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Messages - Jeff Russell

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46
Monsterhearts / Re: The Vampire
« on: September 30, 2010, 06:03:47 PM »
Nice! Did you just use the same technique as Vincent's playbook portraits?

47
Amish cannibals. That's awesome.

They're not full-on Amish not by a long shot but I think they did take on some of the Amish crafts, clothing being one of them.

Oh yeah, I didn't figure they were totally Amish, but I saw enough similarities there that I felt like being silly and pithy :) It might be interesting, though, to actually link these guys to the Amish, and think about how much it would fuck up a bunch of pacifists to be forced to cannibalism, and then examine their particular customs through that lens. They're already plenty exciting, though.

48
brainstorming & development / Re: [Super World] Some Basics
« on: September 30, 2010, 11:34:21 AM »
I think the worn/hurt and refresh scene thing will work really well in an AW hack (without having tried it, obviously). As you develop it, I'd add some slightly more specific choices to the moves (not super specific, just like the way act under fire has "offer a hard bargain, a worse outcome, or an ugly choice"). As it is "the MC will tell you the consequences" doesn't give the MC much in the way of inspiration, and having every move that way takes away some opportunities for tough but interesting player choices. Are powers gonna just be moves?

49
Amish cannibals. That's awesome.

50
Apocalypse World / Re: Asking Provacative Questions - MC Prompts?
« on: September 26, 2010, 08:47:15 PM »
What I mean is, say someone pushes a move in answer to a provocative MC question. Then the MC asks a deeper question (revolving around the same issue) of another player character, effectively inviting someone else's vision of AW into the mix.

Workable?

Definitely! This is a super fantastic way to build PC-NPC-PC triangles and otherwise entangle the PCs in the same issues. Remember that most holds are gonna be pretty small places, and the players are all 'colleagues' at least, and know each other, so when something is important to one PC, it's quite likely that it's important in the same or a different way to another PC. If I'm understanding your question right, at least.

And as to your OP, yeah, I can't really think of specific questions to suggest, other than the standby of "I dunno, where/why/how *do* you do that?" when someone asks you a question about the world. A nice variation of this technique is to spit out a detail of your own, but then ask for more from the player. Something like if someone says "What do they use for barter around here?" and you say "Most folks use hubcaps, because it's built on an old junk yard. Do you roll with that, or do you have something else valuable?"

Oh, and as a final point, I think Vincent mentioned in another thread that, yeah, you as MC still have editorial authority over contributions from players. So if you're like "what do you eat around here?" and somebody says "as much delicious, healthy food as we want because there's more than enough to go around!" you can go "uh, maybe not so fast". But you'll be surprised at the cool stuff your players will come up with and how it will interact with what you already have vague notions of. It's fun to "find out" about stuff you'd normally have to make up on your own (and still get to make up the stuff you want to :) ).

51
Monsterhearts / Re: Goodfang / Badfang
« on: September 23, 2010, 11:51:29 PM »
Hmmmm, that's a good breakdown (I'd add Gary Oldman's Dracula to type 2, though not very "teen"). It seems like something that could be done a few ways:

1) You have two moves under "you get one of these two" and then the ones to pick from as usual
2) You have a smattering of vampire moves and let players mix and match, maybe with some color nudging towards these two archetypes, but not making them explicit

3) Add another category between the looks stuff and moves stuff, and pick one or the other, maybe with mechanical differences, maybe not. The advantage here is that it's an expandable concept to the other playbooks, the downside is that if you wanted every playbook to have such an either/or option, it might be forced for some of them

4) Something cooler and more clever that I can't think up!

52
Monsterhearts / Re: The Witch
« on: September 23, 2010, 07:41:38 PM »
My only teensy quibble is that "Virility" specifically means "manliness", and so seems like not the best word for hotness for either sex. Hmmm, maybe "Unnatural Lust Transfixion"? Oh wait :)

Seriously, though, maybe "Dark Allure" or "Sensuality Charm" or something? Virility does sound cool and tap into a feeling of raw sexual allure due to *power* of some sort, I'm just trying to think of the right word to convey that for the ladies as well as the guys.

53
Apocalypse World / Re: SMG, MG and belt ammo
« on: September 23, 2010, 04:13:22 PM »
Oh, wow, I just realized something about this whole conversation: tapping autofire to get area+reload doesn't have to mean "a short burst". Maybe y'all were already thinking this way, but I sometimes forget that in AW a move doesn't necessarily equal one small, discrete "attack". So if you're going to "seize by force" by hosing down a bunker for 3 solid minutes, taking your time to try to hit everything there, and burning up your ammo in the process, you're good just using the autofire tag as-is. I think the ammo-belt gear option would only really come up if you were doing something like a giant battle with huge rains of fire on multiple separate target (areas). Since you already worked out what you want to do, this is probably useless by now, but I thought it was cool to remember.

54
Apocalypse World / Re: SMG, MG and belt ammo
« on: September 22, 2010, 04:31:54 PM »
Ummm, if you're looking for a compromise solution of sorts, you could just make belts of ammo some gear acquired by barter/fiction/whatever that temporarily switch the tag to area.

