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Messages - nemomeme

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61
Apocalypse World / Re: Does Operator/Hardholder Barter Accumulate?
« on: August 17, 2010, 10:57:56 AM »
Maybe.  That was the worst case scenario.  I've played/run in four groups and haven't seen a hardholder or a hocus yet so I don't have experience with that. 

Still, scarcity is a pretty fundamental part of Apocalypse World, yeah?  Until they have the capability to make allies, (at least the 6th or 7th session in), every NPC the player characters come across is a "Threat."  Maybe malicious, maybe just needy.  Some of them should definitely be saying stuff like, "You want my help?  Well I'd love to, sure, but man I haven't eaten in two days and I haven't had any fresh water in, like, this year.  Hook a brother up?"

And any time you try to manipulate someone and get a 7-9 they need some concrete assurance right now.  In many cases I think that should be barter.

62
Apocalypse World / Re: Does Operator/Hardholder Barter Accumulate?
« on: August 17, 2010, 02:01:00 AM »
It generally costs one barter to heal a harm.  In one of my two games the PCs collectively took 7 harm in the first session and like 4 or 5 in the third session.  That's expensive!  They've been behind the eight ball the whole time.  Every job that earns you a barter is often going to cost you one or two barter to pull off.  I frankly don't see how the PCs ever keep up and see the opposite problem, if anything, based on the healing rules alone.  There's bribes, everyone in Apocalypse World wants their cut.  Are you certain you're playing your NPCs like real people? :)

63
Apocalypse World / Re: AP: The Factory
« on: August 15, 2010, 04:57:13 PM »
I blame that swamp game at GenCon for poisoning people's minds with wetpocalypses.

I think Wetpocalypses have been a natural alternative to a default "Mad Max" type setting from the get-go:

http://direstraits.wikidot.com/

;)

I agree this game sounds very hot.  The characters look cool, 'specially Uncle and Brick from what you've written.

64
Apocalypse World / Re: Playbook: Valkyrie
« on: August 10, 2010, 09:37:59 PM »
This is poetry I want.  You got spooky magick warrior wymen?  I'm in line all day long.

Seriously, this is a great start.  Just a little cheer-leading.

Are you reading Brian Wood's Northlanders by any chance?

Maybe the Valkyrie won't fit in some campaigns but it would fit in mine.  I've got an NPC in my game that just might be a Valkyrie.  I'd tell more but there are eyes everywhere...

I'm off to thumb through old Defenders and Ghost Rider issues.

65
Beneath a More Auspicious Star / Re: Beneath a More Auspicious Star
« on: August 02, 2010, 09:41:17 PM »
I own it.

I need time to read rather than only browse it but I love this genre and I think this is gold:

When you Wield a Blade with Deadly Grace roll +Beauty
On a 10+ pick 2, on a 7-9 choose 1:
You wound someone’s pride
You wound someone’s body
You remain unharmed


Lots more great stuff, but this stood out.  Mostly because I see myself always picking the first two at the cost of being harmed.

66
Apocalypse World / Re: AP: Gamma Road
« on: August 02, 2010, 09:33:44 PM »
I love the image of the post-coital postcard scene with the Florida Keys card and JC insisting they were real places.  I can totally see it.  I adore all the scenes about hope in AW whether they are clearly false or half-dreams.

Thanks for posting your Fronts.  I'm going to post all of mine after our campaign is a little further along (with "stay away" notices for the players).  I have quite a few countdowns but seeing your Fronts has inspired me to do a few more custom moves to color my people and places.  It occurs to me that the main reason I don't have more custom moves is for lack of space on the default forms.  I'm going to transfer all of my fronts to notebook paper tonight.

While I love AP posts I don't care for most AP podcasts.  But I would totally listen to and appreciate an Apocalypse World one.

67
blood & guts / Re: Too many cooks... OR (help: not always helpful)
« on: July 29, 2010, 12:35:53 PM »
1)  All three of the MCs I've played with (and now me as MC) allow helping rolls after-the-fact and so help most often occurs when the players see that the intial roll is sitting at "6" and just needs one more +1 to get to a weak hit.  That has a strong mathematical impact on the case you present above.

2) I like what the risk associated with helping others adds to the game, both the play dynamics and how it informs the genre.  But I and some others have allowed the highlighting of Hx in one form or another to further encourage help rolls.

3) Some AW characters might choose to be self-destuctive but I wouldn't derive that as a general case from the rules or from the play I've experienced so far.

68
Apocalypse World / Re: Maps, making them like crazy
« on: July 29, 2010, 11:44:11 AM »
That's a really cool map, Matt.

I made a map of "The Wake" after our first session. It is mostly just a scattering of submerged towers from a futuristic city (the apocalypse did not occur until a few hundred years from now), but there are only a few named landmarks/hard holds on it right now.  I'm not very happy with it and I don't have a scanner or I'd post it.  I'll probably either re-do it or I may grow to like it more if the players start adding details to it.

