Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jeff Russell

Pages: 1 ... 3 4 [5] 6 7 ... 22
61
Apocalypse World / Re: Why are grenades at hand range?
« on: September 08, 2010, 12:09:21 PM »
But if we don't care about caliber, why should we care about that either?  Grenades are thrown, go boom, and hurt lots.  Good enough for me.

Indeed.

Excellent point! I couldn't help myself :)

62
Apocalypse World / Re: MCs: what do you want to do better?
« on: September 08, 2010, 11:24:31 AM »
It's also good if they hump like bunnies, at least with each others' crew NPC's. 

man, we're 4 sessions in and no fucking so far. I really want to to change that, as much as I can as MC.

Bring in lots of sexy/seductive NPCs? Maybe if the PCs get the idea that sex is a thing, they'll go with it. Or it might just be your players not being comfortable with sex in the game ::shrug:: If you figure out they *are* comfortable, and they're not picking up on the sexiness for it's own sake, you could always start offering bargains like "the hardholder's taken a shine to you, and is willing to pay for that fancy new workplace you want, but only if you bone him"

63
Apocalypse World / Re: Why are grenades at hand range?
« on: September 08, 2010, 11:21:32 AM »
Yeah, this one activated all of my latent "rules should model reality" urges, and I had to smack them down and tell them to shut up, that was important was their use in the story and so forth. As an MC, I'm not gonna stop a character from throwing a grenade because of the tag in the line (breaking the rules! oh noes!) but I won't complain if an MC is like "you have to get closer in, where he can attack you too, if you want to use that".

Two quick asides: 1) grenades (the typical fragmentation kind, anyway) are way heavier than you think they are, and a 100 yard throw would be pretty freaking amazing, good on you if you can do that, I throw like a girl that can't throw well, 2) their effective range/deadliness is also more than the most movies would have you believe. If you tossed one casually into the other room and hid behind an interior wall, you're probably in a bad way.

But again, that stuff is not important unless you think it's cool

64
Apocalypse World / Re: NPC/PC Pictures
« on: September 07, 2010, 10:15:12 AM »
Thanks to everybody so far, these are great!

65
Apocalypse World / NPC/PC Pictures
« on: September 03, 2010, 11:57:17 AM »
So, over in the "Organizing NPCs" thread (and elsewhere) there's been lots of talk of printing out pictures of apocalypse people  to put faces to names. I know lots of people might balk at having their imagination constrained so, but I find the idea great!

Unfortunately, I have no idea where/how to find images of appropriately apocalyptical people, so this is my cry for help:

Please post links to collections of AW-useful pictures of people! (Photos, drawings, whatevs)

Or else just tell me what to feed the Google, and I'll be on my way.

66
Apocalypse World / Re: Organizing NPCs
« on: September 03, 2010, 11:54:54 AM »
I don't know that I'd like a huge number of named NPCs.  I think I'd have a hard time making them seem real, and my bad-with-names problem in real life is leaking into the game. 

"So, last session Ula was trying to claim there was nothing wrong with the mudfish at the same time she was puking up her guts." 

"Ula?  Don't you mean Kettle?" 

"Yes!  Right!  So..." 

Thanks heavens my players are forgiving, and have good memories.  I'm going to make myself a little relationship map with pictures I've pulled off the interwebs, to see if that helps me.

Heh, Kettle of mudfish. Ahem.

Anyhow, speaking of pictures from the interwebs, I've seen a few scattered references to cool AW pictures in Mediography and 'visions of the apocalypse' and so forth, but I would find it really handy to get links to 'pictures for PCs/NPCs'. Actually, I'm going to start a thread, now that I think of it.

67
Beneath a More Auspicious Star / Re: A Question of Scale
« on: September 03, 2010, 11:52:10 AM »
Thanks, very cool! Do please post as you figure more of that out, cos like I said, I'm working on something similar and want to steal any good ideas you have :)

68
brainstorming & development / Re: Sixth World, a Shadowrun(ish) hack
« on: September 03, 2010, 09:48:10 AM »
While more of a glimmer in my eye at this point, I've been thinking a bit about a Shadowrun/AW hack.

Goal #2: One of the things that interests me about the sixth world is that there are several types of "reality" at work at the same time (e.g. the VR world of the Matrix, astral space). One of the vexing things about Shadowrun is that it doesn't really handle these other realities smoothly. I think that Apocalypse World might be able to, and I'd like to try it in this hack. Again, advice on this subject most welcome.

I'm assuming that part of the differentiation between classes will be how effective they can be in these various "spheres" of experience. My initial thoughts turn towards having Weird actions be limited to working only in one of these spaces at a time, with actions selected such that a given character will be great in one sphere, passable in another and completely useless at others. I'm interested in four of these spheres, in particular: real space, the matrix, astral space, the zeitgeist.

Neat concept! I lovelovelove the Shadowrun setting, but hatehatehate the rules (this seems to be a common experience). I will admit that I have a practically adolescent enjoyment of the actual shadowrunner schtick, but your concept here probably makes for more interesting characters than "I'm good at teh haxx0ring".

