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Messages - J. Walton

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46
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 26, 2011, 12:32:23 AM »
And, just in time for me to make some Fronts...

WHAT HAPPENS TO IRRADIATED SEEDS

47
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 22, 2011, 01:42:29 PM »
Forgot to mention. When Millions first showed up, I suggested off-hand that he was probably named, like Abraham, to be the father of a great nation, repopulating humanity. He was both the firstborn and one of the few males, since Grace's breeding program intentionally tries for female babies (though it probably took a few to get that right). In retrospect, the name "Millions" was probably Peppering's idea, rather than Grace's, which explains so much!

48
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 22, 2011, 12:57:30 PM »
Forgot to mention: Vladimir's successful reading of Anna let him figure out that she would stop harming herself or freaking out if he promised he was going to take her away from the station. That's important later.

While that was happening, Grace and Trench went to talk with Millions, Grace's eldest son (22), who was in charge of the converted hydroponics garden. Millions tried to insist that everything was fine, that the plants were all doing well, but Trench read a person and wasn't buying his bullshit.  When pressed, Millions admitted that at least half the food was of low quality and quickly deteriorating. The seeds that he harvested from each subsequent batch of plants had gradually gotten weaker and weaker. Unless they could get fresh seeds from somewhere, the food supply was in trouble.  He'd known about this for a while, but gambled that the deterioration was slow enough that he could stop it. Too late now.

Grace tried to read Millions and failed. My MC move was "tell them the possible consequences and ask," so Millions begged Grace not to blame him for this or tell the children that he'd been feeding them food that wasn't good for them.  He wasn't sure if he could take that.  Grace said that he had to take responsibility in front of the adults of the station, but didn't say anything specifically about the children. She agreed that he could present the situation at an upcoming "council meeting."

Trench then went to find out what was happening in his lab, arriving to find Vladimir unconscious in Anna's "cell" and Anna nowhere to be found.  He slapped Vladimir awake and opened his brain (asking his lab computer) where Anna was. She was in the airlock, clearly, trying to get away. Trench used his magnetic boots to run in that direction, with Vladimir floating through the station, pulling himself along, trying to keep up.

Anna had already closed the inner door and was randomly pushing buttons on the control panel inside. Vladimir, having already proved his ability to hack electronic doors, went to work on this one (7-9 act under fire, again), but got help from Trench ripping the panel cover open. As MC, I said that they got the inner door open, but that Anna had finally found a correct button sequence and the outer door was preparing to open, threatening to space at least half the station. We noted with a grin that this wasn't exposing Trench to harm, retribution, or cost (as he'd succeeded in his helping roll), since he was already in a pressure suit. While Vladimir promised he would take Anna back to earth with him, which she responded well to, Trench went aggro on the airlock controls with his axe (10+), which did what he wanted and stopped their sequence.

[Later, on the bus home, Lukas and I chatted a bit about going aggro on inanimate objects and the difference between them doing what you wanted and sucking up your harm, but I venture that it worked pretty well in practice.]

Finally, Grace went to talk to "the person she had to worry about most" if this 'go to the moon' movement ever found its footing. I decided this was Rice's husband, Peppering, an original and the father of Millions (with Grace). Peppering was not a scientist but a corporate spouse -- working for the sci-tech company financing the  station -- who'd finagled his way onto the original mission as an administrator. We decided he wasn't actually part of Grace's followers, considering the breeding program her business and beneath him. He liked to think he was in charge, even though Grace was the real power.  Peppering had always been disappointed that Millions was only amounting to being a "farmer" and would never be a real leader.

Grace told Peppering that maybe they should go salvage for more seeds, making it sound like this was Millions idea and that he should be involved in the mission in some leadership capacity. Peppering warmed to this, under hypnosis, but implied that Millions was a bit soft and he'd feel better if Trench accompanied them.  Actually, he suggested (giving Grace something he thought she wanted), if they could convince the "new guy" (Vladimir) to go too, then Peppering could use his background in the military-industrial sector to break both himself and Grace into Vladimir's stasis and see what was of use to the station.

And, on that note, setting up the next session in a couple different ways, we wrapped.

49
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 22, 2011, 12:18:36 PM »
Andy's work got busy at the last minute, so we roped in Cy, who'd played in the only other AW game I ran, a one-shot at PAX last year.  I'm aiming it for it to be a game that's easy to wander in and out of, modeled a bit on John's "Iron Coast" game.  So maybe Andy (or Eric, who runs Gamma Ray games) will show up next week.

