on those opportunities under his own power - he needs to control people to be effective.

The Maestro has a lot of responsibilities to the establishment. When you're the Maestro, most of your time is spent solving problems while you're trying to throw a party, or alternatively it's spent using your Big Knife to try and get you out of trouble. The Maestro has some basic ability to control people but his most effective moves are about managing resources.

That said, I think it is best to see the playbooks as starting points for characters. Since you can change playbooks often, and even prior to that you can change your stat balance and/or take moves from other playbooks (my Maestro has Lost and Reality's Bleeding Edge because she's getting really Weird), the playbook itself isn't really much more than an abbreviated chargen guide. There's no specific reason that you can't have an establishment and also Skinner moves, you just gotta make it that way with improvements.

37
blood & guts / Re: Sex Moves into Love Moves
« on: August 19, 2011, 04:10:31 PM »
Mechanically, sex moves between PCs are mutual.

38
blood & guts / Re: Open your Brain = Non-directed Info Move?
« on: August 14, 2011, 07:47:43 PM »
I don't really think it's all that important. If you want info, it's rare that you don't want it to be about something and it's generally silly not to just, you know, ask around or just go encounter that thing.

39
Dungeon World / Re: Level Up
« on: August 13, 2011, 12:43:36 PM »
I dunno. I'm not the boss! The way I'd run it, though, it's "you as a group" getting all of the XP equally - if there's 3 of you you all get 10xp, and if there's 5 of you, you all get 10xp too.

40
Dungeon World / Re: Level Up
« on: August 13, 2011, 11:42:20 AM »
waitasec.

Why build a new XP structure when you can just bang! attach one to what's already there? You have Bonds; when you use a Bond (yeah, none of that baroque AW 'reset' business) you get xp. When you render a threat nonthreatening, get xp=its level.

Done! Inherent to the moves and Bonds, the way you do this will fulfill the strictures of your identity without requiring additional tracking of stuff.

Plus Keys stink of TsoY. Stink of it.

41
Apocalypse World / Re: Problem: gunlugger that's not a gunlugger
« on: August 12, 2011, 02:32:07 PM »
So here's a thing I think:

Playbook moves (cf. core moves) don't distinguish between 'things you can do' and 'stuff that you are,' not explicitly. As we played it with V, the text says 'you can' if it's a thing you can do and it doesn't if it's a thing you are.

However, I think you can see a way to deciding when you take a move, is it a thing you are or a thing you do? That decision guides whether a playbook move acts automatically or needs to be triggered by choice. I do think it's necessary, if you do this, that you must decide and record your decision for each move as you take it.

My preference is to close-read the move texts and see what they say, but to each his own.

42
Apocalypse World / Re: Combat issue during play.
« on: August 12, 2011, 11:07:29 AM »
Well, "aren't sure what thing to do" and then I agree with you. I think you can trade actions that aren't mechanized moves and that is not only okay but expected; performing a move when the attention is on you is optional, not obligatory.

So:

He decides screw it, this guy has the bigger gun and I want it.  So he charges the guy, slides over the roof of the truck, kicks the fellow in the face and wrests the rifle away from him.

Now the guy pulls his own pistol. (MC STOPS TALKING, LOOKS AT BOB)

Bob's player says, "Now back the fuck away from the truck." Bob's player looks at MC, who's all, "Nah you clearly dominate this guy. Don't roll; he backs off."

OR

Bob's player loses sight of his goal and shoots the guy. MC's like, "Seize the truck, roll," 'cause that's what got this all started and why not redirect to something that we forgot.

OR

whatever.

In any case, we ask, what're you doing? not what move're you making? or we lose sight of the fiction and then we can't tell what happened or why.

43
Dungeon World / Re: Antisinecurist's DungeonWorld Stuff
« on: August 08, 2011, 02:03:51 PM »
Oh, yes. It's modifier; I should probably say something like "If a move says +key, it means your key stat's bonus.".

I was hoping it might be clearly inferred; it means "when you have at least one focus".
I guessed as much, but as a text writer your job is to make the readers never guess.

Quote
The first option's workable; most of the "focused" moves could be replaced with "spend 1" moves, probably. I don't think I want to make it more similar to the wizard/cleric, and I don't think there's a problem with the Cosmic Channeling move as such. I'd rather not provide a specific miss clause; instead, on a miss, the MC makes a move as usual.
Right sure. I'm guessing your objection to making it more similar to Wiz/Clr is aesthetic rather than structural? (Merely asking out of curiosity)

Regarding "extra time and concentration":

Meditation: When you enact your order's specific centering practices with time and concentration at your disposal, you get +2 to Cosmic Channelling.

44
Dungeon World / Re: Antisinecurist's DungeonWorld Stuff
« on: August 05, 2011, 08:55:54 PM »
Oh, good point. I don't really know what the best possible way to address that is! There is no generic "add difficulty to another move" move in DW if you are taking a strict interpretation of Defy Danger.

Maybe "Defy Danger with your key stat."

Or as much as I dislike it, "Take -1 Cosmic Channelling forward (cumulative) until you are focused, Carouse, or Make Camp."

Or dump the miss effect in favor of the unspecified miss.

45
Dungeon World / Re: Antisinecurist's DungeonWorld Stuff
« on: August 05, 2011, 05:51:40 PM »
I like the monk but I have some text concerns...

"Hold n+key" feels like it's ambiguous between "Hold n+the actual value of your stat" and "Hold n+your stat's bonus", which unfortunately is an inescapable artifact of the weird D&D3 thing that DW does with stats and bonuses.

"When you are focused" is undefined in the text.

I'd suggest one or more of the following:

- Remove "when you are focused" effects from the class or replace with focus expenditures. (I like this best to be honest)

- Rework Cosmic Channelling as such (here I'm incorporating some other thoughts I have about this move)

Cosmic Channeling: When you take some time to gather the energy of the cosmos into yourself, roll+key. On a 10+, focus 3. On a 7-9, focus 1. On a miss, your nerves are jangled and your energies misaligned, act under fire next time you use Cosmic Channelling until you focus successfully. Spend focus 1-for-1 to: (and then whatever)

with the understanding that this move is one that you can do repeatedly in a session but it's also not free to do.

- Rebuild Cosmic Channelling and the martial arts moves in a way that is analogous to the wizard and cleric's spellbook moves. Take note of the way that Wizard and Cleric use keywords to filter spell accessibility.

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