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Messages - Antisinecurist

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256
Dungeon World / Antisinecurist's DungeonWorld Stuff
« on: August 05, 2011, 02:20:51 PM »
Hey, everyone! I'm planning on running a game (hopefully an ongoing series) tomorrow, but in preparation and excitement I've been writing up things as inspiration comes.

I've got portions of two classes, new racial moves, and some other assorted odds and ends. I'll post them here as I get around to it.

Use and feedback are both much appreciated!

- Alex Davis

257
Dungeon World / Re: Spellcaster Balance?
« on: August 02, 2011, 03:30:39 PM »
Alright, that lines up more or less with what I was thinking.
I was designing a psuedo-spellcasting class and when I realized it was getting, essentially, two new moves every level, I got kind of worried - until I realized that (in a way) the same can be said of wizards/clerics.

And I guess "balance" wasn't the ideal word, because I totally hear you on what you're saying.

Thanks!

258
Dungeon World / Spellcaster Balance?
« on: August 02, 2011, 03:06:19 PM »
So, there's a fiddly little issue where spellcasters get better each level in more ways than non-casters. Specifically, everyone gets HP, maybe a stat bonus, and an advancement move.

They *also* improve by getting more and better spells, and this is an automatic improvement that's above and beyond what everyone else gets.

I'm curious, do people see a problem with this?

- AD

259
Dungeon World / Re: Level Up
« on: August 02, 2011, 10:33:47 AM »
I just wanted to point ya'll to Marshall Burns' MADCorp, esp. the experience and improvement system. I don't think it's publicly available anywhere, but I'm sure he'll let you check it out if you ask him, and it's quite relevant.

- AD

260
brainstorming & development / Re: A Handful of Mini-Hacks
« on: March 25, 2011, 08:28:07 PM »
These are amazing! I only looked at As the Tea Leaves Grow, but I'm sure the rest are just as good. Hopefully this idea catches on! If I've got some time to kill later, I might write up one or a few.

261
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 25, 2011, 08:19:03 PM »
The short answer #1 is that the playbook *is* intrinsically juvenile - which meshes with your comment above; it's quite possible that I wrote the flavor text as a reflection of that. The 'book's about growing into who you are (hence the advancement-only moves and changing playbooks) and, maybe, giving up your ideals.

The short answer #2 is that I have a (possibly dangerous) love of "new-ness", mechanically speaking. I've created tons of playbooks and the shells of playbooks, none of which I've ever really put up anywhere, but I try to add something new or interesting to each one.

Sometimes my love of trying new things for the sake of trying new things gets in my way of accomplishing things, but I actually think the ideas I've implemented here dovetail kinda well (as per answer #1).

I like your "poisonous" harm idea, and it's probably over-all better than writing up a whole clock, but I do like that infectious is non-certain (and ties into and provokes the harm move, which is cool and sometimes overlooked, I think).

- Alex D.

262
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 09, 2011, 06:43:48 PM »
Mcdaldno: Yeap. The text was written in a moment of personal weakness and fails to properly convey what I hoped it would. It's my least favorite part of the book, I think. Try looking at this here, below, and see what you think of it sans flavor text (and with mechanical feedback from this thread factored in).



Look
   Man, Woman, Scarred beyond recognition
   Buff, wiry, crippled
   Cloak, robes, armor
   Piercing eyes, searching eyes, bright eyes
   
Stats (Choose one)
   Cool +0 Hard -2 Hot +1 Sharp +2 Weird +2
   Cool +0 Hard -2 Hot +2 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +0 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +1 Sharp +0 Weird +2
   
Moves (Choose either 'A Vision of Power' or 'Living Tank' and one other)
   Archaic: You've got some shit-old weapon and armor, shouldn't work, but maybe the maelstrom likes it, maybe you're just lucky. Your weapon does weird-harm at hand range, messy, and your armor is 2-armor but you take -1 to all rolls made wearing it outside of battle. (See [stat]-harm, below)

   A Vision of Power: When you go aggro, roll+weird. If they suck it up and what they're taking is harm, you do 0-harm, but, hey, they still roll the harm move.

   Hope Floats: When you act under fire, roll+weird. When you take harm and roll the harm move, roll+harm-weird.

   Judgement: When you read a person, roll+weird. Add the following questions:
      - Who have they hurt?
      - How do they view my beliefs?
      - How can I bring them in line with my views?
      - What do they hope for?

