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Messages - NilsH

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16
brainstorming & development / Re: Read...X?
« on: June 16, 2011, 01:54:45 PM »
Oh, that´s a great idea.

I´m still thinking about what to do with Open your head.

It could be something you are forced to do when meeting Horror (which I don´t like at all), so if you miss you go crazy, get punished etc. I hate Moves that arn´t something the character wants to do and could possible benefit from. Cause it´s not a Character Move- it´s the MC making a Custom move disguised as a character move...

could be a move you make for everything concerning Horror, instead of Go aggro, read Sitch, Manipulate (which could be kinda ok)

or it´s something you do to understand what you see och hear or read, to get accurat information- so the MC describes Horror in disturbing strange terms, and Open your head could give you real information and a clear picture of what´s in front of you. BUT- it would be boring if the MC describes something totaly strange, the players misses the Open your head, and now the character has to interact with something totaly strang. Which contradicts Make Lovecraft World seem real, and it contradicts Tell them what Honesty demands

17
brainstorming & development / Read...X?
« on: June 15, 2011, 03:39:25 AM »
I´m working on a hack called Lovacraft World and I´m thinking about different things you can read.

I have started to work on a Read Information Move and a Read Crime scene move.

(Also thinking about a Read Move that criminals can do to plan a bank robbery- but that´s a different story)

Are these kind of Readings too abstract for AW or why arn´t there already these kinds of readings?

Read Information
When you search the libraries and books looking for information about a person or a group, or something scary or strange: Roll ... Sharp?

10+ ask three questions
7-9 ask one question

  • What is it´s the true past?
  • What secrets does this it seem to hide?
  • What is it´s true name?
  • Which other grups/ persons/ places have connections to it?
  • How can I reach/ find it?
  • What seems to be the most disturbing/ dangerous about it?
How about  that?

Read crimescene
When you investigate a crime scene looking for clues roll Sharp(?)

10+ ask three questions
7-9 ask one question

  • What things did the perpetrator leave behind?
  • What´s odd about the crime?
  • What´s odd about the victim
  • How can I get more information?
  • What happened here?
  • Who could have seen it happen?

I´m also thinking about a version of Open your head that let´s the Investigator see horrors and possible read and understand horrors, and also read scary books and cast spells.

/ Nils

18
Apocalypse World / Re: How many sessions to a campaign
« on: June 05, 2011, 02:34:00 PM »
I didn´t mean that the game is a one-shot. I just said I´m having a hard time MC-ing it the right way.

And I was exaggerating, I have played fun second and third and fourth sessions. But it´s harder after first session, so I really wanna hear what people do different in second session, than in first session, to learn a little.

19
Apocalypse World / Re: How many sessions to a campaign
« on: June 05, 2011, 01:47:42 PM »
Great thread!

I´m thinking about this:

Quote
Also, don't bother about fronts and countdowns and shit. Just follow the first session sheet, make the life of the players interesting - just by letting them do their stuff and hit with a move when they miss a roll or wait for you to come up with something - and take fucktons of notes. It's really all there is to it: barf forth your apocalyptica, ask questions like crazy, find non control zones and push there, name everyone and make everyone human.... Follow the list, the players will take care of the rest.

I have played 5-6 shorter campaigns and it´s almost always the same problem. First session rocks and then it´s not that much fun. Second session is always kinda boring. I don´t know why. In first session I, as MC, am feeling free and full of inspiration. In second session I´m sitting with a bunch of impulses and threat-moves and I feel overwhelmed.

And the players have lost their motivation to do stuff. Don´t know what I´m doing wrong- but it could be problems related to

Play to find out what happens

and what u wrote about doing one move at a time.

Thanks again for making me think about these stuff and maybe improving my MC-skills! :)

/ Nils

20
Monsterhearts / Re: Gift to Helpful People
« on: February 01, 2011, 04:42:19 AM »
Me neither :)


21
Apocalypse World / Re: Confessions of a Bad MC
« on: January 19, 2011, 08:32:07 AM »
I push too hard the first session so everything explodes, instead of letting things build up slowly.

I make things too dramatic- not giving enough room for interaction between players and players and NPCs. The have to react instead, al of the time. I kinda want to perform well, and I end up doing it too much, performing.

I fail to use my fronts. Always. I don´t feel that I have time to look at them. Still havn´t figured out a way to make them helpful... So many papers in front of me and when it´s my turn to talk I can´t find anything... So I just make something up.

Don´t know if it´s a language question with me not speaking english fluently. I don´t "get" the urges and wants the different threats have- they don´t transform from words into in-game-actions for the NPCs. I dont know what a Hive Queen actually does and wants. In theory I know, but in my head it doesn´t transform into game actions and moves.

