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Messages - J. Walton

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121
Fingers on the Firmament / Re: Fingers on the Firmament
« on: July 05, 2010, 02:13:29 PM »
There's another splat, that I was just thinking about, and a fourth Science, perhaps.

Architect

Architects are the Hardholder equivalent, focused on building and strengthening the human community in the stars: creating roads, lighting beacons, expanded the network so your crew can "catch" more lost people, rebuilding ruins rather than deciphering them, handling practical matters, keeping track of everyone, making rules, creating training programs and safety protocols for when people become lost, taking care of their own, leaving their mark and making sure that the community does not go gentle into that good night.  In AW terms they are Hard and Sharp.

They have moves like the Hardholder or other crew-related moves.  I'm thinking now that they are the beacon-lighters, rather than the Astronomers who just use the stars themselves and the light within individuals.  They have special moves that let them interact directly with Fronts/locations and adapt aspects of them for practical purposes.  Like building a child care facility in the former Temple of the Nameless Dark.  This changes the path of Fronts' development rather than pursuing the Fronts as they are. They probably have a really badass sex move and may even get a boon when other folks have sex, since they are community focused.

122
Apocalypse World / Re: PC-NPC-PC triangles.
« on: July 05, 2010, 01:35:33 PM »
Doesn't it just start with the MC placing an NPC between two PCs?  That creates a triangle, right? Because it makes the relationship between the two PCs different.  Yeah?  And then it just snowballs from there.

123
Fingers on the Firmament / Re: Fingers on the Firmament
« on: July 05, 2010, 12:14:43 PM »
Basic Moves: Part 1

When you embrace the darkness...

Make a move without rolling and choose the level of your success:

  • If you choose 7-9 or otherwise choose a tempered success, the darkness gets Hold 1 over you.
  • If you choose a 10+ or otherwise choose a total success, the darkness gets Hold 3 over you.
  • If you choose to make an extended move (if you have one to make), the darkness gets Hold 5 over you.

The PC can spend the darkness' Hold over them by:

  • making an offering to the darkness (MC's question: "So what are you offering it?")
  • performing a deed that the darkness would have done
  • destroying a beacon (a specific version of the above)
  • protect the darkness and/or its work

The Darkness Between the Stars can spend this Hold 1-for-1 to:

  • ask you a question that you must answer truthfully
  • demand repayment: you must spend the rest of its Hold right now
  • ask for a favor: refusing is Acting Under Fire
  • fill you with its dark power: you take +1 Forward

124
Apocalypse World / Re: Breaking the game...
« on: July 05, 2010, 11:38:54 AM »
I don't know, man.  My instinct is to say that it's not the MC's job to challenge the characters or make life difficult for them.  Your job is to be a fan of the PCs and your job is to play your Fronts.  So I feel like answering your question requires me asking: so what are your Fronts?  There's nothing wrong about being a gang of murderous assholes in AW, so I would suggest embracing it and trying to think about how to bring your other Fronts into play so the PCs can murder them too.

125
Fingers on the Firmament / Re: Fingers on the Firmament
« on: July 04, 2010, 10:17:14 PM »
Here's what I'm thinking so far:

Fronts

Since there are very few NPCs for the GM to work with, Fronts typically take the form of locations or mysteries that the GM tracks the develop of, over the course of the PCs interactions with them. Most significant locations are probably Fronts and most significant things the players do in those locations can potentially develop them. I'm basing this a bit on how things work in Mare Caspium (PDF), but I'll think it'll get clearer once I actually start building Fronts for the first playtest.

I'm also thinking that maybe the players can spend advancements to unlock mysteries as well as buy new moves, but I haven't really thought through that concept yet. Or maybe "Do Mysteries" is a gig-like thing.

Extended Moves

Some of the extended moves enable players to basically make the Fronts/locations they want and pass them off to the GM to play.  Like, basically, you choose the features of the place you're going off a list, based on what your abilities tell you about what you should find there.  These may be splat specific, with Archaeologists creating ruins, Astronomers saying what the star system is like, and Cartographers stumbling upon ancient star roads.

There's another expanded Weird-style move where, if you roll a 10+ while the Darkness has Hold over you, you have to spend all that Hold instantly and there's a special list of ways in which you can spend that, the craziest one of which involves extinguishing a star.  Normally you can choose to intentionally spend the Darkness' Hold by extinguishing beacons, so the options here are probably just extreme versions of the normal ones.

Home + Origins

I don't think the game is usually about finding Earth.  If players want to do that, it's their own business and the game will have rules that let them do that, especially if they want to use extended moves to find signs of Earth (which could be a thing).

I think everyone is from Earth and still remembers Earth, though some folks came out to the stars at a fairly young age, like 6-7.  But some of that can be determined for individual campaigns, in the same way as the normally campaign set up of AW or Bliss Stage.  There might be a list of questions to ask at the beginning.  Is your crew the only known community of people or are there others?  What ruins have you discovered so far? Has anyone been born among the stars? If so, what's weird about them? Etc.

126
Fingers on the Firmament / Re: Fingers on the Firmament
« on: July 04, 2010, 07:26:01 PM »
Splats

There are only 3 splats in Firmament so far, though there's much greater diversity within splats because they each have many more moves than the standard AW splats and starting characters still get roughly the same number of moves.