   Living Tank: When you seize by force, roll +armor (that is to say, roll 2d6 and add the numerical value of your armor).

   Messiah: When you show true kindness to someone, or else offer them hope in some way they believe, or else show mercy when you don't have to, roll+weird to manipulate them and include the 12+ result.

   Not The End: You can talk to, manipulate, and use the dead as though they were alive.
   
Gear
   Fashion appropriate to your looks, mostly old-fashioned
   One old old-fashioned weapon
      - A rusty knife
      - A silver revolver
      - A nasty, brutal axe
      - A heavy, brutal hammer
      - A big-ass sword
         
   One bit of armor, appropriate to your look

   One relic of the before-times
      - A painting of some long-forgotten hero
      - A book of strategy or history or fairy-tales
      - A watch, still working
      - Someone's skull, haunted or not
      - Beautiful designer clothing from New York, Paris, or Milan - perfect condition
      - A first-aid kit
         
   One helper, sidekick, or pet
      - A horse, suitable for riding
      - An adviser, sage and wise
      - A childhood friend, loyal to death
      - A lover, mysterious and tempting
      - A brainer, hocus, saavyhead or other mindfuck-wizard
      - The ghost of someone from before or after the apocalypse, real or in-your-head
   
Hx
   {Needs Hx}

Advancement
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a move from another playbook.
   - Change your hard to +2 but lose two or three Shining Boy moves.
   - Add +1 to any stat, not hard (max +2).
   - Add +1 weird (max +4).
   - If you have "Messiah", change your playbook to Hocus.
   - If you have "A Vision of Power", change your playbook to Hardholder.
   - If you have "Living Tank", change your playbook to Chopper.
   - Get one of the moves "Shining Symbol of Hope", "Crusader", or "Hope Everlasting".
     
Advancement Moves
   Crusader: The MC will ask you about your hopes, beliefs, cause. When you see your hopes challenged and attacked, take +1-forward. When you put yourself at risk or in danger for them, or else sacrifice in their name, mark XP. If you ever give them up, drop your weird to +0, add +1-hard (max +3), lose all Shining Boy moves and change to another playbook.
     
   Hope Everlasting: You never take debilities and never roll the harm move. When your harm would move above 9, roll+weird.
      On a 12+: Die immediately, sorry, but someone with you when you die takes up your cause and assumes this playbook.
      On a 10+: Ignore the harm and keep going, fine and dandy. In fact, heal 1-harm.
      On a 7-9: Ignore the harm and keep going, but roll the harm move after all.
      On a miss: Take the harm and -1-forward.
         
   Shining Symbol of Hope: When someone sees you for the first time, or else sees you in action supporting your beliefs, roll+hot+weird.
      On a 12+: They come to your cause, loyal followers.
      On a 10+: Roll right now to manipulate them. No need to talk to them, even, they just feel it, and your leverage is your approval of them, shown freely.
      On a 7-9: Take +1-ongoing to manipulate them, but take -1-ongoing to do anything else until you turn them to your cause or else they aren't around any more.
      On a miss: They turn on you.
         
Other Stuff
   Weapon Tag - Infectious: When you harm someone with this weapon, make them roll the harm move. On a hit, they're infected and the MC will write up a countdown for them.
     
   Weapons
      - A rusty knife (1-harm hand infectious)
      - A silver revolver (3-harm close reload ap)
      - A nasty, brutal axe (2-harm hand messy area)
      - A heavy, brutal hammer (2-harm hand messy)
      - A big-ass sword (2-harm hand)

   [stat]-harm: If [stat] is positive, you deal damage equal to your stat or the weapon's base harm plus one, whichever's higher. If 0, just deal the weapon's harm. If negative, deal the weapon's harm minus [stat]; if this drops your harm to 0 or less, deal no harm, but they still roll the harm move.

263
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 09, 2011, 03:16:05 PM »
Eruditus: Yeah, in hindsight, the potential +5 or +6 they could get is overkill. +armor is just fine.

264
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 08, 2011, 09:46:56 PM »
Evan, can you please expand on that for people who know nothing about RIFTS (like me)?

265
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 08, 2011, 09:07:05 PM »
Yeah, the stats are probably high - one of the +1s on each line should probably be +0, but I'm not sure yet.

"I'm not sure what you're going for with the low hard and then moves to compensate for either sieze by force or go aggro. What do you imagine that looking like in play?"

