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Headspace / India's best Archaeological Geophysics services - Parsan
« Last post by bizparsan on April 05, 2021, 06:03:51 AM »
Parsan is the best Archaeological Geophysics service provider in India which provides the best services of Archaeological Geophysics in India.

PARSAN, an ISO 9001-2015 company, is established as a pioneer in applied near-surface geophysics in India, providing Contracting and Consulting services to clients from the Geotechnical, Civil Engineering, Mineral, Hydrological and Environmental industries. The company owns the largest range of near-surface geophysical survey equipment in Indian private sector and continues to expand its resources to advance their geophysical survey capability.
brainstorming & development / Re: Surveys and Playtesting Questions
« Last post by Shostakofish on April 04, 2021, 02:02:01 AM »
I actually use Microsoft forms to gather feedback from my players when I DM, they allow for anonymous responses, essay answers, multiple choice (with fill in the blank options), or scaled answers.

If I were receiving playtesting responses, I would do a pattern of multiple choice questions followed by optional essay areas. That way if people were feeling a bit lazy you could still get some semblance of a response from the multiple choice with room followed for elaboration.

Topics that would I would consider useful for playtesting would be:

Perceived genre
Presence of tension (or lack therof)
Grammar and spelling
Vocabulary choices

There are a lot more that I'm missing too, but those are off the top of my head.
Monster of the Week / Re: A few custom playbooks
« Last post by mantaray on March 17, 2021, 08:58:15 AM »
These are so so rad! I'm trying to adapt the system to some sci-fi stuff and The Parasite was just what one of my players needed, thank you so much! Or should I say... merci? Either way these are very cool thanks again.
Apocalypse World / Re: Chopper Move - Fucking Thieves
« Last post by G_Sier on March 08, 2021, 05:16:01 PM »
That clears it for me, thanks for the help Munin!
Apocalypse World / Re: Chopper Move - Fucking Thieves
« Last post by Munin on March 08, 2021, 04:13:48 PM »
Yes, it's supposed to be kind of like "fingers in every pie" for stuff that it is reasonable that one of your gang members could have found/liberated/requisitioned/stolen/extorted. It's more limited in scope but also more immediate in its application - if you get a hit you have the thing right now, you don't have to wait for it to show up.
Apocalypse World / Chopper Move - Fucking Thieves
« Last post by G_Sier on March 07, 2021, 07:05:28 PM »
Hey everyone!

I'm trying to understand how the Fucking Thieves move of the Chopper work and when is it supposed to be used.

Is it supposed to be a kind of "Fingers in Every Pie but only for objects that fit on saddlebags" move? If yes, ignore the rest!

 If no, is it more of a "'Hey boss, I can't find my handgun, I bet that new guy Stinky stole it.' -> Chopper uses Fucking Thieves to find out who stole the handgun from his gang member."?

 If that's the case, is the idea of the move something like "Whenever you use this move, you always discover who the thief is. It depends on the roll, however, whether the thief still has said item, or it has something close (maybe the item is damaged), or doesn't have it anymore."?

If this is it, it doesn't really help the chopper getting some valuable stuff, it's more of an answer to a potential "Your gang member was robbed by another gang member!" scene, which I find a bit too situational, hence my confusion in how to use it.

Thanks for any help!
brainstorming & development / Surveys and Playtesting Questions
« Last post by webleynslippers on February 18, 2021, 04:58:22 PM »
Hello, everyone!

So, I am currently working on a PbtA hack that I'm very excited about, and I've already tried it out with a couple of friends. Next week I'm going to do my first full session with my usual group, and eventually I'd like to open up playtesting to others as well. In order to get the most useful feedback from playtesting, I'd like to distribute a survey of some kind, and I was wondering if anyone had any advice about how to come up with useful questions and prompts for playtesters.

How have you done it for your own games in the past? What worked and what didn't? Are there any existing resources on this topic that you could direct me to? I know what kinds of reactions/interactions I'm going for, but this is one case where I probably wouldn't want to use leading questions.
brainstorming & development / PBtA Branding... Updates?
« Last post by ephemere on February 10, 2021, 10:55:03 PM »
Hello All,

I'm poised to release a 1 GM/1 player PBtA game, but I'm having trouble reaching Vincent/Meg regarding the use of the PBtA logo on the back of the book, which I think is entirely appropriate for this project. I emailed them at lumpley [at] lumpley [dot] games, but haven't heard anything back in about a week. Is anyone aware of another email/procedure I should be using?

