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Messages - J. Walton

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31
other lumpley games / Re: Valley of the Shadow: DITV + Justified
« on: May 19, 2011, 02:08:04 PM »
Some additional thoughts I jotted down on the way to work:

Default Relationships: If there's blood between you and someone else, it's 1d6, as usual. If there's bad blood it's 2d4.

Initiations: What's something you wanted to accomplish on your first case as a US marshal?  At the end, you get a new 1d6 trait based on what happened, as usual.

Demonic Influence: This is replaced by "Vendetta," which kicks in when something stops being about whatever it's about and becomes a personal grudge against someone, regardless of the harm it does to others or yourself.

Harrisonburg: I found an article from 2004 which said that, before that year, the courthouse had 6 security contractors working for it and no marshals at all. But that four marshals had just been sent there to shore up the law enforcement situation in the region. Sounds like a great premise for a campaign. Where did these new marshals come from? Were they reassigned from elsewhere? Where one or more of the existing contractors hired as marshals? We're they fresh faces straight out of training? Were they local police who got "promoted" to being federals?  Also, what do the security contractors, at least some of whom are probably still working in the area, think of being replaced? What led to them getting such a poor rep in the first place?

32
other lumpley games / Re: Valley of the Shadow: DITV + Justified
« on: May 19, 2011, 11:20:23 AM »
That's pretty much all there is, Arvid. They're based on the NPC rules in Afraid, Vincent's unfinished DITV hack for doing investigative horror, and were posted on Anyway a while back.  Basically, you just pick one of these four "lines" for each NPC the Dogs encounter and start out rolling the first group of dice (6d6+2d8 say), regardless of what kind of conflict it begins as.  Then, if the NPC escalates, you have them roll the next set of dice.

John, if you've got Comcast, it's streaming on their On Demand service, I think.  Under "TV shows." We still need to go back and watch the first season, but the current one's been great.

33
other lumpley games / Valley of the Shadow: DITV + Justified
« on: May 18, 2011, 02:20:31 PM »
I'm pitching this concept to some locals to see if they'll bite.

Fictional Inspiration:

Justified. Man, that show is fun. And it's pretty much just right for DITV.

Real Life Inspiration:

Harrisonburg, VA has 50,000 people and 4 US marshals, the latter of whom -- along with up to 6 private security contractors hired by the Marshal Service -- are responsible for policing the Blue Ridge and Shenandoah Valley region alongside other marshals from Roanoke and Charlottesville. Harrisonburg is also home to James Madison University and Eastern Mennonite University, though Virginia Mennonites tend to be very modern, not the horse-and-buggy type.

Thoughts:

I'm currently pondering whether it would be better to replace the Mennonites with some fictional analogue, the way the Faithful in DITV make it a bit easier to address issues surrounding Mormonism.  It'd be easy to make them "the Vigilant" who are supposed to be prepared at any moment for the return of the King of Life, have a lot of them attend "Eastern Vigil University" etc. But if I'm going to go that far, I might as well also set it in a fictional place based on Harrisonburg, perhaps.  I don't know; I'm kinda on the fence about it.

I'm also thinking that, unlike in Dogs, it'd be nice if some of the issues that come up in various "cases" (the equivalent of "towns") were recurring rather than just a one time deal, allowing for problems to fester and certain hooligans to keep showing up like they do in Justified. So I'm thinking about how to make a set of guidelines for letting old cases spawn new ones, which shouldn't be too hard.  It's not like having the marshals come in and sort things out is going to stop people's prideful ways.

Finally, I'm thinking about the newer NPC rules for Dogs, the ones that describe them just as sets of dice, with each later set being rolled in the event they escalate:

6d6+2d8, 4d6+1d10, 3d6, 1d8+2d4
5d6+1d10, 3d6+2d8, 3d6, 1d10+1d8
7d6+3d4, 4d6+2d4, 5d6, 2d6+1d8
9d6+1d10+1d8, 2d6+2d8, 2d6+1d4, 1d6+2d10

And I'm thinking maybe I want a hybrid between this level of simplicity and the original Dogs rules.  Like, maybe you could assign each NPC four clusters of dice (as in the above), but specifically assign them to Talking / Physical / Fighting / Shooting.  That way, some NPCs would be good at talking but bad at shooting, but you wouldn't have to give them all traits the way you do according to the original rules.