I involve too many NPCs, by asking questions so that the players invent new NPCs, instead of asking questions about the NPCs that we already have. So we end up with a lot of intrigues and NPCs which swamps the story, instead of having a few things and playing with them.

I have had a hard time giving the Driver Funtime cause everything happens inside the hold...

I forget to skip ahead in time- everythings happens now, now, now, instead of saying- two weeks have passed, what has happened, which gives new air, new possibilities etc.

I sometimes have a hard time finding what drives the NPC in this scene, right now, and make them lame and passive. This doesn´t happen the first session, but later on when I have a lot of history and established relationships to relate to. It´s too much information to process and I can´t just ask questions cause... it has to fit in. Hmmm? thinking of it, why couldn´t I just get help from the players in making the NPCs fit into the plot and situation???

Sometimes I think the anwers I get from the players are lame, and loose my interest...

/ Nils

22
Monsterhearts / Re: The Mortal
« on: January 12, 2011, 07:06:53 AM »
How come the mortal always has high Volatile?

/ Nils

23
Monsterhearts / Re: A fun first session!
« on: January 12, 2011, 06:59:13 AM »
Really, really fun to read about your game!!

Jenni: You can always ask questions into the abyss to get answers, that´s one way to be curious. Another is to manipulate people to give you answers.

How did you feel about your possibilities to get what you want with moves as characters? Did you find opportunities to use the different "magic"-moves for the fay and the witch?

Were all the strings dealt between characters or did you get strings on NPCs?

/ Nils

24
Monsterhearts / Re: Prepping to run Monsterhearts tomorrow
« on: January 12, 2011, 06:50:00 AM »
I don´t think you can roll +String? I´m not sure though, but I think you use a string. Characters in MH arn´t a group who fight each other, they should depend on each other, hate each other, love, betray etc

So I think it´s like you say, helping isn´t a big part of the concept.

Really love reading this thread. We are playing MH also, and it´s really great to get some one elses take on the game!

/ Nils

25
Monsterhearts / Re: (AP) Beyond the Abyss
« on: December 07, 2010, 02:36:52 PM »
Oh I got some thinking of my own- continueing this monolog :)

Krille is the heir of the witch Bosse- Bosse will give the new kindom of magic to his gifted son Krille. krille deliberately had sex with young Alma to knock her up, it was an order from Bosse, to make somekind of magical baby (?), an offering in a ritual or something- they chose Alma because her family is thick with magic.

So Bosse wants the baby, he knows she is pregnant, he wants to stop her from aborting it.

The Calmer wants Alma because of the baby. What should the baby be about?

Another thing could be that Patte (the other son of Bosse- who was hexed to see Johan as a demon) tries to recruit Mikael to his "army" of demonkillers? Maybe he sees Johan talk to the pedofile teacher and concludes that the teacher is something much worse than a pedofile- and decides to strike against him?


26
Monsterhearts / Re: (AP) Beyond the Abyss
« on: December 07, 2010, 01:57:46 PM »
What is a good way to make the fires? Should I make on fire about the Keygirl or three fires: Madeleine, Calmer and Bosse?

Should Sara and the ghoul making and Kent be a fire?

And Maybe Lukas and Matilda is a Fire?

Any advice?

/ Nils

27
Monsterhearts / Re: (AP) Beyond the Abyss
« on: December 07, 2010, 01:55:46 PM »
These are some of the things I´m thinking of

Mikaels (the Fae) wolf sister (the keygirl) will come to him in dreams. He will also hear voices from the feary kindom telling him stuff.

Madeleine has magically made Mikaels family to stop seeing him and treating him as if he is not there- rebuilding his room to a worksspace. Shut him out.

Madeleine will start making the school into feary land with lust and love as theme. Not letting people go home.

Johans (the witch) father will talk with him about his younger sister saying they should press charges against Krille if he had sex with 12-year old Alma. Alma says they didn´t fuck- but tells the truth to Johan. Cause she is pregnant maybe...

Johans mother demands Johan to beg Krille for forgivness for hitting him, so she can keep her work with Bosse. Maybe Bosse is chaging her?

Krilles father Bosse wants Johan to "work" for him, that he tells the parents, he can make extra money and stuff- but he tells him about his own witchcraft and most of the backstory. Offering him power if he doesn something horrible- what?

Vilgots (the Ghoul) father Kent gets caught when he tries to make Saras dother (Matildas older sister) come to life. Sara flees with the corpse and the magical book. Madeleine offers to help Vilgot free his father if she helps her get Mikael go into the scools basement into her magic circle where she can bind him.

Matilda comes to the witch Johans house and secretly steals his magic recordings and notebook. Maybe she finds out that her boyfriend cheats and that Vilgot knew this and didn´t tell?

Matildas boyfriend saw that Vilgot saw him fucking and offers him a place in the sun in school.