Character creation was fun.  We ended up with:

Trench, Lukas' gender-concealed faceless, who had been originally sent up to conduct experiments on a fancy new pressure suit but then, due to the apocalypse, abandoned on a small orbital lab for 20 years before being found by the space station Legacy. Trench has the "Norman" move, in the form of the lab computer that he spent 20 years talking to and apparently still talks to sometimes (though nobody else can hear it). Also, he never takes the suit off. Ever.

Specialist Vladimir Gregoryan, a Russian quarantine whose stasis pod has only been recently recovered from space. He's only been out for a few days and his brain was completely overwhelmed by the psychic maelstrom. Specialist Anna Tamaskovitch (riffing off "Tammy") lost her mind when she emerged from stasis and Trench tied her up and locked her in his old lab (now incorperated into the station) so she wouldn't harm herself.

Grace, the skinner-with-followers (we decided to start out with 1 advance, since we'd all played some before) who is functionally in charge of Legacy and runs the breeding program that's produced roughly a dozen healthy children. Like Trench, Grace is also an "original" (born on earth) and is just over 50 (the apocalypse taking place roughly 30 years ago). Trench doesn't participate in the breeding program but stays partially because he loves the children.

We kicked it off with the session moves and they were fun. Two failures.

First, Grace's followers got +disease and +judgment.  I narrated one of the children, a 7yo girl named Newton, getting sick at breakfast.  When Trench took her to the infirmary, Newton's mother, Rice (an original) was on duty and quickly went to confront Grace about the food -- grown hydroponically on the station -- being poison. Rice demanded, kinda out of nowhere, that they try to make it to the moon.  Grace hypnotized her (skinner move) with her calm, quiet, compassionate leadership but promised to do something about it.

Then, I asked Vladimir what they tried that failed (past move). He said that they'd built underground bunkers to try to shield people from the beginnings of the psychic maelstrom and that he was in charge of them when they failed and everyone fell into madness and violence.  So he was remembering that when he woke up and went to  talk to Specialist Tamaskovitch.

Vladimir hacked his way past Trench's electronic lock (7-9 act under fire), but set off a silent alarm that sent a signal to Trench's suit. Anna was mumbling semi-coherently about being in the wrong place and wanting to leave, so Vladamir read a person (success) but also was required -- as a quarantine who failed his initial psychic maelstrom roll -- to open his brain (failure).  He saw what Anna was seeing, a jet-black storm rolling across the surface of the planet far below, beneath the poisoned atmosphere. The storm ripped two questions from his mind: 1) what do you plan on doing now (return to earth to complete his mission), 2) was going into space voluntary or were you ordered to (he felt compelled to do it). As MC, my move was "inflict harm" (as established), so Vladimir took s-harm and passed out, floating there next to Anna with the door now unlocked and open. Later, on the bus home, I smacked myself for not making it psi-harm, but I forgot all about that in the moment. Next time.

50
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 10:22:08 PM »
Nathan: Nice. I really like the idea of the old chemical oxygen candles that the Soviets used, so I think the station should start with a stash of those that's almost blown through. If they want to try to capture a nuclear satellite or find another way to get a reactor, we should probably tackle that in play. Too much fun!

Jamie: Well, you better rack up that XP fast and get a second character! I'm just looking forward to making a hard-assed station boss and their thugs when none of you cats decides to play the Hardholder.

51
Apocalypse World / Re: Does background fiction trigger sex moves?
« on: April 20, 2011, 10:13:56 PM »
Just ask your players.  "So... does that trigger your sex move?"

52
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 04:33:46 PM »
Awesome stuff, Nathan. I'll definitely be stealing from that. Some aspects of our orbital apocalypse may be like Vincent's "always enough fuel and bullets" setting rule in AW, where we hand-wave away stuff that doesn't interest us, but it should be real enough to feel right, definitely.

The asphyxiation rule, right now, assumes that the oxygen will get thinner and thinner instead of just being cut off entirely.  I'm drawing on cinematic inspiration like Sunshine and that Firefly episode. And the AP harm you keep taking after you lose consciousness is the brain damage coming on. Not a pretty way to go.

53
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 04:16:49 PM »
Ha! Just realized that Rinzler is the Vader to Emperor Clu. Why is everything old always new again?  Still, Vader makes a pretty good Faceless too, yeah?

54
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 04:09:12 PM »
Here's another move that Andy requested:

When you give yourself willingly to the black void of space, roll+weird. On a 10+, hold 3. On a 7-9, hold 2. On a failure, you're just dead and nobody's particularly bothered that you went crazy.  In any event, after you're dead, spend your hold 1-for-1 to make someone doubt that anyone has a right to survive. Treat it as if you rolled a 10+ on seduce or manipulate, and tell them that something beautiful, valuable, or critical to human survival must be destroyed.