Anyway, those are just my initial thoughts. Suggestions?

34
Apocalypse World / Re: Questions from a rookie
« on: May 17, 2011, 11:13:38 AM »
Everyone else has covered 1-4, but I wanted to say something about the 1st Session worksheet and Fronts.

I had trouble with the 1st Session worksheet too, because it doesn't really fit how I was thinking about things and doesn't really give me the tools I felt like I needed when running the first session, aside from the list of names.  Mostly, I filled it out after the 1st Session was over, to help me think about Fronts.  Things were just too fast and exciting for me to stop and write everything down and think about where it fit amidst the fundamental scarcities, etc.  Next time I start a campaign, I'm going to make a new 1st Session sheet that gives me more useful tools and info at my fingertips.  So use it when it's helpful, but don't feel like you're breaking the game if you don't really use it all that much.  Just follow the players around, make your MC moves when necessary, and barf forth apocalyptica.  Those are the key things to do, first session.

I was also talking to a friend recently and it turns out we both make Fronts backwards from what Vincent suggests in the game.  Whereas Vincent says to make your Fronts first and then use them to generate a bunch of subsidiary threats, we both find it makes more sense to make a whole bunch of threats, based on the NPCs and what seems to be out there in the game, and then group them into Fronts based on theme or origin or geographic location or what have you.  So it can really work both ways and, honestly, I find the latter way more natural but maybe you'll like Vincent's way better. 

In my current game, the Fronts are very geographical right now.  The threats on the PCs home space station are all a Front, even though the threats are pretty different.  The stretch of scavenger space where they go for supplies is a Front containing a number of threats.  There's Fronts back on earth and on the moon if they ever go there.  However, as the game progresses, I expect that this is all going to mix up pretty fast.  Some of the junklords might come live on or take over the station.  The PCs will bring threats from the station with them when they head to earth or the moon.  The PCs will form gangs that are made up of threats from locations outside the station.  The PCs may eventually leave the station to go live somewhere else, full of its own threats. 

So, my recommendation is, at the beginning, just group threats into Fronts the way that is the easiest for you to keep track of.  That may not necessarily be geographical.  If you're game is set in a zombie plague, maybe all the zombies are part of the same Front and so is the infection that causes people to turn into zombies.  But just go with what makes sense, because it's mostly just a shorthand and organizational thing to make the MC's life easier.  And the players are sure to mix it up and move things around later in the game anyway, so you don't need to worry about making it too complex in the beginning.

Hope that helps.

35
Apocalypse World / Re: New Campaign: Objects in Space
« on: May 13, 2011, 12:59:14 PM »
Oh, man, crazy session last night.  Need to catch up!

To quickly summarize the rest of the previous session:

  • Trench ended up defeating the "grand vizier" of the demon-faced dudes, but being dragged down into the space hulk by sheer numbers
  • Vladimir, Corbett, and Millions were left on their own
  • Grace, Peppering, and our new touchstone, Sonya, broke into Vladimir's stasis pod while he was gone (with the now-insane Specialist Tamaskovitch's help)
  • Peppering found the arms locker and Grace decided to attempt to freeze herself in one of the stasis pods

So, then, here were the love letters for the session last night:

---

Hi Grace!

So you’re frozen in a stasis pod, cut off from the whispers of the psychic maelstrom for the first time since the apocalypse. Doesn’t that feel lonely?

In any case, without the maelstrom clouding your mind, visions and memories of the past come flooding back to you. Everything hasn’t been lost; it’s right here waiting for you, behind the veil. Roll+sharp as per the quarantine move Past, instead of rolling Fortunes. The surplus and want of your followers is beyond your comprehension right now.