Many thanks,
~ Aaron S.

P.S. Preview page if anyone's interested in a fantasy heartbreaker for two peeps:
Apocalypse World / Re: Giving new Battlebabes opportunities to kick ass
« Last post by webleynslippers on February 08, 2021, 05:13:21 PM »
Munin has the right of it big time! Acting Under Fire is triggered by taking risks in the game's fiction, but it's actually a generally safer move than, say, Seizing By Force, especially when you have +3 Cool. Playing a Battlebabe entitles you to take audacious risks and, more often than not, come out the other side unscathed.

I would add that filling out details of the environment and explicitly providing the PCs with opportunities can be a good way to let the Battlebabe shine. I think that, for players who are accustomed to the combat of other game systems especially, they may not see themselves as having that many options. They're stuck in the mode of "Attack, attack, attack" one enemy at a time. That's not where the Battlebabe shines. It's when they come at people sideways and find ways to attack opponents that cannot readily fire back that they shine. If they're in a situation where they would have to Seize By Force, consider how they could Act Under Fire to turn that "Seize By Force" into a "Go Aggro"--and blur the line between "combat" and "negotiation" while they're at it.

But I get the feeling you already get that; the problem is that your players might not. That's why I say explicitly provide opportunities. While it might seem obvious to you based on your description of the scene that the hanging chain would let the Battlebabe swing behind the gang leader, it might not occur to your player. So, ask a leading question like "There's a chain hanging there, and if you swung on it you could get behind the gang boss--if you can avoid getting blasted into oblivion on the way down. Do you wanna?" These sorts of leading questions can help teach the game, communicating to the players the types of moves that are available to them. Then hopefully next time they'll start springing forth with ideas like that on their own.

The other side of the equation, though, is a little harder to address: motivation. The game sings when the player characters are highly motivated and really go for their drives. Unfortunately, the Battlebabe can sometimes appeal to players who just want to hang back, stay safe, and not care about anything. Getting a player like that invested and engaged enough to take action can be a challenge but not an insurmountable one when you meet them halfway.
Apocalypse World / Beacon:
« Last post by abrimmer on January 27, 2021, 06:55:46 AM »
Our starting position from our first AW game.

This is how it is.
The Dark will come for us all.
Light will hold it a bay, but for how long?
In the carcass of the World That Was is Beacon
A fortress city built atop a dam.
The floodlights of Beacon push back the Dark, but draw in refugees.
Beacon?s leader, Matilda accepts those who swear loyalty and can work.
Do as you?re told, or you?ll answer to Spruce.

Agri21 is lakeside, up North.
The Ellesworth Clan makes food in their factory.
Strange family. Many wives. Many children.
You can fish in the lake, but lately, people are getting sick.

Westbound are The Flats.
Lots of little settlements and shantytowns.
Some are new. Some move. Some die. Hard to track.
Decent hunting ground.
Beyond the Flats is Concordia. Hardly anyone ever comes from there.
Some say it?s marvellous. Safe. No one goes hungry there.
Those who come from the Far West don?t speak of it.

South is the City-That-Was, shrouded in nature?s canopy, half-submerged.
Scavengers, or Prospectors, go there by boat to seek their fortunes.
Beware the pirate, Whitehead and his cronies.
They will come at you fast on their airboats.
You might find working bits of technology, pretty treasures or just useful scrap.
Or you might brave the wasp nests for the Syrup.
It is sweet, hot, and takes your mind away. 

Whatever you find, Beacon takes its cut, the rest you can take to the Market.
The establishments cling to the sides of the wall like barnacles.
Weller welcomes successful prospectors at the Roost.
You can take your earnings in chips, food or flesh.
Inside the walls are the reserves and workings of Beacon.
It is restricted to a select few, like Matilda, Spruce, Feather and Lucent. 
Kettle, Spears, Grome and other mechanicals make things new and fix what is broken.

Pilgrims from the Disciples of The Construct raise concerns.
They preach of merging with machines, and fuse their bodies with tech in aberrant ways.
The ?Evangelist? Michael has much wisdom and gathers support from his pulpit of barrels.

Past the Eastgate there is the road that enters the Night Forest.
It is always dark there.
They say it is getting bigger.
They say someday it will blot out the sunrise.
This is how it is.

Follow our progress on:

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