Anyhow, this may be too high concept/big picture for a game focused on normal folks, but maybe your stats could just *be* "real world", "matrix", "zeitgeist", with maybe, I dunno, a soul stat to round it out or something? Also, though, that maybe too much mechanizing the core "thing" you want to explore with the game. I haven't thought about it too hard, just trying to come up with some interesting suggestions to get the juices flowing, as it were.

69
Beneath a More Auspicious Star / Re: A Question of Scale
« on: September 03, 2010, 09:37:58 AM »
This is exciting to me! I'm working on tiered scaling for my Ice and Fire hack, so I'm wondering how you're three scales are going to work.

Is it like, at the personal scale, a guy, two guys, small gang, medium gang, et cetera just like in AW? But at the tactical scale a "small gang" is like 100 dudes, and a medium gang is 300?

The other way I could see it working is just saying "medium gang = tactical scale" (in the hundreds of dudes range) and "large gang = strategic scale" (in the thousands of dudes range).

The former is closer to what I'm going with, but the latter could have a crazy, sweeping Dynasty Warriors like thing going on.

70
Apocalypse World / Re: Extended Mediography
« on: August 31, 2010, 08:41:21 PM »
You know, I was just thinking about 'lyrical' and 'good' writing and how much I love Cormac McCarthy after reading your post, Hans, and that made me think of one of my other favorite authors: Michael Chabon. All of his stuff is flipping great, but I'd say the book probably the most applicable to AW is "Gentlemen of the Road" which reads kind of like Fafhrd and the Grey Mouser but without the sorcery. Seriously though, you have a couple of rough guys who wander into a teeteringly stable city state in a vast nomad/bandit haunted wasteland and seriously screw up the fragile status quo. That's the only story I can recommend for AW specifically, but all of his other stuff will make you a better person, which *might* make you better at AW too.

71
Apocalypse World / Re: Tools for Apocalypse World Online
« on: August 31, 2010, 12:49:59 PM »
Howdy!

   Well, my only online experience with AW has been in Wave, but I've been playing in some other games via more traditional fora. Here are my recommendations:

1) If you can, schedule a regular 'live' session via your instant messaging program of choice or skype if you can swing that. Obviously, one of the draws might be the asynchronous nature of play by post, but you get sooooo much more done in a live chat, and the whole dynamism of interaction and table talk is a lot closer to the real thing

2) Barring that, or in addition to it, in this other game I'm playing, we've used a private message back and forth between GM and player, then post it publicly when it reaches a good chunk of stuff, but our storylines are all pretty independent. For more public storylines, you might just go with a regular forum post format, but I'd a) be super anal about organizing the fora and subfora, and b) establish some pretty clear ground rules about how much you ought to post in a chunk to avoid stepping on any other player or MC toes

3) pretty minor, but make a decision about how dice will work. Will people just roll and post their own results, will the MC roll everything and post it, will every roll be linked to some online roller, or what? With a group of established real life friends, this is probably not a big deal, but it'll be good to have everyone on the same page.

4) For supplementary docs like relationship maps, real maps, character portraits, whatever, having some file-hosting space would come in real handy. Maybe google docs? I know some other suggestions have been made in other threads.

5) A wiki can come in handy for presenting character and NPC write ups, details about the world, et cetera, and might be a handy way for you to keep track of fronts and triangles and all that good stuff

I'm sorry my advice here is so vague, but I hope it helps.

72
Monsterhearts / Re: Equipment & Harm
« on: August 30, 2010, 11:39:33 PM »
Conceptually the 'fluid currency' sounds like it'd apply nicely here, and it's exciting, but I'd have to see it or hear about it in play before I'm positive there's not some issue lurking there. I'm just not sure if "+1 to that guy" has the same interaction with the fiction as "-1 to my guy", even when they're directly opposed. But like I said, it's probably awesome.

I *really* like your shifted definitions of harm. For one thing, the examples are so genre appropriate (horrible confession: I watched Buffy for the first time two nights ago. For shame, I know!), for another thing, that's such a subtle but powerful way to alter the kind of charged interactions people will have in your game with practically zero rules change. So, kudos on that, that's so cool.

73
Aw, shucks

74
Apocalypse World / Re: New playbook (draft): The Metal Beast
« on: August 30, 2010, 10:53:52 AM »
Mike, my initial reaction was kind of like "whoah, 3 armor all over the place is totally ridiculous, that won't work!" but then the more I thought of it, the more I realized that the game's fiction would just have to adjust to compensate if it gets out of hand. So, like, hey look, that hardhold over there? It's an abandoned national guard armory. Grenade launchers and heavy machine guns like whoah. If you've already got a fella in power armor stomping around, I don't imagine your game is going to be of the grubby crossbows and hockey pads variety :)

75
roleplaying theory, hardcore / Re: Asking Provocative Questions
« on: August 30, 2010, 10:43:58 AM »
I totally agree! Cool.

Pages: 1 ... 3 4 [5] 6 7 ... 22