Then I guess we need to get you out of there, huh? You got a 7-9 on your roll+hard against the freezing process, so here’s your choice:

  • You’ve been frozen for a few days, only slightly longer than you intended, but have been quickly and inexpertly revived; follow the quarantine instructions for “when you emerged from stasis” to decide how the psychic maelstrom welcomes you back.
  • You’ve been frozen for weeks, maybe months, but somebody is smart enough to take you to the psi-isolation rig and let you thaw out there. Hopefully it’s Vladimir

Hugs and kisses, Your MC.

---

Hi Sonya!

So I guess you’re about the only reasonable person left on the station now that Grace is frozen. Let’s figure out how that went for you.

First, roll Fortunes for the time that Grace was out.

Next, Peppering’s making his play. If you’re going to stand up to him and Pellet, his new lieutenant, roll+hard. On a 10+, choose 3. On a 7-9, choose 2. On a failure, none.

  • You get him to leave the children alone.
  • You get him to leave Anna alone.
  • You keep him from seizing control of all of the station… yet.
  • You don’t let the fighting destroy any important parts of the station.

If you decide to take a more amiable stance, none of the above, but roll+cool, with the same conditions.

  • You let him bring you into his inner circle.
  • You let him put you in charge of something important.
  • You convince him not to monitor where you go or who you talk to.

Hugs and kisses, Your MC.

---

Hi Trench,

So it’s been at least several days since were dragged down into the bowels of a space hulk by a brood of demon-faced warriors.  I wonder how that’s worked out.

Have you replaced the royal commissar who you bested in personal combat and been bestowed with his staff and demon-mask to wear proudly across your chest?  If so, just say so. This one’s free.

Have you been appointed prince-consort to the queen of this hive, the one enthroned in brass and gold on the solar throne? To do this you have to have at least pretended to embrace the beliefs and practices of their sun-cult. Also, if so, tell us about your relationship with the queen.

Have you been shown the sacred treasure that the Sun’s Children hold dearest of all? To do this you have to have ingested (or, perhaps, injected) the sacred liquor that is partaken as part of their daily ceremony. Also, tell us if you’ve taken it daily or just the once. It’s very nice indeed.

Hugs and kisses, Your MC.

---

Hi Vladimir,

First, make your Past roll.

So it’s you, Millions, and Corbett now, huh?  Out on a space hulk with a bunch of demon-masked dudes and no Trench.

Since there’s a bunch of different ways you could be spending your time, pick a few gigs from the operator playbook to represent that.  Have you been “doing murders” to crawly silver demons, conducting “infiltration” of their hive, “scavenging” or “raiding” for food and supplies, or maybe going home and conducting “compound defense” against Peppering’s takeover?

Pick a few and roll as if you had 2 juggling.  Rather than getting barter from your gigs, we’ll say success puts you closer to accomplishing whatever it is you’re trying to do.

Failure is as normal.

We’ll take it from there.

Hugs and kisses, Your MC

36
Apocalypse World / Re: New Campaign: Objects in Space
« on: May 11, 2011, 12:51:33 PM »
I describe a giant ark of a transport ship floating amidst a cloud of its own debris, the top decks of the ship having been apparently blown out from the inside. Pellet's crew have parked their modified commercial space plane upside down on the bottom of the ark's hull and are carving into it with a blowtorch to attempt to siphon its liquid or pressurized gas fuel into their own small ship.

We decide that the scavenger crew from Legacy Station, nominally led by Trench, are in some modified escape pod that doesn't really fly very well and only really has room for three people, so Trench has opted to instead strap himself to the outside of the pod and ride along EVA. Corbett mans the pod while Trench, Millions, and Vladimir float over to Pellet's crew and "offer assistance," mostly in the form of Trench going aggro on Pellet to enlist their help looking for seeds.

There's a brief lull here as the fuel siphoning commences, so I make my MC move (put someone in a spot) and ask if anyone wants to read a charged situation.  Trench fails with a 6 and Vlad helps him to bump it up to a 7-9. "What should I be on the lookout for?" of course. Well, there's a dozen creepy dudes in scavenged metal armor fitted with samurai-style demon masks crawling down both sides of the ark's hull towards you, hooking onto things with razor sharp (maybe nano-sharp) finger claws and carrying space-modified rifles across their backs.

