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Messages - sully the raptor

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1
Apocalypse World / Re: Gunlugger and augury
« on: September 14, 2016, 06:38:54 PM »
Options 1 and 2 both seem legit. Or you can rule that a battlefield counts as a workshop for him for the purposes of Bonefeel, so it works similarly to Battlefield Instincts.

Or having all his gun cases open and cleaning them counts as a workshop. Remember, you're a fan of his character. Either way, it's not out of line to expect him to spend an improvement on it.

2
Apocalypse World / Re: A seductive quandary
« on: September 02, 2016, 02:38:26 PM »
In the case of a tie, maybe she asks Snow and Blake to engage in some kind of contest for her favor, if they're that into her. I'd say that counts as "giving them an opportunity, with or without a cost." Moves snowball after all.

3
Apocalypse World / Re: Savvyhead "get a gang" -> a robot?
« on: September 01, 2016, 05:23:31 PM »
For my money, their intelligence should probably come from consciousnesses that had been trapped in the maelstrom that the savvy head can figure out a way to "download" into the robots. Of course that depends on your setting, your maelstrom, and what the Savvyhead comes up with on their own. I'm always looking for ways to pull the maelstrom into the real world though.

4
Apocalypse World / Battlebabe inspiration
« on: August 01, 2015, 08:31:50 PM »
hey guys,

A little inspiration for you. This is what it looks like when a Battlebabe takes Not to be Fucked With.

http://www.venturebrosblog.com/video/10-best-brock-beatdowns/

5
Apocalypse World / Putting my bloody finger prints on it
« on: July 30, 2015, 10:14:28 AM »
Hey all,

I had a pretty fun moment in a recent game and I thought I'd share.

Our Angel, Jane, has an infirmary. She's got Partridge there under constant surveillance for 36 hours, and she wants to start a project. She wants to push Partridge to the brink of death to better understand its relationship to the Maelstrom and her Touched by Death move. So I give her a choice from the workspace rules. "OK, to do it you're going to need help from The Teacher" and I'm referring to our Hocus who she trusts not at all. "OR, it would mean exposing yourself to serious danger." She picks the danger, of course.

Her weird is at -1 so activate her stuff's downside and tell her to open her brain to the maelstrom. Naturally she blows the roll. In the maelstrom, I tell her she sees a bubbling whirlpool and in it are the souls of people she's lost. Partridge is circling down into the whirlpool. I give her an opportunity with a cost and tell her she has a chance to save him, startle his consciousness before he's consumed, but she has to mind her step because that whirlpool has hands coming out and grabbing at the air.

So Jane runs to tackle Partridge away from his imminent demise and hits her act under fire with a 9. So close. I give her an ugly choice. I tell her she has a split second to decide whether to follow through or let him perish.  If she jumps over that pool, though, one of those hands will grab her for sure. She chooses to save him. She feels a cold hand on her ankle but she crashes into Partridge and the two of them startle awake.

Partridge cries and turns away saying she should have let him die because he's emo like that. Then Jane hears a voice chime in, one she recognizes. "One of those lost souls boosted a ride out. They're stuck inside your head with you." I ask whose voice it is and Jane says it's Pierre, her former traveling companion. The voice in her head is a permanent addition, so I give her the move Norman from the faceless book, except it's Pierre talking, of course, instead of a mask.

Just a fun example of letting the game's cause and effect drive the fiction. This was actually from our first session. I had no idea any of that was going to happen, it just snowballed.

6
Apocalypse World / Re: Driver playing chicken?
« on: July 18, 2015, 03:24:19 PM »
I can see the argument for either Go Agro or Act Under Fire. Personally I would call it Act Under Fire unless the driver explicitly says they want to put their car and possibly their life at stake.

An NPC not caving on a 10+ doesn't sit right with me, though. I mean, fuck, I'm looking through this guy through crosshairs. Even if he's a crazy fucker, on a 10+ he is just chicken shit compared to my PC, who I'm a fan of. Even if as MC I truly thought this NPC would never cave, I am probably going to respect the roll. He is just not as cool as the driver.

7
Apocalypse World / Re: Apocalypse World 2nd Edition
« on: July 18, 2015, 03:16:04 PM »
I think my brain might melt out of sheer excitement. I looked over everything available from the patreon. I have thoughts, but since I am too cheap to voice them in the proper forum and am just doing the $1 pledge, I will keep them to myself.

8
Apocalypse World / Re: What is a move?
« on: July 26, 2014, 04:48:23 PM »
When you dedicate your brain to game theory, roll+Nerd. On a 10+ pick 2, on a 7-9 pick 1.
• Your brain doesn't melt
• You catch some faint glimmer of logic amidst a sea of half truths
• You don't have to spend weeks on end in a dark room shirking all your obligations.

On a miss, you become a quivering pile of sorry flesh, but a shell of your former self.

9
Apocalypse World / Re: What is a move?
« on: July 25, 2014, 03:43:42 PM »
Think of the angel's infirmary move as "when you take this move, then from now on you get an infirmary etc etc" It still fits the format, the trigger is just not tied to a specific event in the fiction. Rather, a specific event at the table that has a permanent effect on the fiction, and constricts what you say about that character and his/her situation from there out.

I think all the moves follow that format, they just aren't always worded as such because it could get clunky. If you look at the moves, the structure is there. Remember, the moves are both prescriptive and descriptive. Descriptive: I've done something that triggers the move, so I'm doing it. Prescriptive: I'm doing the move, so what am I doing in the fiction that counts as the move?