    So, like, he's just not *hard*. He's not "hard-hearted, violent, aggressive, strong-willed, mean, physically and emotionally strong." by nature. Doesn't mean he can't kick ass; he's an asskicker because he's weird and cool and has nice shit and uses all that to his advantage.

Why is it you like "Judgement"?

266
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 08, 2011, 08:21:55 PM »
Thanks, Shreyas; it's a thing I use in a lot of my playbooks and drafts, so I didn't think to spell it out. A note's been added.

267
Apocalypse World / New Playbook: The Shining Boy
« on: March 08, 2011, 07:04:34 PM »
Hey all! This is my shot at an unusual view in Apocalypse World: hope. In the form of a gods-honest knight-in-shining-armor. Check it out, please!

{Yeah, hope is Weird in a time like this. This dude over here doesn't despair in every minute? Fuck, what an oddball.}

{Also, yeah, I see this guy with potentially, like, glowing swords and shining eyes and spirits swirling around him and shit, but it's variable. It's a dial, oh, like supernatural stuff in Dogs.}



The Shining Boy
   They say this fucking apocalypse breaks everyone. They say it steals people's hopes and dreams.
   Well, fuck that. We lot made it through the fucking dark ages, and, fuck, maybe it's a bit darker now.
   Well, let's cut the fucking darkness and despair right where it hurts - let's give it a medievil ass-kicking.
   
Names
   {Needs names}

Look
   Man, Woman, Scarred beyond recognition
   Buff, wiry, crippled
   Cloak, robes, armor
   Piercing eyes, searching eyes, bright eyes
   
Stats (Choose one)
   Cool +1 Hard -2 Hot +1 Sharp +2 Weird +2
   Cool +1 Hard -2 Hot +2 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
   
Moves (Choose either 'A Vision of Power' or 'Living Tank' and one other)
   Archaic: You've got some shit-old weapon and armor, shouldn't work, but maybe the maelstrom likes it, maybe you're just lucky. Your weapon does weird-harm at hand range, messy, and your armor is 2-armor but you take -1 to all rolls made wearing it outside of battle. (See [stat]-harm, below)

   A Vision of Power: When you go aggro, roll+weird. If they suck it up and what they're taking is harm, you do 0-harm, but, hey, they still roll the harm move.

   Hope Floats: When you act under fire, roll+weird. When you take harm and roll the harm move, roll+harm-weird.

   Judgement: When you read a person, roll+weird. Add the following questions:
      - Who have they hurt?
      - How do they view my beliefs?
      - How can I bring them in line with my views?
      - What do they hope for?

   Living Tank: When you seize by force, roll +armor +harm of your weapon.

   Messiah: When you show true kindness to someone, or else offer them hope in some way they believe, or else show mercy when you don't have to, roll+weird to manipulate them and include the 12+ result.

   Not The End: You can talk to, manipulate, and use the dead as though they were alive.
   
Gear
   Fashion appropriate to your looks, mostly old-fashioned
   One old old-fashioned weapon
      - A rusty knife
      - A silver revolver
      - A nasty, brutal axe
      - A heavy, brutal hammer
      - A big-ass sword
         
   One bit of armor, appropriate to your look

   One relic of the before-times
      - A painting of some long-forgotten hero
      - A book of strategy or history or fairy-tales
      - A watch, still working
      - Someone's skull, haunted or not
      - Beautiful designer clothing from New York, Paris, or Milan - perfect condition
      - A first-aid kit
         
   One helper, sidekick, or pet
      - A horse, suitable for riding
      - An advisor, sage and wise
      - A childhood friend, loyal to death
      - A lover, mysterious and tempting
      - A brainer, hocus, saavyhead or other mindfuck-wizard
      - The ghost of someone from before or after the apocalypse, real or in-your-head
   
Hx
   {Needs Hx}

Advancement
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a move from another playbook.
   - Change your hard to +2 but lose two or three Shining Boy moves.
   - Add +1 to any stat, not hard (max +2).
   - Add +1 weird (max +4).
   - If you have "Messiah", change your playbook to Hocus.
   - If you have "A Vision of Power", change your playbook to Hardholder.
   - If you have "Living Tank", change your playbook to Chopper.
   - Get one of the moves "Shining Symbol of Hope", "Crusader", or "Hope Everlasting".
      
