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Dungeon World / Re: Need Help
« Last post by HarryColburn on November 29, 2021, 04:13:52 AM »
Guys, I found this online for changing profile pictures on Steam. But, my previous remain unchanged.
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Dungeon World / Need Help
« Last post by HarryColburn on November 27, 2021, 06:36:23 AM »
Hello everyone. How are you? This s my first post in this forum. And I don't know this is the right place or not to post this. But I hope I will get a better suggestion from you. I am playing "Dungeon World" on Steam. It's a great game for me, hopefully, others also. But my problem is little different types. I am suffering from an issue with my Steam. Whenever I am trying to purchase any games, just shows "Steam Pending Transaction error".   Can anyone tell me why this is happening? If any solution for this please share me.
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Apocalypse World / Re: What's the deal with venues? Burned Over
« Last post by Himalayan Salt on November 25, 2021, 04:45:04 AM »
Looking through the latest release, it doesn't seem like Venues have been defined. None of the playbooks start with it and the only thing that mentions it is the Wealth move. Seems like something that hasn't been written out yet and will be elaborated on later.
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Apocalypse World / Re: What's the deal with venues? Burned Over
« Last post by Munin on November 24, 2021, 05:07:18 PM »
I'm not a Burned Over guy, so sadly I cannot help you.  :(
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Apocalypse World / Re: What's the deal with venues? Burned Over
« Last post by Timkiller888 on November 19, 2021, 02:19:28 PM »
Anybody got any idea? And for that matter, what's with "repair" on certain playbooks for weapons? Hoping to get an answer before the pornborgs hijack the topic with promises of carnal excess.
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Apocalypse World / What's the deal with venues? Burned Over
« Last post by Timkiller888 on November 18, 2021, 12:26:02 AM »
I've been tearing apart the MC stuff for Burned Over, and while mentioned, there's no writeups about them in the hack book that I can find.

To my eyes, it appears to be a rename of the Maestro D's establishment. Is that the case, or is there a doc/post somewhere with the relevant info?
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Apocalypse World / Re: Wolves of the Maelstrom as PCs
« Last post by Himalayan Salt on November 03, 2021, 11:12:39 PM »
I haven't run for or played a Child-Thing, so I can just help you with just the last two questions.

The PC might not be a human, but they can still have humanity. Keep in mind even NPC Wolfs are Grotesques, which are explicitly described as incredibly fucked up people - but still people and subject to the "Make everyone human" Principal.

The PC Wolf doesn't have to be going after the Child-Thing. The NPC Wolves are, but you can ask the Wolf PC "So why aren't you interested in hunting the Child-Thing?" Hell, there's nothing saying they can't be allies to the Child-Thing if that's the route the players go.
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Apocalypse World / Wolves of the Maelstrom as PCs
« Last post by Ranx on November 03, 2021, 06:45:12 AM »
   I'm going to be starting a new AW2e campaign soon an one of my players has expressed interest in the Child-Thing. This raises the possibility that somewhere between one and all of my other players will be Wolves of the Maelstrom.

I specifically included the child-thing playbook as an option because of the WotM, and especially a PC WotM, but now that it might be a reality I find myself a bit unsure how to handle it.

Does anyone have experience running a game for PC wolves? How did you do it? What insights did you give them into the nature and secrets of the Maelstrom? How do you play your characters as though they were real people when they aren't actually people? How do you have the characters know each other and work together when a PC wolf is hunting the child-thing?
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Apocalypse World / Re: new threat type: Horrors
« Last post by Munin on October 19, 2021, 10:43:05 AM »
This fits in very nicely with the other threats. I have run a couple of games using ghosts or demons or unnatural creatures, and what you've outlined here describes how I ended up running them pretty well.
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Apocalypse World / new threat type: Horrors
« Last post by nerdwerds on October 17, 2021, 02:38:28 PM »
A horror is an unnatural creature - something inherently inhuman or inhumane. It either exists on the periphery of reality, barely understood, or its presence suggests profane and aberrant mutation, and more horrors to come.
- Beast (impulse: to hunt and feed)
- Progenitor (impulse: to breed)
- Butcher (impulse: to slaughter)
- Mockery (impulse: to sow turmoil/bedlam)
- Magpie (impulse: to steal and hoard valuables)
- Flood (impulse: to spread and claim territory)

Threat moves for horrors:
- push opening your brain
- display evidence of its inhuman nature
- attack suddenly, during a moment of calm or rest
- attack silently and/or without emotion
- leave behind evidence of brutality/savagery
- defy someone?s expectations
- snatch someone into it?s clutches
- seize space/something/someone and hold it
- maim or cripple someone
- destroy someone, transforming their nature

A horror threat should always be foreshadowed. Foreshadowing should be simple and easy to follow, but doesn't have to be believable.
I wrote this because I have often wanted to include monsters in some of my games. We played a campaign that included a zombie apocalypse and the regular threat types in the rulebook didn't always seem appropriate for what we were doing. I'll probably expand upon this more later.
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