The kid brother of the fae Michael was seen bloody last time. Maybe he kidnaps Alma for the The Calmer?

Jenny who is in love with Vilgot maybe tell him about her love. But it´s conditional love- In what way...?

What else could happen?

Could need some thinking about to do right now in the next session. Seems I have a lot of meta-stuff, but not enough Want for the NPC right now in this moment. I need buttons to push right now.

The teacher Fredrik who is controlled by Madeleine could do some hitting or other stuff?

Patte could stop being a nazi and start hunting demons for the church- but that seems like a thing for the future...

Maybe I need some STUFF for them to fight about, a magical book???

Don´t really know what the players wanna do.

Vilgot probably wanna stop his dad from making another ghoul.


28
Monsterhearts / (AP) Beyond the Abyss
« on: December 07, 2010, 01:41:22 PM »
I´m preparing for third session now and working on some background material and how to make cool situations and Fires with it.

This I know.

Karlsborg is placed on a thin hole between this world and the grim feary world where everything is magical and possible and everyone is a slave. Mikael (PC) is a fae and also adopted into his family. He doesn´t know that he is a fae. He escaped from fae-world with his sister- the key-girl. Mikael was just a slave and a nobody but his sister is The One. When she awakens in our world the bridge between the two worlds opens and whoever controls her and the hole will control the new world here, with magic and endless power.

When Mikael passed through the worlds he lost his memories. His sister also did that, but she as well turned into a hungry beast, a great wolf which kills people in the woods.

Now three different forces fight to find the keygirl and contorl her and the hole. But the don´t know what happened to her.

Madeleine is the shool counseler. She is also some kind of cat-fae. Her home is school and she wants to turn school into her own magical territory. Mikael was her slave, and she knows who he was. She wants him. Madeleine controls Mikaels friend Maria who loves Mikael. Madeleine also controls the teacher Fredrik who gets magic from her to do something (what does he whant...?) Madeleine controls lust.

The Calmer is Madeleines husband. He is a magical fae who also has crossed the border into our realm. He controls death and destruction. His home is at the old castle where he collects young people. He has control over Mikaels younger brother. And for some reason he want´s Mikaels brother to collect Alma, Johans (the witch) kid sister. The Calmer gave power to Kent, the father of the Ghoul Vilgot to make ghouls and rise people from the grave. Vilgot doesn´t know that his father sold his own soul to give Vilgot life.

Bosse is a human being and a witch. he also owns real estate in town, like the club for youngsters, Backside. Bosse has contact with the parent of the Witch Johan- who are brokers- and hypnotzed them to quit their job and just work for him to buy houses where his magic says the hole will open. Bosse has got some kind of coven. He wants the keygirl as well. He knows about Johans powers since Johan put a hex on Bosses son Patte and made Patte see demons (last thing that happend last session).

Other people and stuff:

Johans (the witch) younger 12-year old sister has had a love affair with Bosses other son 16-year old Krille, who made love with her. This made Johan mad so he hit Krille in school, hospitalized him. Johans parent are mad about this cause they believe they could loose their job at Bosse real estate.

I´m thinking Alma will start lying about that they shagged, to save Krille, but she will tell Johan the truth and she will be pregnant- maybe with a magical kid?

Matilda is the beautiful girl at school. Vilgot The Ghoul is in love with her, and she has found comfort with Johan (the witch) when her boyfriend the really popular guy Lukas beat her. Last session The Ghoul Vilgot saw Lukas chag another girl. Matilda seeks comfort in a mystical tunnel- I´m thinking maybe she want to learn witchcraft?

Matildas older sister is one of the victims of the Keygirl in wolf form. This death made the mother of Matilda mad. She, Sara, works at the hospital with Kent (the father of Ghoul Vilgot). Through him she has paid the father Kent with love to make him help her raise the sister from the dead- she has stolen the body, but we still havn´t seen if they succeded.

Jenny a girl at school loves Vilgot. And Mikael the fae loves Jenny. Don´t know what to do with that...

There is a pedofile teacher as well- who only likes the ghoul Vilgot for some reason.

I´m thinking the guys who got hexed by Johan and saw him as a demon (Patte- the son of Bosse) eventually will stop being nazist and join the church to hunt beasts and demons in town?

So this is chaos to me. Don´t know what will happen next...

29
Monsterhearts / Thoughts about the game
« on: December 05, 2010, 07:06:12 PM »
In the game text you want to be told how it goes when people play. I have been thinking a lot about what I like and what I don´t like so much and I´m gonna try to explain what I think and how I think - as good as I can.

I really like the whole of the game, the package, the feeling, the take on the genre och concept. I like the thinking that runs through all of it. I like the texts in the beginning, the texts about why to play, why to play the different skins, the texts about passing, about the abyss, etc

I like the different skinns- they seem oh so right. I love the different concepts and the take on them.

