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Messages - noclue

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16
Apocalypse World / Re: Gunlugger + grenades = problem
« on: December 18, 2016, 02:40:59 PM »
If my GM gave me an infinite supply of grenades, I would immediately blow the entire thing sky high. Just saying.

17
Apocalypse World / Re: Gunlugger + grenades = problem
« on: December 18, 2016, 01:16:36 PM »
Basically, is the above a problem? It isn't even against large groups, she seems to have a hilarious habit of shoving live grenades into people's mouths, then kicking them away to explode. Is this even a problem? It just seems to be an unlimited solution to every problem. I've said "the next time you fail a roll involving grenades, you'll only have three left and need to buy more somehow." Is this fair? I've been using destroyed terrain as a side effect, but it seems to be overshadowing every other weapon/player completely. Is there a rule I've misinterpreted? Thanks
Why three left? Apocalypse is a game about scarcity. And there are all sorts of dangers messing around with live explosives in a community. Stuff you care about can get blow'd up. Stuff like you.

You seem very nice, but if you're annoyed by players having unlimited hilarious grenades, use your moves to make them less unlimited and less hilarious.

18
Dungeon World / Re: Question about names and appearances
« on: November 30, 2016, 11:07:26 PM »
If there's a list, I choose from it.

19
Apocalypse World / Re: PCs to NPCs (or: Friendly Threats?)
« on: November 11, 2016, 11:47:15 AM »
You have three characters. That's fantastic for AW. You're good without adding more people. The GM should just make moves and follow the principles.

20
Apocalypse World / Re: Weapon Tags (Specifically "Slow")
« on: October 05, 2016, 09:49:37 PM »
(I know)

21
Apocalypse World / Re: Weapon Tags (Specifically "Slow")
« on: October 01, 2016, 11:58:01 PM »
Whuh the fuck?

22
Hm, I don't think I agree completely with the two answers above.

If you get a bunch of people that do as you say, and you have them fight for you, they are a gang, with stats depending on their fictional facts. A medic's two orderlies, not used to combat, would maybe be a-guy-or-two 1-harm 0-armor green or something. But if you "have" a gang in the fiction, you have a gang, simple as that.

I don't dispute that they are a gang. I'm not sure exactly what "you have a gang" means in this context. They are a gang. They appear to be fighting for you. But, you don't really have them. They are a gang of NPCs and NPCs have simple needs and NPCs are threats. Will they continue to fight for you? Well, until it runs counter to the GM's Agendas and Principals. If you had Pack Alpha, you'd impose your will and that would settle things, or not. But, now?

23
Apocalypse World / Re: A seductive quandary
« on: September 04, 2016, 11:23:07 AM »
Well, if you asked Snow what he did then he rolls to seduce while Blake rolls her interfere.

24
Apocalypse World / Re: A seductive quandary
« on: September 03, 2016, 05:13:58 AM »
What does Snow say to Joe Girl?

25
Dungeon World / Re: Dealing with threat
« on: August 30, 2016, 04:02:43 AM »
Well, they did their damage. Now everyone is looking at you to see what happens next. It's time for you to make a move. You've got some pretty threatening moves to pick from.

26
If the Angel wants a gang, then the Angel can take Pack Alpha on an advance. Until then, these are just a bunch of PCs who the Angel is bossing around. The GM moves got you covered.

27
Apocalypse World / Re: Maestro'D - Fingers in Every Pie
« on: August 21, 2016, 02:22:59 AM »
I could say my agenda was to "make their lives not boring" but it would be a lie :P
To be honest I was just thinking (in that very hypothetical example) that something like a tank is too big/important to just appear without some sort of cost being paid.

It's just my old inner "Traditional GM" that misbehaves when something big happens without an obvious cost.
Yeah, that was basically my point. To my mind, a tank is a not boring magnet.

28
Apocalypse World / Re: Maestro'D - Fingers in Every Pie
« on: August 19, 2016, 06:07:15 PM »
mmm... if the Maestro'd asks for frikking firethrowing tank, and rolls 10+, my gut feeling is to have someone show up in her establishment and offer to sell/trade for it. The cool result is that such a thing is available at all.
But considering that "make them pay" is actually a Hard Move, maybe my gut feeling is wrong? >_<

Which Agenda are you pursuing?

29
Dungeon World / Re: What is about to happen?
« on: August 19, 2016, 03:58:46 PM »
If the players do nothing, what's your next move?

30
Apocalypse World / Re: Adventuring in Apocalypse World?
« on: August 09, 2016, 03:55:19 AM »
My big question is: does AW support adventuring?  I'm a big fan of Roadside Picnic/Stalker and Hyper Light Drifter -- I like the ideas of the PCs having to scavenge and sometimes coming across strange, even alien, artifacts.  I like the idea of environmental hazards and even monsters.

Well, I think you could have scavenging, alien artifacts, environmental hazards and monsters without much trouble. I'm not sure that makes it adventuring. I'd expect the MC's Principles and the HX questions would make play more about the people and their interactions rather than the quest.

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