Trench points his axe at them and orders them to stop.  Instead, they draw their guns and open fire.  The battle begins. I suggest that, depending on what they want to do next, they may first have to act under fire.  

Trench says he's just going to go right at them, no caring that they're shooting, and wants to know if he can seize a solid tactical position by force.  Uh huh, sounds good to me.  10+, so he throws himself into the middle of them, decapitates one of them, takes no harm, fear-dismay-frightens them, and now they can't really shoot him effectively without risking shooting some of their own, as Trench is right in the middle.

Vladimir decides to act under fire to avoid getting shot. 7-9, so I say that the siphoning hose for the space plane is right behind him. That's Pellet's problem! Vlad dives out of the way and the hose gets ripped to fuck. A green gaseous substance starts slowly forming an opaque cloud, pouring out the hole cut in the bottom of the ark. Pellet, Balls, and Jakabaka run for their plane.

Vladimir then panics that he doesn't have his own assault rifle (which hasn't been modified for space yet), but decides to go aggro on a demon-dude to get him to give up his gun. 6, but Grace inspires him with memories of her (skinner hold) and he gets a 7-9 instead. He takes a bullet to the chest-plate of his spacesuit and can feel the divot scraping against the fabric of his suit, threatening to tear it, but gets the gun.

Next, Millions tries to go after them in a similar fashion but, not used to fighting in space, tries to jump on top of one and misses, floating over the whole battle and threatening to just keep on drifting until he hits something solid.

Pellet and his crew are now aboard their space plane and prepare to blow this popsicle stand. Pellet sets himself up in the turret they've installed in the top of the plane and swings its big fuck off gun right through the crowd of demon-faces guys, not really paying attention to Trench standing in the middle of them. DOOF DOOF DOOF DOOF!! goes the fuck off gun, shooting slugs the size of fists.

Trench decides not to avoid the fuck off gun, but instead to act under fire to grab Millions before he drifts totally away.  Success, but 7-9! Are you really going to take a fist-sized slug for Millions? Trench says bring it.  I flip through the book and grab one of the vehicle guns from the driver's "My other car is a tank" move. And then, like the badass faceless he is, Trench takes 0 harm and totally aces his roll+harm suffered. Holy crap that guy is tough.

Vladimir declares he's provide cover fire for Trench, keeping the demon-faced dudes off his buddy. We decide that this is going aggro rather than the optional move for cover fire (since this is our first fight). 10+, but they decide to flee rather than do what he wants, so Vladimir lights them up with his newly acquired space-rifle. As a quarantine, he decides to do s-harm area, carefully shooting their air hoses, leaving them all gasping and struggling to fix their suits.

Victory! The demon-faced guys limp over the side of the ark and back down into the interior. Trench and Vladimir have a brief chat and decide to go after them. "Something valuable must be here, if it's worth guarding," Trench suggests.  Millions is embarrassed by his performance in the fight, grabs one of the demon space-guns that's floating next to a dead guy, and looks ready to shoot some dudes this time around. They tether their pod to the side of the hull and tell Corbett to wait and Millions to guard the ship.  He's not happy about it, but Trench tells him that the demon-faced dudes are likely to come back and he can shoot some of them then.

37
Apocalypse World / Re: New Campaign: Objects in Space
« on: May 11, 2011, 12:34:25 PM »
Since our next session is tomorrow, I guess I better get on with this AP! My MC love letters are a few posts up, so let's start with those.

Grace nailed her roll (10+), so she managed to avoid Millions bursting into tears or the Breeder's Council ordering him to space half the food supply for being contaminated. Instead, the Council will rule on appropriate punishment once Millions returns from a scavenging mission to look for fresh seeds.

Vlad's letter gave him a bunch of choices and he chose that sex with Grace happened, and "it was whatever it was." Both their specials trigger and they trade questions back and forth (interestingly, we find out that Vladimir plans on returning to earth to complete his mission, whatever it was, and that Grace doesn't really enjoy life that much anymore, being so focused on everyone's survival). Grace also gets "skinner hold" on Vlad, which would end up being critical later.