For what it's worth, from a "real life simulating, rahr" standpoint, belt fed machine guns still burn through those belts pretty fast if you just hold down the trigger and go nuts spraying an area (not to mention overheating the barrel). I only bring that up as a further option for "activate their stuff's downsides", not because I'm against Rambo style machine gun mayhem.

55
Apocalypse World / Re: AP: Dr. Corbett
« on: September 21, 2010, 02:13:04 PM »
To me this is a perfect highlight of the part of the "MC makes a hard move" move that often gets ignored - as hard a move as he *wants*. And I'd say in this case, giving Shade that hope, helping you as a player find your hook, what your character is *really* passionate about, certainly fulfilled the principles (seeming real, not boring, et cetera).

So yeah, that's awesome. I love this game.

56
brainstorming & development / Re: Gorkamorka Hack
« on: September 21, 2010, 01:24:04 PM »
This is great! I especially like your "getting stuck in" for handling brawls.


Dakka Dakka
Roll +cunnin when you’re in a gunfight. On a 10+ choose 2. On a 7-9 choose 1.
- They get shot up. Inflict +1harm.
- They gotta keep their heads down and hide behind cover.
- You’re dead-eyed. Inflict harm on a specific target of your choice.

I’m Da Biggest
Roll +brutal when you’re trying to get your way. Against NPCs, on a 10+ they do as you say. On a 7-9 they do as you say but MC chooses one:
- They need a thumpin’. Inflict harm on each other as established. If you would kill them, you can optionally choose to inflict no harm on each other and they are terrorized into doing what you say as though you rolled a +10.
- It won’t be cheap. You need to pay ‘em 1-teef.
- Yeah but it ain’t wot Zadgul wants me doin’, ‘n he’s bigga. ‘E’s not gonna like dis.

Here are my only concerns: Do you only use dakka dakka when shooting at another gang/mob? Cos if that's the move for shooting at even a single guy, that makes the last option to pick a specific target a non-choice in that case. I really do like that you're just blazing away at the group by default, though.

For I'm Da Biggest, "They need a thumpin'" is awesome, except that it seems like being able to inflict enough harm to kill them is a guaranteed 10+ every time. Maybe that's what you want since Orks are pretty freaking violent and genetically engineered to listen to the ones best able to kill them and all. But it might make it a more interesting trade off if it read "If you would inflict enough harm to kill them, you can choose to terrorize them into doing your bidding. You get the effects of a 10+, inflict no harm, but still take harm as established from them."

In other words, you're pulling your punches, but he sure isn't.

Are you planning on coming up with some more detailed driving/fighting from vehicles rules or moves, or do you think the existing ones'll do ya?

57
Sagas of the Icelanders / Re: Fronts in SotI
« on: September 15, 2010, 09:11:24 PM »
Grotesques
Ok, my first impulse is to remove Grotesques alltogether. My intent was to keep the supernatural dial as low as possible, probably at zero, and the historical dial high. So mutant-types and cannibals are out...but Disease-vectors or pain-addicts could work. And it's just too tempting to put in a Grendel-type as a Perversion of Birth or something of the like. Still, Grotesques are out. The good ones will be relocated.

As before, I'm super-enthusiastic about all this!

I'm sure your thinking is good here, but spontaneously I feel there should be a place for grotesques as a threat type in this setting, even without any supernatural component. Apart from disease-vectors you could have the physically and mentally twisted. The simle, the demented, the freaks. Sure, they're not that common in the sagas, but they must have been there, historically, and I think they would fit right in in the setting.

You know, this gets me thinking that "mundane" freakery could be a nice way to incorporate the "monster outside of town" feel without necessarily bringing in the supernatural overtly. Medieval folks of all stripes were pretty likely to regard deformity as a sign of evil, so as Simon said, it wouldn't surprise me to see that in Iceland too, even if it's not explicitly in the Sagas.

58
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 09:06:05 PM »
Simon, very thought provoking stuff! I'm processing that, but at first glance those three criteria seem useful and interesting. Sorry I don't have anything constructive to say just yet.

59
Apocalypse World / Re: NPC/PC Pictures
« on: September 09, 2010, 11:18:34 PM »
There's also always the option of contacting the artists/photographers and clearly spelling out what you plan to do with their pictures (though they may be like "WTF?") and see if they give you permission, though I'm inclined to agree with Johnstone that it's probably more of a "to be on the safe side" thing as long as it's clearly attributed and not for any commercial gain (note: after spending lots of time on comics and art mailing lists and boards, I know how very very likely this is to start up a lay-person discussion of copyright, let's please not do that)

60
Monsterhearts / Re: Still in the game...
« on: September 09, 2010, 01:24:20 PM »
Enthusiasm! I just started watching Buffy for the first time, and that's taken my interest from "this sounds like a neat hack" to "hey, that totally works!" (still no love for Twilight from this guy, though, sorry).

Oh, also, good luck with the new place and whatever your new arrangements are.

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