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Messages - Simon C

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31
Apocalypse World / Re: How to handle pregnancy?
« on: March 21, 2011, 11:13:01 PM »
Christopher,

It'd be sweet to make custom moves for other similar things. I'm thinking:

When you finally execute your plan to raid the Hardhold, roll + preparations

+ Scout and map the fortifications
+ Gather enough fuel and ammo
+ Make contact with your guy on the inside

- Your guys lose motivation or loyalty
- The enemy finds out you're coming

10+ It goes great! The gate is open when you arrive, and their defences are down!
7-9: It goes ok. MC, offer a hard choice or a worse outcome.
Miss: It all goes horrible wrong! The gate is closed and they're waiting for you!

32
Apocalypse World / Re: How to handle pregnancy?
« on: March 21, 2011, 08:22:47 PM »
Christopher! That's genius!

It's a great concept for building other moves off too. Is that your idea?

33
blood & guts / Re: Brainers theoreticals
« on: March 10, 2011, 10:20:56 PM »
Good question about the violation glove. Does it make play more interesting? In our game the glove just looked like a regular glove. In retrospect I think that was a mistake.

34
Apocalypse World / Re: New Playbook: The Shining Boy
« on: March 08, 2011, 08:57:29 PM »
Is it intentional that the stats sum to +5? (second +2 counts as +3). That seems like an odd choice.

I'm not sure what you're going for with the low hard and then moves to compensate for either sieze by force or go aggro. What do you imagine that looking like in play?

I like "Judgement"

35
Apocalypse World / Re: Fanzine Idea: Luxe Eternal
« on: March 07, 2011, 10:25:44 PM »
Hey that's a cool idea. You could definitely use any stuff I've made. World of Conan, for example.

I think $2-$3 is the right price for a single issue.

If I were you, I'd be cautious about yearly subscriptions, as that ties you to a regular output. In my experience, it's super easy to get burned out on projects like this, and they're always way more work than they first appear.

I'd be happy to help out with editing and stuff too, if that's required. Also opinions. I have plenty of those so I can give you as many as you want.

36
blood & guts / Re: Investigative moves
« on: March 07, 2011, 07:52:26 PM »
Vincent, I like that last one!

There's an interesting thing going on here which is the degree to which you want the players' skills in mystery-solving to influence the outcome of things.

I think it's fair to say that for a lot of people (me included), showing off their skills in piecing together clues, their knowledge of investigative techniques and so on is part of the fun. For these people, a game where your character doesn't figure out what's going on until the dice say you do is gonna be frustrating to them. "We all make up the solution together" is gonna be a problem for these folks too.

But on the other hand, it's exhausting for the GM to preemptively cover every thing the players might ask, or to make things up on the spot that won't paint them into a corner in terms of having a coherant story at the end. It's also incredibly painful for players to have to detail their characters' every action, and get no positive feedback.

To please these people (i.e. me), your mystery game needs to:

For the players:
- Always give them options for receiving more information
- Reward clever use of knowledge or intuition
- Provide a meaningful way for play to continue even if the mystery isn't solved

For the GM:
- Give firm instruction on what they need to know about the mystery before play starts
- Make sure what they need to know is not too detailed or lengthy
- Control the flow of information to the players so that the GM can just play characters and answer questions

37
blood & guts / Re: Investigative moves
« on: March 07, 2011, 03:45:07 PM »
Maybe I don't get it.

It seems to me Graham is saying "Just make it up! It's easy! Or don't if you'd rather not!"

Is that excellent?

38
brainstorming & development / Re: When you masturbate about someone...
« on: February 20, 2011, 10:00:11 PM »
Woah. That's cool.

39
brainstorming & development / Re: Ice World - A pleistocene hack
« on: January 30, 2011, 03:50:57 PM »
Yeah, no playbooks, just tools.

What I'd hope for is that culture and roles emerge in play from the interaction of people's abilities (stats) and social position with their tools.

I'm thinking about crafting rules, letting you add moves to items. So it's not just a spear, it's your spear, a symbol of your status.

Something like savvyhead workspace, maybe, that takes into account:
- time spent
- materials used (bone (mammoth/horse/human), wood, stone, sinew, hide)
- techniques used (drilling, braiding, carving, dyeing, chipping, polishing)

Or something.

40
Apocalypse World / Re: How Explicit Are Your Sex Scenes? [+AP]
« on: January 27, 2011, 08:22:50 PM »
That's about the level of detail we've had in our play. Lots of flirting, maybe a little foreplay, fade to black for the main event.

That said, it'd be interesting to add custom moves that provoked more detail. Hard to do without being tacky though.

In my game "Dungeonfuckers" (which has a lot in common with AW), the moves are "When you fuck someone" and "When you are fucked by someone" which I think provokes a little more detail than "When you have sex", but not much. I'm trying to write advanced moves which call for more specifics, but it's hard to do.

Maybe "When you cross a boundary" and "When you're pushed further than you're comfortable" would be good to add as extentions to "Fuck" and "Get fucked".

That's all about the subject matter of Dungeonfuckers though, which is about power and gender and sex.

41
Gotta represent Wu-Tang, y'know?

42
Nuthin' to Fuck With:
When someone's got beef with you, they're acting under fire to fuck with you.

A game of chess...:
When you think first, take +1 forward.

43
brainstorming & development / Re: Ice World - A pleistocene hack
« on: January 27, 2011, 02:41:31 PM »
Arm! Of course.

I'm thinking there'll be a paired set of hunting moves, one that's like:

When you stalk something...
10+ You get within hand range
7-9 You get within close range

and the other that's like:

When you chase something down...
10+ You close to hand range
7-9: It must choose one:
- Go to ground in dense undergrowth
- Retreat to rocky highlands
- Forge through impassible terrain
- Run itself into exhaustion
On a miss it's just gone.


44
blood & guts / Re: Seduce
« on: January 26, 2011, 10:18:57 PM »
Fair enough.

What makes for hard and easy decisions is an interesting subject. Also, what is a fun hard decision, and what is not fun?

45
blood & guts / Re: Seduce
« on: January 26, 2011, 09:51:55 PM »
Cool, I think we're coming to an understanding.

Chris, I'm with you in that I also hate games where the GM picks a target number.

The way I see it, a lot of AW moves are about letting the MC make the easy decisions, and leaving hard decisions up to the dice. Is Balls carrying his shotgun, or his pistol? Easy decision, the MC decides. Does Balls blow your head off, or do you kill him first? Hard decision, it's up to the dice.

Same with seduce and manipulate: Does Balls want sex with you at all? Easy decision. He does unless there's some good pre-established reason for thinking he doesn't, is what the principles tell me. Same with "Does Balls want a handful of jingle?" and the like. But whether Balls wants sex with you or a handful of jingle enough to do what you're asking, whether you can be convincing enough, that's a hard decision, so it's up to the dice.

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