Advancement Moves
   Crusader: The MC will ask you about your hopes, beliefs, cause. When you see your hopes challenged and attacked, take +1-forward. When you put yourself at risk or in danger for them, or else sacrifice in their name, mark XP. If you ever give them up, drop your weird to +0, add +1-hard (max +3), lose all Shining Boy moves and change to another playbook.
      
   Hope Everlasting: You never take debilities and never roll the harm move. When your harm would move above 9, roll+weird.
      On a 12+: Die immediately, sorry, but someone with you when you die takes up your cause and assumes this playbook.
      On a 10+: Ignore the harm and keep going, fine and dandy. In fact, heal 1-harm.
      On a 7-9: Ignore the harm and keep going, but roll the harm move after all.
      On a miss: Take the harm and -1-forward.
         
   Shining Symbol of Hope: When someone sees you for the first time, or else sees you in action supporting your beliefs, roll+hot+weird.
      On a 12+: They come to your cause, loyal followers.
      On a 10+: Roll right now to manipulate them. No need to talk to them, even, they just feel it, and your leverage is your approval of them, shown freely.
      On a 7-9: Take +1-ongoing to manipulate them, but take -1-ongoing to do anything else until you turn them to your cause or else they aren't around any more.
      On a miss: They turn on you.
         
Other Stuff
   Weapon Tag - Infectious: When you harm someone with this weapon, make them roll the harm move. On a hit, they're infected and the MC will write up a countdown for them.
      
   Weapons
      - A rusty knife (1-harm hand infectious)
      - A silver revolver (3-harm close reload ap)
      - A nasty, brutal axe (2-harm hand messy area)
      - A heavy, brutal hammer (2-harm hand messy)
      - A big-ass sword (2-harm hand)

   [stat]-harm: If [stat] is positive, you deal damage equal to your stat or the weapon's base harm plus one, whichever's higher. If 0, just deal the weapon's harm. If negative, deal the weapon's harm minus [stat]; if this drops your harm to 0 or less, deal no harm, but they still roll the harm move.



I don't know how good this is! Is it at all?

- Alex D.

268
Apocalypse World / Re: Fanzine Idea: Luxe Eternal
« on: March 08, 2011, 03:01:39 PM »
I am so very down. I'd pay 2-3 a piece, and I'd for sure subscribe to a year+ if such were an option.

I'd also contribute a few things: playbooks, mini-hacks and rules add-ons, and something I'm calling "frames" (after Hell For Leather), which are small-hack/add-ons for different things in the apocalypse or different types of apocalypses. These'd include some custom moves, some variant moves or additional choices for existing playbooks, and possibly new playbooks or gear.

Another idea I've been considering, after my good friend Jacob gave me an AW-themed Christmas card (such coolness!) was holiday-themed playbooks packaged with one or two card designs. So that's on the table too.

Anyways, I'm gonna keep track of this thread to see how it develops, but I'm open to the idea.

269
blood & guts / Re: Why is there no "what do I know about X?" move?
« on: February 26, 2011, 09:44:04 PM »
Maybe the salt flats is a sitch, and they're reading it, even! There's a few ways it could go down.

270
Apocalypse World / Re: tweaks for character-POV immersion?
« on: February 16, 2011, 06:39:46 PM »
Here's a thing or four you can do:

When you read someone who's distrustful and taciturn, roll -2 instead of +sharp.

When you read someone who's distrustful and taciturn, take a -1 penalty to the roll.

When you read someone who's distrustful and taciturn, if you ask more than one question, they need only answer one question truthfully. They may lie on the others.

When you read someone who's distrustful and taciturn, don't bother rolling. Ask any number of questions; they can tell the truth or not at their discretion. You can still seduce or manipulate them into answering your questions, though, or else seize the information from them, or go aggro, or so on.

Custom moves are interesting and powerful! I'd go with the second or third options, myself, but they're all valid, I think.

Vincent,

1) That's some good news!  It seems as though my group has misinterpreted the lists of success options.  Our expectations have somehow become that a successful roll entitles you to achieve something obviously useful.  "Conserver your strength and wait" would fail on that front and leave the roller feeling short-changed.

You should always say what honesty demands and your agenda is to make Apocalypse World seem real. If "Conserve your strength and wait" is the most honest answer at that place and time, say it. Don't lie to your players about the world, or else make Apocalypse World seem unreal. If you do, you're essentially house-ruling the game. I mean, doing so may be the right thing for your group, I don't know. But there it is, from the book.

Am I right, Vincent? Do other people agree?

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