We have airboats and foul, poisonous waters too (but more "psychically" poison than the traditional sort).

I plan on doing another map before the third session, something more zoomed-in that shows some details of the joined Babbel and Sagrada towers that the PCs call home.

Some of the towers of the Wake are not at all ruined and they extend deep under the surface of the water, so there's the prospect of some pretty cool cut-away sideview maps at some point.


69
Apocalypse World / Playing with the maelstrom
« on: July 27, 2010, 01:41:38 PM »
Our first two sessions of In The Wake have been relatively low key in terms of plot advancement; I am still in the process of revealing all the places the PCs are not in control and building PC-NPC-PC triangles.  It may be that I am not pushing enough.

In any case one of the things I am really enjoying about the game so far is AW's psychic maelstrom in play.  There is already good textual guidance on things the MC can do when characters open their brains to the maelstrom but maybe we can collect additional instances from play in this thread.

One thing you can do is use the player's response to the question you ask them to frame your response for the reason they're tapping into the maelstrom to begin with.

An example from our last session:

The brainer Jackson is being tailed by Torn, a workspace assistant to the group's savvyhead.  Jackson ducks into an abandoned storage facility on the docks and opens his brain to the maelstrom.  He wants to know about why Torn is tailing him, what harm he intends.  Jackson hits with a 10.

I ask Jackson, "What's the worst thing that's ever happened to you when you opened your brain to the maelstrom?"  Brendan thinks for a few seconds and describes a time when Jackson was relatively young and some dock roughnecks held his head underwater and he opened his brain, how trapped and helpless he felt, etc.

I interpret Brendan's query more more broadly as wanting to know more about the whole conspiracy behind Torn's following him.  His roll gives me the opportunity to convey it.  I describe how Torn feels trapped as he follows Jackson, that he has a similar feeling of being held, of being violated against his will.  (He is an unwilling agent being directed by another NPC)

Part of the reason Torn is following Jackson is connected with two men from a rival hardhold being held prisoner in the nearby tower of Sagrada.  I hadn't thought previously to the specifics of where they were being held, but now I know; they're being held in a cell under the surface of The Wake, the "Under" regions of Sagrada.  Through the maelstrom Jackson can see them now.  They too feel trapped and helpless.  Their cell window looks out into black waters.  He can feel their fear.  They are close.

So basically immediate reincorporation if the player's response to your questions seems fruitful and relevant.

70
Apocalypse World / Keeping it all straight
« on: July 16, 2010, 10:59:37 PM »
So, the threads here have been helpful, and I've done most of the work I need to do for my 2nd session Fronts, but I already suspect that a lot of the prep is going to get left behind once I'm at the table.

Like, I feel strongly that the prep will have been worth it, and I feel great comfort in the fact that if things are lagging I'll be able to look down at my possible Moves and come up with something that makes sense, but most of the time I'll be in reaction mode, just saying what seems to make sense given what's happening in that instant.

I suspect a lot of the prep is to simply arrive at the Stakes that come out of your "I wonders" and committing to not decide those things beforehand.  I think I"ll be looking first and often at those "I wonders" for scene grist.

I observe a lot of people have done or are *right now* doing the prep for the second session of their game. What do you think is the most important thing to come out of your prep?  How does it differ from your general GM prep?  What, if anything, do you think it may be teaching you?

71
the preapocalypse / Re: Hatchet City = Sells Apocalypse World
« on: July 14, 2010, 04:49:17 PM »
Where do you get that scenario?  It's referenced several times in the rules but the book doesn't include it...

72
Apocalypse World / Re: NPC allies
« on: July 14, 2010, 10:39:04 AM »
And the +/- Harm inflicted?  Just a wash somewhere in the middle?  I think I know how to handle one or two guys against 15.  It just seems to get pretty muddy when it's more like 6 against 15.  And then maybe 5 against 12, etc.

73
Apocalypse World / NPC allies
« on: July 14, 2010, 10:25:01 AM »
How are people handling fights where the PCs have NPCs on their side?  I think I'm headed into a fight where two PCs have three or four NPCs on their side up against a small gang.  I am considering having the NPCs cumulatively be able to do one Harm every tick.  The NPC's lives will depend on the rolls of the PCs whenever I give them ugly choices.  What rules might I be missing or what rules should I keep in mind?

Also, a small gang (~15 souls) is treated as such for all purposes until they are reduced to one or two guys, yeah?

74
Apocalypse World / Re: Questions after the first session...
« on: July 13, 2010, 09:00:11 PM »
This thread was very helpful to me.  I'm working on my Fronts for the 2nd session. 

Thanks everyone.

75
the preapocalypse / Re: Front Sheets
« on: July 11, 2010, 08:25:13 PM »
Looks like Vincent's added them to the apocalypse world page.  Thanks!

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