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 - Simon C

Pages: 1 [2] 3 4 ... 12
Apocalypse World / Re: Custom Move: Red Rover
« on: May 24, 2011, 10:49:00 PM »
I'm not sure I understand. Run me through it. Someone meets this dude, and they're like "Looks like this guy is rich and also an asshole. The solution is obvious. I take out my shotgun and blow him away."

What happens next?

Apocalypse World / Re: Custom Move: Red Rover
« on: May 24, 2011, 09:22:17 PM »
Why can't you just murder and loot this guy?

other lumpley games / Re: Valley of the Shadow: DITV + Justified
« on: May 24, 2011, 09:07:26 PM »
They call Oxy "Hillbilly Heroin" for a reason, apparently.

I love me some Justified, and not just for sexy, sexy Timothy Oliphant.

One of the things that I like about the show is the intersection of the personal with the professional. Everyone is someone's cousin or someone's dealer or someone's childhood rival. Dogs has that too, to some extent, but it'd be neat to have a mechanic for it, other than the GM's say-so.

Maybe a thing where you track some stuff about people's family names? When you generate NPCs, if they're a local you pick their family name from a list?

brainstorming & development / Re: Threat Level: A '24' hack
« on: May 24, 2011, 08:59:30 PM »
In the Police Procedural hack I'm fiddling around with, roughing up a suspect means you can get them to confess. The catch is, you still don't know if they did it or not.

Apocalypse World / Re: The weight of rolls?
« on: May 17, 2011, 07:37:35 PM »
Custom moves:

Brainer: When you roll a natural 12, you get whatever you'd normally get, plus, ask one:
- What does this person fear most?
- Who here wants to fuck me?
- Why did that person do this thing?

Gunlugger: When you roll a natural 12, you get whatever you'd normally get, plus do 1-harm to any one person nearby.

Hocus: When you roll a natural 12, you get whatever you'd normally get, plus ask the MC one question. The MC will aswer as the MC. Like, the fictional character is asking a question of the real person.

blood & guts / Re: Investigative moves
« on: May 17, 2011, 07:29:49 PM »
I like that.  I really like how you embedded the game format into the rules like that.  World of Secrets (the rough hack title) is built more along the Phillip Marlowe style lengthy investigation, with lots of dead ends, double crosses, and the like.

Each character is also investigating each other, thanks to replacing sex moves with Secret moves.  When someone learns your Dread Secret (you killed your high school teacher, you're a mobster's son, etc.) they get power over you.  It is, as the Monarch would say, a game of cat and also cat.

Interesting about replacing the sex moves. I wonder if that makes it too rare an occurrence though?

What if you make it "When you tell someone the truth about yourself"?

blood & guts / Re: Investigative moves
« on: May 13, 2011, 12:41:59 AM »
I'm messing around with an investigative hack at the moment too!

At the moment I'm exploring my love of no-roll moves by making it entirely diceless. I dunno if it's going to stay that way though.

Apocalypse World / Re: The first session
« on: April 28, 2011, 12:00:07 AM »
The other side to this is that sometimes people don't like making decisions from outside their characters' perspective. So this:

"Princey comes up, steaming mad, and slaps you in the face. What's his deal?"

Makes some people unhappy, while:

"Princey comes up, steaming mad, and slaps you in the face. He runs a dog fighting ring in town, and he's got two girls on the go at once. What do you think is the most likely reason he's mad at you?"

Is fine.

One way asks them to invent things that their character doesn't control. The other just asks them to make an assumption, based on what they know about their character.

Apocalypse World / Re: Hang Up on the Fight Mechanics?
« on: April 26, 2011, 10:10:02 PM »
I wonder if it might be easier to go by relative size, rather than absolute?

Outnumbering 2-1, +1 harm/+1 armour

Outnumbering 3-1, +2 harm/+2 armour

That makes numbers VERY important when there are only a few people, which I kinda like.

Apocalypse World / Re: different advanced improvements?
« on: April 19, 2011, 11:27:56 PM »
Holy shit Jonathan, that last one is cool! So many possibilities!

There used to be "become co_GM" right?

No reason why you couldn't just stat up a front you wanted to play. That would be sweet!


I'm not sure I agree with your description of Apocalypse World, Poison'd and In a Wicked Age as "Improv" games. They're not any more "Improv" than, for example, D&D3E.

All three games require you to actively pursue the interests of your character. That differentiates them from say, Fiasco, where you're sometimes going to be working against your character's best interests.

In a Wicked Age's tension mostly comes from conflicts between players' characters, and Poison'd is the same to some extent, while in Apocalypse World that's not always the case (although it can be). All three games aren't like, say, Dogs in the Vineyard, which (at least initially) has the players' characters on a fairly unified team, and works fine even if they never come into conflict.

All of these games have explicit mechanistic resolution, i.e. conflicts are resolved by an explict process that references "real life" things like dice or character sheets. That makes them different from some "freeform" games (whatever that means), like Fiasco again, or Archipelago.

None of these games are explicitly competitive, like The Shab-al-Hiri Roach.

In a Wicked Age requires the non-GM players to use more Author and Director stance, from what I understand, than Poison'd or Apocalypse World. In other words, you're more often called upon to make decisions and invent stuff about things other than your own character.

Is this helping?

Apocalypse World / Re: Playbook, sorta.
« on: April 19, 2011, 07:25:39 PM »

You don't need the "on a miss" section in the Lacuna Device move. The MC's hard moves work fine for that, and there's no real reason it should be different from trying to stab someone or whatever.

Apocalypse World / Re: How can I make more realism more fun?
« on: April 06, 2011, 04:49:12 PM »
Good thinking Joe! That's smart.

Apocalypse World / Re: How can I make more realism more fun?
« on: April 05, 2011, 09:36:21 PM »
There's also "activate their stuff's downsides", which is maybe a better option.

When you buy ammo from Le Roy, it's half price but when using it your guns are +unreliable.

For ammo scarecity, I'd use a more general move like:

1-ammo costs 1-barter, for yourself or for a gang (the gang chips in for their own ammo).

After a gunfight (more than one shot each way), roll +ammo.
10+ you're fine
7-9 you're running low, ammo -1
On a miss, you're all out of bullets.

And then maybe some moves like:

Minute Madness:
When you sieze by force or go aggro with a weapon that has +autofire, you can roll +ammo instead of +hard. Afterwards, ammo -1.

Or shit, you could just make all moves with guns roll +ammo, if you wanted to be cruel.

Apocalypse World / Re: Playbook Idea: The Mother
« on: March 22, 2011, 04:19:45 PM »
I would use the Hocus playbook.

Pages: 1 [2] 3 4 ... 12