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Messages - Shreyas

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76
Apocalypse World / Re: Introducing some playbooks i done written
« on: July 20, 2011, 10:57:19 AM »
Good read, Tim. Thanks for the good words!

I see you also noticed that Insight is a trap. I'm experimenting with problematic characters (the Hermit is your 'sit in a dark corner and drink silently' guy taken to 11) as a way to figure out how to make playbooks that are better.

Next up: the Child.

77
Apocalypse World / Introducing some playbooks i done written
« on: July 20, 2011, 02:20:54 AM »
First one's THE HERMIT

The Hermit

What's left in the world when everything worthwhile has turned to dust? There's you, and them that did it.

CREATING A HERMIT

To create your hermit, choose look, stats, moves, gear, and Hx.

NAME

Don't choose a name. The other players will decide what they call you after you introduce yourself, by look alone.

LOOK

Man, woman, concealed, or withered.

Ragged wear, vintage wear, scrounge wear, or straight-up rags.

Scarred face, rugged face, frightened face, pockmarked face, innocent face, lean face, weathered face.

Rheumy eyes, milky eyes, wild eyes, distant eyes, kind eyes, starry eyes.

Wiry body, bent body, slender body, corpulent body, youthful body.

STATS

Like a brainer, but Weird -1.

BASIC MOVES

You get the basic moves just like anyone.

HERMIT MOVES

You get these:

Walks By Himself: You start with insight+0. When you stand alone, you get +1 insight. If you show yourself to another, by speech sight or sign, your insight goes to 0 and you get nothing for it. If you get insight+4, reset it to 0 and mark experience.

A Dark and Quiet Place: When you open your brain, roll+weird+insight.

And one of these:

Scrounge: When you need a thing, you know where you can probably find it. Roll+insight; on a 10+ all three. On a 7-9, choose 2:
- You get it or close enough, up to 1-barter.
- You get -1 insight (If you don't pick this, you get -2 insight.)
- You didn't have to leave something behind.

Speak Of: When you repeat someone's name over and over, and you don't stop to say any other thing, roll+insight. On a hit, they appear by the end of the next session; don't matter who or what or how, even if they're dead or lost or gone away across the sea. On a 10+ they don't know why. On a 7-9, MC chooses one:
- They came lookin' for you.
- They came lookin' for another PC and you sent them.
- They are followed.

GEAR

You get one, maybe two:
- A good stick
- A good seat
- A place what keeps the rain off your back
- A dog or whatever, it knows a coupla tricks

HX

When it's your turn, ask, who's the stupidest of you lot? Tell that person +2. Everybody else, tell them -1.

You don't know no one. Don't write down what they say, put down -1 with everybody.

SPECIAL

If you and another character have sex, everyone opens their brains. Not just you and them, the other PCs too. After that, permanently lower your insight by 1 - i.e. change its range to -1 to +2, reset at +3 - and so on if you do it again.

IMPROVEMENT

The usual kind - gear, another Hermit move, stat improvements but not Weird. Whatever.

78
Apocalypse World / Re: Playbook idea - The Storyteller
« on: July 18, 2011, 01:12:49 AM »
This is a maestro d' or skinner with a non-obvious skillset, is all.

79
Apocalypse World / Re: Most and least popular playbooks?
« on: June 16, 2011, 08:14:45 AM »
I have never seen anyone play a Skinner. Aside from that I think I've seen all the "core" playbooks once or twice, with none of them getting way more play than others. Savvyheads might be slightly more popular than the others, now that I think about it.

Weird! For me none of the playbooks turn me on except the Skinner and slightly the Hocus. I think I tried to play a savvyhead once and actually bored myself.

80
Apocalypse World / Re: How can I make more realism more fun?
« on: April 07, 2011, 10:14:27 AM »
Well, zoph, that's not really realism, is it? That's genre fidelity.

I propose that realism actually isn't fun because if it were then we'd all just, like, be doing real life stuff instead of playing roleplaying games about brain exploding dominatrixes and resurrection-capable combat medics with special hugging abilities.

81
Apocalypse World / Re: Choosing names from the list
« on: April 02, 2011, 10:15:20 AM »
This is totally one of those "do you play with RAW" things. Do what works for your group!

For Maestro D' names I suggest...

Nigella, Child, Hervé, Naked, Martha

82
Apocalypse World / Re: New Playbook: The Radio
« on: March 15, 2011, 08:05:21 PM »
Good concepts. All the pluses and minuses and holds are a mess. It'd be a hell of a lot of bookkeeping to play in the state it's in. That said I'm sure it can be cleaned up with a bit of thinking.

83
blood & guts / Re: Stats : Moves ratios?
« on: March 14, 2011, 11:18:00 AM »
Been thinking about this - I think that there's a point where fewer stats does NOT indicate fewer moves, but there is no visible ceiling apart from "how many of my stats do i care about as a player," which I suspect tops out around 7.

84
blood & guts / Re: Why is there no "what do I know about X?" move?
« on: March 14, 2011, 11:15:08 AM »
Don, I've seen a couple of skinners with "history" as their art. It only makes it be a thing where you're more like a sexy librarian / storyteller rather than, like, a nerd.

Although I like to think that what's lost is lost and cannot be recaptured.

85
Apocalypse World / Re: Toning down the weird harshness of the world
« on: March 13, 2011, 07:49:15 PM »
Here's the thing about the names.

They signify a complete break in cultural continuity. All these things are names of things and the people of Apocalypse World know it but they don't know what they used to be the names of. It says it in the book because I said it to V: They're cultural references that have lost their referents.

It's telling you that the apocalypse wasn't just material - it was psychological.

If your AW isn't like that, well, change it.

86
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 09, 2011, 01:37:15 AM »
My gut tells me: "This sounds like a RIFTS character."

I think the Glitter Boy (the dude with armor so shiny it was immune to lasers) was in the core book actually.

87
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 08, 2011, 08:10:16 PM »
You should explain what weird-harm is, of course.

88
roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 02, 2011, 07:49:17 AM »
6-7 sessions is a bit too much for me to spend with a playtesty feel.
There's your answer - if it worked properly it wouldn't feel like you are playtesting.

89
roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 01, 2011, 09:22:28 AM »
I think the best way to find out the answers to these questions is to remove those elements from the game and see what you get.

90
brainstorming & development / Re: When you masturbate about someone...
« on: February 28, 2011, 10:43:27 PM »
This week I think Brainers are a great picture of someone else's nightmares.

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