Trench was disappointed that he rolled a 10+ on his letter (since Lukas wanted to be in a fight), but he, Millions, and Corbett found Pellet's crew without too much trouble. When Lukas turned to ask Jamie if Vladimir was there, Jamie waffled a bit and said he'd like to play out being asked to join the scavenging trip, if that was cool.  We all said sure and decided that Grace would be the one to ask him. Vladimir got a 7-9 on reading Grace (to see if she was lying about things) and Grace got a 10+ manipulate, so Vladimir marked XP and agreed to go scavenge, leaving his stasis pod locked but unattended.

38
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 03:08:03 PM »
It's up to you, Jamie.  I'm not worried about it. I mean, every NPC is a threat (or part of one) until you get advanced moves and take some of them as allies, right?  That's how the game works!

Honestly, it doesn't bother me if you know what my MC moves were after a session was over, but if that spoils the magic for you... it's your call.

39
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 02:24:48 PM »
Yeah, I probably should have worded the 10+ result on your love letter more interestingly. Next time!

Plus, it's not like you didn't get shot up later, like taking that fist-sized slug between your shoulder blades.

40
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 01:22:50 PM »
For me, it was about getting a chance to examine some loose ends or consequences left dangling or unexplored. It also served, in practice, to remind folks of what had happened and kick off the action this time around, especially for the characters without "session moves" like Fortunes or The Past.  However, I did notice the love letter moves kinda overshadowed the session moves this time around, so I'm going to try to work better to integrate them next time.

Like, the Quarantine love letter (#2) probably should have been worded: "First, let's see what you remember from your past.  Blah blah.  THEN..."  Likewise with the Skinner+followers love letter (#1).

I really like love letters as part of MC prep because they really get me to focus on a couple of things that I don't do as much, namely 1) cutting straight to the meat of things (like skipping the council meeting and skipping the journey out to scavenger space), and focusing on what's happening RIGHT NOW, rather than thinking too far ahead in the future.  Both of those seem to be pretty critical aspects of MCing AW.

41
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 29, 2011, 12:17:49 PM »
Here's the love letters we kicked off the last session with.  More AP once my head stops hurting from too much beer and $1 tacos.

-----

Hi Grace!

So… Millions presented the garden situation to the Breeders Council – composed of everyone who’s successfully procreated – and you had +judgment last time, yeah?  That probably didn’t go very well for Millions. Or maybe it did, since you were there. Roll+hot. On a 10+, pick 2 things that DIDN’T happen, due to your smoothing things over; on a 7-9, pick 1. On a failure, all of these.

•   Millions began crying hysterically, in front of Peppering too.
•   The Breeders Council will reconvene later to decide on proper punishment.
•   Millions has been ordered to space all the “poisonous” food and plants.

Hugs and Kisses,
Your MC.

---

Hi Vladimir!

So… you and Grace had sex, right? Somewhere in the midst of the Maelstrom madness that hit when you emerged from your pod? But it hasn’t happened again and you’re not really talking about it, yeah?  I wonder why. Pick one of these:

•   It happened and was whatever it was. Both your sex moves trigger, retroactively.
•   In the midst of it, the Maelstrom rushed through you and you both took psi-harm.  Follow the instructions for that, but remember that this took place in the past, so whatever consequences have already happened, several days ago.
•   You woke up this morning and, addition to whatever vision you get from your past, you suddenly remember your encounter with Grace, clear as day, when before it was kinda foggy. Grace’s sex move suddenly triggers, but not yours, because you were too out of it at the time.

Hugs and kisses,
Your MC

---

Hi Trench!

You, Millions, and Corbett (one of the originals) are out in scavenger space looking for anything that might have live biological specimens in it.  Ask Vladimir if he’s agreed to come along, because Peppering REALLY wants him to go.

You were hoping to meet up with a scavenger crew that occasionally spends time at the station – Pellet, Balls, and Jakabaka – and enlist their help to check out some interesting debris that Fuse has been pinging signals off of. Of course, it’s just not that easy.

