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Messages - Mike Sands

Pages: 1 ... 24 25 [26]
376
Apocalypse World / Re: sell me on weird
« on: August 23, 2010, 10:26:10 PM »
Aside:

On the "brainers are always creepy" front, I looked at the possibilities and worked out that you can make one without any really nasty brain powers.

You take the +1 weird move and the "use weird to read a person" move, deep-ear plugs and brain relay for gear. This gives you someone who is very good at reading people and opening their brain, but who could otherwise be perfectly normal (as much as anyone is normal in Apocalypse World, anyhow).

377
Apocalypse World / Re: Custom Moves Compendium
« on: August 16, 2010, 06:56:56 AM »
This move definitely added to the chaos and sense of weirdness for my game just finished. The ruined city is a landscape:maze, populated with psychic ratdog packs and weird tribes that nobody quite understands.

When you go into the ruined city looking for something, oll +Weird. On 10+ choose 3, on 7-9 choose 1.
- You find what you wanted
- You get out okay
- You don't suffer harm (this could be accident or ratdog/tribe attack)
- You don't get infected (the infection, by the way, is a thing that gets into the brain and affects how people connect to the psychic maelstrom. It's what made the ratdog packs psychic and the tribes weird).

378
Apocalypse World / Re: Give me some good folk songs for the road
« on: August 14, 2010, 07:51:06 PM »
Not strictly folk, but Johnny Cash's American Recordings 3 and 4 work very well indeed.

379
Apocalypse World / Re: Thoughts after play
« on: August 12, 2010, 09:44:55 PM »
The other thing about the driver, though - you always need more fuel, food, repairs, that sort of thing. Just driving around doesn't mean you can avoid dealing with NPCs.

380
Apocalypse World / Re: The Marshes
« on: August 11, 2010, 09:50:10 PM »
To be honest, the characters haven't been to the marshes yet. I think they're scared.

Ha! More like, who has time to go fishing for mutant frogs when there are bike gang dudes to kill and refugees to worry about and everyone is wounded and I think that pretty much covers it.

Simon, did you notice that our first two sessions have not even covered a whole 24 hours yet? No chance of these characters' lives being boring!

381
Apocalypse World / Re: Durrrp, let me check the MC Moves
« on: August 10, 2010, 11:30:08 PM »
Sometimes it's thinking about what an offsceen NPC wants, and giving them that. The Black King wants to subjugate everything he sees, so...

...he sends us tribute? ...attacks some other people a long way away?

Just some helpful suggestions for my MC.

382
Apocalypse World / Re: The Harm Move - EVERY time?
« on: August 09, 2010, 05:55:46 PM »
To quote the book: "By default, the harm & healing moves are in play. The MC might
decide to forego them, case by case."

383
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 06, 2010, 01:07:17 AM »
If they're tied up and helpless, it doesn't matter if you're unarmed or your harm rating is whatever. If you want to strangle the captive, that's it. The character made their move to seize them, and tied them up. Really, what can the victim do?

384
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 05, 2010, 10:46:24 PM »
Acting Under Fire inflicts harm if that's what you're trying to do.

So, in your example, after the seduce attempt fails whether Bloody Mary is acting under fire depends on what Butch is going to do.

If Butch is all "I don't like being messed with, so I'm going to hack you with a machete" and Bloody Mary pulls out her gun to stop him.... that's acting under fire to shoot him dead, and if you succeed you'd inflict harm. That's on account of inflicting harm is the whole point of your action.

But if Butch just shrugged and turned away, then trying to kill him might be Seize by Force (or, looking through crosshairs, maybe Butch is just dead. Bam!).

385
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 05, 2010, 09:57:40 PM »
Well, even Vincent says in the book that Battlebabes are better at getting into trouble than out of it.

More seriously, you can inflict harm by acting under fire, and nobody is better at that than a Battlebabe. And the custom weapons are pretty nasty, if you want them to be.  And if you take Merciless, that's more harm. Or take Perfect Instincts and be sure to read the situation before you head into it.

It's not that Battlebabes are bad at killing, they just need to set things up right.

386
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 05, 2010, 09:32:32 PM »
Plus - in my experience - missed rolls usually lead to terrible and awesome events.

387
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 05, 2010, 09:20:06 PM »
The way I understand it, Go Aggro is when you are threatening them and prepared to kill them in order to make it work. It's not so much used to straight up kill someone, but to get them to do something or else.

If a character wanted to just kill a dude, Seize By Force (where you are seizing their life) seems like the way to go.

And if your Battlebabe isn't so great at that, I guess the think to do is position yourself to be Acting Under Fire (where the action you're trying to do is to shoot/stab/chainsaw someone, so the result is to inflict harm as established), or take Ice Cold and Go Aggro.

I've given this a bit of thought after playing a Battlebabe for my first session. He missed a few rolls and got pretty badly beat up before I was in a position to Act Under Fire, and from there I extricated myself from things relatively unscathed (i.e. living). I'm going to be a bit more careful about how I get into fights in future :)

388
Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: August 05, 2010, 07:23:52 PM »
Well, presumably you can get them right out of the fiction.

Like, if your Operator borrows a huge amount of jingle from some warlord then that's another Obligation:debt gig right there.

389
Apocalypse World / Re: Strange Machines
« on: August 02, 2010, 01:20:02 AM »
Maybe there need to be some more options for what it can do? At the moment it seems designed to be a vehicle most likely, or maybe a gun turret.

How about you add to the list of "things it can do":
- Characters inside the machine get +1 weird.
- The psychic maelstrom cannot reach inside the machine.
- The machine allows you to send a spoken message to someone, no matter how far away they are.
- If a wounded person is in the machine, it will heal them (maybe 1 tick per day?)

390
the preapocalypse / Re: Typos
« on: June 25, 2010, 03:47:18 AM »
p34, Deep brain scan: last question begins with "it" - I think this should be "in"

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