The starting splats are based on the Three Sciences: Cartography, Archeology, and Astronomy.

Cartographer

Cartographers are dancers who map out routes between the stars through body memory and teach these dances to others.  They do not rely on the physical markers ("beacons") that the other Sciences prefer but instead trust themselves to their own bodies and impressive skills.  Consequently cartographers can be both useful and dangerous to keep around because they are good at leading groups into unmapped territory but are most frequently the sole survivors returning from travels in which the rest of the party was lost.

Cartographer's moves looks like Fingers in Every Pie from the Maestro'D book, the travel equivalent of NOT TO BE FUCKED WITH (Gunlugger) which makes them much more immune to becoming lost, Daredevil (Driver), and the Chopper sex move ("It's Not Like They Own You Or Nothin'"). They are a Skinner / Operator / Battlebabe combination, dangerous and headstrong, but extremely talented. They have new special moves for creating paths between the stars and teaching them to others.  Their special travel move may look a lot like the Flow With The City move from Dead Weight. They are really Cool and Hot, though the final stat list will probably be unique.

Archaeologist

Archaeologists focus on finding lost secrets and deciphering the ruins and other artifacts left behind by previous human communities amidst the stars.  There is strong evidence that ancient starfaring communities marked roads with monuments and runes that contemporary people can uncover and use.  Additionally, some left behind treasures or tools that are far beyond what we currently understand about star travel, since the contemporary human community has only existed for a handful of years.

Archaeologists' moves look like Shreyas' "When you wield a thing of power" from Set Apart, Things Speak and Oftener Right from the Saavyhead book, and Fucking Thieves from the Chopper book.  They probably have a Workspace equivalent in the form of a particular set of ruins or ancient artifacts that they are in the process of deciphering.  They probably start with at least one "thing of power" that they have uncovered the workings of. In AW terms, they are Sharp and Weird.

Astronomer

Astronomers focus on the basis of starfaring: the stars themselves.  They commune with and channel the energy of the stars as a way of better understanding how the humans who live among the stars came to live this way and how we can make the best use of the strange powers we now possess. Unlike the other Sciences, Astronomy is based on actually forming relationships with stars, though Astronomers will be the first to tell you that communicating with the stars is like communicating with trees or humpback whales: theoretically possible but practically difficult. Astronomers can also feel the star energy that has been transfered from stars to human beings, the energy that is the basis of human travel and survival among the stars.

The Astronomers have moves like the Brainer, Angel, and Hocus. They lead the star cult, have the healing touch, and can Go Aggro on people with the light, burning them alive.  They are also really good at creating beacons, which is probably a new move. They may also have a Workspace equivilent, the star that they have developed the strongest relationship with. In AW terms, they are Hot and Weird.

127
Fingers on the Firmament / Basic Concepts
« on: July 04, 2010, 06:54:27 PM »
I'm porting a game I've been tinkering with off-and-on for years into being an AW hack.  This is the thread for talking about the concept and posting initial thoughts until I get a forum for it.

Concept

Firmament is a modern-day space fantasy, a space fantasy without spaceships.  People move through space by reaching out and touching the stars, pulling themselves to destinations millions of miles away.  But, because space is big, the biggest scarcity is human contact.  It is very easy to get lost amidst the stars and the infinite darkness and never see another human being ever again.  

Human civilization in space consists of less than 20 people clinging desperately to handful of memorized routes between stars.  You are gradually expanding this network in an effort to recover other lost people or stumble upon ruins of previous human settlements amidst the stars.

The biggest challenge facing your crew is that, with such a fragile community, everything could be snuffed out in a minute if you aren't careful... or if you choose to embrace The Darkness Between the Stars (the Psychic Maelstrom), the voice that talks to you and asks you questions when you're lost and alone out in the void.  If you allow the Darkness to get a hold of you, it could all end in an instant, leaving you all lost forever.

And perhaps, someone out there, there are ancient ruins that point towards home, towards the Sun and Earth.  Because the odds of you stumbling upon a way home, or even recognizing it if you did, are astronomical.

128
Apocalypse World / Re: Introducing... the Weeder
« on: July 03, 2010, 03:35:26 PM »
I agree with Amy and honestly think it might be easier to make farming a gig.  But I love the splat in general and if it's working great in your game, awesome.

129
blood & guts / Re: Sex Moves
« on: July 03, 2010, 02:14:27 PM »
I like the violence moves a lot.  Seems like there could be alternatives to sex that are personal and in some way violating, in that they get around a lot of the armor that characters (and players!) sometimes build around themselves.  Moves like that could at least occupy the same kind of narrative space in the game.

Like:
- When you tell someone / demonstrate how you really feel
- When you demonstrate compassion
- When you kill
- When you ask for help
- When you admit defeat
- When you trespass against someone
- When you violate your own expectations for yourself
- When you let a mortal enemy live
- When you dance with someone

Obviously there could be other moves that do other things, but then they just become new moves, rather than building on the lessons of sex moves, yeah?

130
brainstorming & development / Re: dedicated hack forums
« on: July 03, 2010, 02:04:47 PM »
Vx: Can I have one for "Fingers on the Firmament" please?  When you embrace the darkness, roll + Weird...

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