Roll+cool.  On a 10+, you find Pellet’s crew and nobody’s shooting at you yet.  On a 7-9, you find Pellet and Balls, but Jakabaka’s missing and somebody’s shooting at you. On a failure, yup, you don’t know where Pellet and his crew are, but you’re hoping that’s them over there shooting at you. But it’s probably not. Are you in a ship of some kind, on jet scooters, or just floating out in space somewhere, having left your vehicle(s) nearby?

Hugs and kisses,
Your MC

42
Apocalypse World / Re: Hang Up on the Fight Mechanics?
« on: April 27, 2011, 04:50:55 PM »
So... the MC move "Inflict harm as established" and the harm that a PC gets when they choose to "Seize something by force" (a player move) are different things.  And in neither case does it matter if you're taking harm from multiple sources/directions or not. All that matters is if you're taking harm from one or two dudes, a small gang, a medium gang, or a larger gang. Those are your choices!

If you're using the MC move "inflict harm," then you inflict harm based on the weapons and size of the person/group doing the harm.

If the player is "seizing by force," then -- doing this from memory -- they inflict their harm (based on weapons + size of their gang, and +1 if the player chooses "inflict terrible harm") and take harm from their opponents (usually 2 harm + size of their gang, and -1 if the player chooses "suffer little harm"). That's it.

AW isn't gritty and representational, mechanically. All the grit comes in the fictional description of how it goes down. If you want to make custom moves to do it differently, you can, but that's how it works, by the book.

43
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 27, 2011, 04:39:26 PM »
Question for more experienced MCs!

How do you approach making fronts and threats that haven't really been introduced in the game yet?  Do you even try?

I went ahead and wrote up Legacy station as a front, with all the threats we've already seen: the failing hydroponic garden, the children, the council, Peppering, Anna, etc.  But then when I went to make another Front or two for the threats that are off-station, I got a little stuck and feel like I have less to go on.

Basically, I want to ask the players a bunch of questions like "How often do you get attacked by raiders?" "Is there anybody on the station that is a refugee from the moon?"  And I feel like, without those answers, it's harder for me to make up fronts and threats that'll feel real and "stuck in" as part of the shared setting.

My instinct is to stat up a threat or two that are out there, since most likely the PCs will be doing some off-station scavenging next session, but to leave the rest until we get a chance to explore a bit in play and I have a better grounding in what else is out there in orbit.  Is that crazy or a fair call?

I also find myself, after I drafted all the Fronts and Threats out, tweaking them and shifting them around a bit, since it feels like I didn't quite nail them properly the first time.  Now that I've done that, they look really good and I feel really confident about them.  I'm interested if other folks do that too.

44
Apocalypse World / Re: Hang Up on the Fight Mechanics?
« on: April 27, 2011, 01:56:22 PM »
What FigureFour said. Amen to that.  You're playing your NPCs and getting them into position so you can make MC moves when 1) it's appropriate or 2) they fail a roll.

45
Apocalypse World / Re: Hang Up on the Fight Mechanics?
« on: April 27, 2011, 12:50:06 PM »
I agree with the folks that say there's not really a hole here.  It's either a gang or its not, depending on what the MC decides.  Gangs are mainly a shorthand that make it easier for the MC not to have to track the fictional positioning of a whole bunch of dudes all at once.  If you've got some guys that aren't a gang, fine.  Just track them individually.

And that means they act individually against the PCs too.  Balls gets a clear shot off at you.  Inflict harm.  Tum-Tum lays down some covering fire to keep you pinned.  Act under fire or maybe keep the fuck down, depending. Follow the fiction. Don't trade harm back and forth like its D&D.

And, remember, you don't Seize By Force against PEOPLE unless you declare that specifically, like "I want to capture Balls by force, mano-y-mano, it's him and me throwing down."  Often times you're seizing some other kind of fictional objective.  Like, "I'm going to run up that ridge, guns blazing, and take command of their machine gun nest."  Still, that could be Act Under Fire too, perhaps, so it really depends on what else is happening in the fiction.

John Harper has a theory that Seize By Force is better thought of as an optional battle move, not something that gets used all the time, because it really means you're duking it out with somebody and that's pretty much a sure way to get killed in AW (since both sides take harm automatically when you use the move).

Hope that helps.

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