I like the principles, they really work. Accept people conditionally have been really useful, when I remind myself about it, it always leads to interesting stuff. The same is true with "make the characters feel unaccepted"- sometimes I forget it, and game seems less interesting. Then I remember it and suddenly the characters arn´t heroes anymore, they are outcasts. That´s good.

The system with fires seem really useful, I havn´t really tried it yet, but I looks more useful than Fronts (which I have struggled to actually use in game, not just do as a work burden between session, and then forget in game). I miss Stakes and Countdowns, I feel those two mechanics really give me "food" as a MC- with Stakes I get a feeling for what it is all about, countdowns make me stress the players and the world seems really real when (disastrous) things starts to happen off-screen.

I really like how I fill in the first session work sheet, it was a great help to define everyones wants and means. Good stuff!

You have communicated the genre very well!

So what do I like less?

Overall it seems like there is a bigger gap between fiction and mechanics than in AW- I more often wonder what somethings means or looks like in fiction than I did in AW.

There is also a problem with this:

Quote
But you want the PCs to be getting Strings on one another, forcing one another into ugly situations, fucking one another, making promises to one another, loving one another, betraying one another, and doing horrible things for one another.

The PCs shouldn't ever "team up." They can depend on each other, and they can even do things to save one another... but they should never be...

As a group we really liked this, as a MC I liked it- before play we all said- you should love each other, hate each other, fuck each other- the game is about you not about you and the NPCs.

But we didn´t do it.

We arn´t used to a game where we fuck and love each other, we fuck the NPCs and then get into fights among each others about that. For the above statement to become true the game must have much "harder" mechanics to force it that way. No gaming groups (I think) are used to playing with the focus on the PC-PC relationships.

And the strings-setting in the beginning didn´t give us that start either. None of them started with those kinds of relationships. The strings setting didn´t give us that.

So.

The strings are all about PC-PC interaction. It kinda works ok, but not great, to have strings with NPC- you can get +1 on the next roll or do one more damage, but that´s about it. Strings wasn´t made with PC-NPC interaction in mind, and that seems obvious.

If PC-PC interaction (love/ sex/ hate) is not a bigger focus than in an average AW-game, the strings are not used so much. The players will still use strings, but mostly they will move against NPCs. And then the String-system doesn´t really work. It doesn´t say "umph"!

There are so many NPCs, it´s rare that the PC have a string against the person he moves against. And the strings are less powerful against NPCs.

So.

Many of the moves on the skinns are about gettings strings, or getting xp. That´s rather dull. If I´m playing a Fay and Mrs Sumers, the werewolf NPC has killed my sister and I want revenge. What do I do? In fiction, I try to get Mrs Sumers to promise me to do stuff, and make her brake her promises. (will it rain, do you promise?) So that I could do what...  what happens then in fiction?

In mechanics, I get strings on Mrs Sumers. I could build a powerstock and move against her some sessions later.

It all seems not really connected mechanics-fiction somehow. It seems like a boring build-phase before I kind get back at Mrs Sumers.

As a fae I would like to be able to stop time, walk between dimensions, walk into dreams, find gold pots and stuff, charm people, make things look different, etc

The Ghoul can do almost nothing with his moves, but we have been through that. I would like something like The Faceless. Breaking through stuff, being really strong, hurting people by accident. Short rest for the wicked seems rather close to Becoming your darkest self instead of dying.

The witch is the best of the three. I like coven and the hexes. I also like transgressive magic. The witch is cool.

Maybe I have another take on the moves and power. Perhaps the characters shouldn´t be able to do powerful stuff? I think they should. It´s fun to lose temper as a ghoul and tear people apart- or isn´t it?

The basic moves are good with a few exceptions.

I miss read a person (and read sitch)

I do not know when to use shut someone down, it never becomes obvious in the fiction when we play, as manipulate och lash out- which always are obvious. So we never do Shut anybody down.

When you try to keep it together seems to have options that are non-intuitive to me. I don´t really know what to do with them.

Run away from something has given us lot´s of fun.

Nobody has gazed in to the abyss. Don´t know why. Seems cool to me. One of the playser said "it only gives answers..." but thats what Open up your brain does too, and they use that move all the time when we play AW- gotta ask them next time we play.

Hope this will give you some feed for thoughts!

Best wishes!

/ Nils

Ps would be great to hear about someone elses experiences too- maye they have interpreted the game differently- and then these things really arn´t problems

30
Monsterhearts / Re: 2th session
« on: November 30, 2010, 12:15:27 PM »
Havn´t heard of it, but I´m gonna check it out, thanks!

I´m gonna give som more feedback on rules and stuff this weekend, when I have more time. Is there anything you in particular that you want us to trie out in game?

/ Nils

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