55
Apocalypse World / Re: New Campaign: Objects in Space
« on: April 20, 2011, 03:59:24 PM »
Lukas, I just finally saw Tron: Legacy and it reminds me a bit of Rinzler/Tron. Some total badass in a pressure suit, with reflective black glass for a face.

56
Apocalypse World / New Campaign: Objects in Space
« on: April 20, 2011, 03:30:43 PM »
Our new "near earth orbit" AW game starts tomorrow. Super excited! We've been trading poorly Photoshopped pictures of MIR and throwing around character concepts over email, but it'll be so much more exciting when we finally sit down and play.

The premise is that earth no longer supports life, so humanity is basically whatever remnants were up in space or could get themselves off-planet at the time of the apocalypse. It's a hodge-podge of jury-rigged space stations, transport pods, and military shuttles, a bunch of satellites that might be converted into living spaces, several moon bases, and maybe some folks way far away on Mars, nigh-unreachable.  All the gear is getting tattered and worn-out, since most of it was salvaged or re-purposed in the first place, and the supply of chemical candles we've been burning for oxygen is getting dangerously low. One might even say "fundamentally scarce."

Here's the two custom moves I've written so far:

When you are out in space without a pressure suit, doing anything but waiting for your blood to boil is acting under fire. Also, you take 2 harm AP every few moments. Better do something fast!

When you are running low on oxygen, start a countdown clock. From 12:00 to 6:00, breathing is labored, it becomes hard to think straight after physical activity, nerves are on edge; take -1 ongoing. From 6:00 to 9:00, you really have to push yourself to keep from becoming distracted or falling asleep; act under fire to take significant physical or mental actions. 10:00, 11:00, and 12:00 come really fast, one after another, boom, boom, boom. For each one, take 1 harm AP. After 12:00, you lose consciousness (if you haven't already) and take 1 harm AP every few moments. Good luck!

I have a few ideas for threats, but I'm going to wait and run the first session like you're supposed to, asking a bunch of questions and seeing what emerges.

Sounds like the players are interested in trying out some of the new moves from the supplemental playbooks I've been trading around, so I'm looking forward to seeing those in play too.

More reports as things develop!

57
Apocalypse World / Re: different advanced improvements?
« on: April 19, 2011, 10:50:15 PM »
Here's a few optional advanced improvements:

__ work with your MC to make a 12+ clause for a couple of your playbook moves
__ pick something that is currently true; tell the MC it has to stays that way, preserved from the blood and shit and harm of Apocalypse World, growing and glowing
__ turn your character into a Front or Threat, which you still play, but according to the MC guidelines; when someone rolls a failure, gesture to the MC if you have you have a good move to make and the MC can choose whether to defer to you

58
Apocalypse World / Re: Playbook Expansions
« on: April 09, 2011, 11:48:04 AM »
Yeah, Christopher basically has it right. Each one is a few extra moves and gear for an existing playbook, made to fit on a double-sided 4x6" notecard.

59
Apocalypse World / Playbook Expansions
« on: April 08, 2011, 02:49:54 PM »
Hey Folks,

Just wanted to mention it here as well as at SG. I've made a few expansions to existing playbooks based on requests from folks and am willing to trade for them (or you can trade with the other folks that have them), especially if folks have other "limited edition" AW materials that I don't already have (you should make your own! it's fun!).

Each one contains 3-5 moves and maybe some gear or other stuff.

So far I have versions of:

The Wurm, a Hoarder who focuses on books and preserving human culture.
The Broodmother, a Brainer who thinks they have discovered what love is.

Upcoming ones include:

The Loner, a Gunlugger with a past that comes back to haunt them.
The Valkyrie, a Battlebabe who collects ghosts.
The Catalyst, a Battlebabe who's found a higher purpose.
The Fallen (or maybe the Earthling), a Quarantined from out of the sky.

If you're looking to get them from other people, I suggest checking out the "AW LE" thread on SG.

60
Fingers on the Firmament / Re: Firmament Moves
« on: March 30, 2011, 02:00:19 PM »
Getting there too late is pretty awesome, actually.  Maybe there's another one where you have to take a detour or recover yourself after a missed star.  It could be more like Act Under Fire / Eye on the Door too where the GM tells you the stakes and then you decide whether to accept them.

The two stats is an interesting idea, but I'm not 100% sure.  Seems like Inside could be replaced with a Hx-like stat and maybe Outside as well, based on your familiarity with different routes and places.  Hmm...

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