10
Apocalypse World / Re: What is a move?
« on: July 25, 2014, 12:47:11 PM »
I think the advanced fuckery chapter sort of addresses this. The Angel move Infirmary's trigger is from now on. Some of the moves aren't triggered every time something comes up, they are triggered then and there and change what you say about the character or situation from that point forward. Adding augury to your workspace, stat increases, etc all fall in that category. The trigger is from now on but it's implied instead of written.

Some moves have a trigger that is not from the fiction, but from the table itself when the session ends, for example.

Hope that helps.

11
Apocalypse World / Workspaces for non-Savvy Heads
« on: July 18, 2014, 10:58:11 PM »
Hey all.

I'm between games currently but found myself idly pondering about workspaces. The Driver and the Angel both can gain a workspace as an improvement, maybe other characters. So I was wondering, how much can a character who isn't a Savvy Head do with their workspace? Theoretically, right, adding new parts to a workspace is just a project in the workspace. So where would you draw the line, as an MC, as to what they could do there, in the interest of preserving the uniqueness of the Savvy Head book? Or would you draw a line?

I know the answer, of course, is derived mostly from the fiction. Its not my job as MC to defend the integrity of the Savvy Head playbook or limit a character's potential. However, it is my job to make the world seem real.

Just food for thought, wondering if anyone has examples from play or thought to share.

12
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: July 14, 2014, 08:26:54 PM »
I've found, from an MC standpoint, to be very selective about which play books to include when you give your players the spread on the first session. It largely depends on what kind of apocalypse you want to play in, and if the game isn't interesting for you to run, it won't be interesting for them to play! I think this is especially true with the LE play books. The core play books get a lot more after the heart of the genre and the game itself IMHO.

That said, I agree very much with what has been stated above: make it about consequence. Similar to how a gunlugger may go around using only violence as a solution, you find a way to make that catch up with them. All the violence the Solace is preventing is probably leading to a much worse situation for somebody off camera. Who is it? Make it real and make it demand their attention. Make them realize that the world demands violence as a way of life now. This is the apocalypse, damn it.

13
Hoarder>Hocus.
This was a direction I had hoped to take a character but the game sort of died out before i got the chance. Basically, i was thinking a group of NPCs would discover the hoard and vaguely be able to hear its voice the way the Hoarder could. So they take control of it (the hoard was in a big U-Haul trailer). The Hoarder becomes a prophet, being able to hear the Hoard most clearly, though no longer directly in its employ. Now the Cult has power over the character instead: Boom, Hocus!

Savvy Head>Hoarder or vice versa
Both are characters that have a ton of junk lying around: Question is, what do they do with it?

Savvy Head>Hard Holder
When you build your workspace into a fortress, you're bound to attract a crowd of hopeless citizens of the apocalypse

14
Dungeon World / Questions—Hirelings and Magic Items
« on: March 19, 2014, 10:44:15 PM »
Hey Y'all!

Been having a great time running DW for my group. Couple of questions, sort of general advice stuff.

First off, about Hirelings. Found some really useful info about how to handle them, treating them like a resource, etc. My question is about their skills. So my PCs hired a Priestess, having no dedicated healer in the group. They found her in a town, and I gave her stats of 1 loyalty, 2 ministry, and 2 first aid. The party is mostly level 2, so it seemed more or less appropriate. Her cost was good accomplished, which is proving to create a fun dynamic since they average to chaotic neutral.

So my question is, how have folks handled the "leveling" of the skills? I sort of imagine that, since she used first aid a few times this past session, and the party ended the session by setting camp and most of them leveled, that it's probably fair to up her first aid to 3. Her loyalty was tested because the Barbarian killed a goblin that was begging for mercy, but our Wizard parleyed with her and wound up offering a fairly valuable piece of treasure to her church, so I think I leave loyalty be for now. Does that make sense? I'm interested to hear how people have handled the stats of hirelings.

My second question is about magic items. I have some neat ideas for a few to include in treasure pay-outs in my game, but I've been shy about including them. It seems like such a balancing act: I want them to recognize that it's something valuable and special, but I don't want to outright say it's magical. For some things, like a sword of flame or something like that, it seems more straightforward. It could have a certain sheen to it, and then i throw a goblin or something at them for them to test it out and Whoah! Fire! But some of the items I have planned are sort of more mundane, like a grody old coin. How do I show them it's special from any other coin without outright saying it?

Anyway, thanks for any advice or examples from your own games!

15
Dungeon World / Frogman starting moves
« on: March 06, 2014, 01:32:15 AM »
Hey All,

Long story short, the death of our thief led to a player spontaneously taking up a frogman who had happened to be on their side of the battle. He's hoping to play the character going forward, and I feel it fits the fiction, so I'm working with him to create some custom moves for a frogman character. Here's what I came up with:

Frogman

You are amphibious. You move naturally in the water and can breathe indefinitely. However, when traveling in lands sparse of bodies of water, you consume double rations.

Fighter or Thief: when you use your impressive jumping range to defy danger, take +1. (this is a straight hack of the halfling fighter's circumstantial bonus)
Cleric: Your natural body chemistry makes you an adept healer. When you heal somebody, add 2 to the total damage healed.


Frogman Names:

Brawbitt, Bwag, Yebb, Croek, gGuirp

Hop, Skipper, Webster, Tad, Warts

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