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Messages - PeterBB

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Does anyone have any details on this? The Kickstarter page is sadly lacking in any actual information, as far as I can tell.

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Apocalypse World / Re: Mobile Hardhold and Fronts - Problems?
« on: March 29, 2012, 04:46:52 PM »
I second the advice to make sure there's a lot of conflict within the holding. I've run two different traveling AW games. The successful one had a cult with lots of internal problems. The unsuccessful one didn't.

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blood & guts / Re: Number of starting character moves?
« on: October 04, 2011, 04:06:55 PM »
Awesome, thanks. :)

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blood & guts / Number of starting character moves?
« on: October 04, 2011, 01:41:11 AM »
Hey Vincent,

You mention in the "how the stats balance" thread that there's a rationale behind which playbooks get two starting moves, and which get three. I am working on some custom playbooks for a reskin, and I'd love to hear what that rationale is. :-)

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Apocalypse World / Re: Oddly driven to do this.
« on: November 11, 2010, 04:54:15 AM »
When you share a toy with another player?

...I might actually play this.

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Apocalypse World / Re: Currency in Apocalypse Worlds
« on: October 27, 2010, 02:20:17 AM »
If you sell stuff for bullets and then buy other stuff with those same bullets, it's a currency, even if you are going to use some of the bullets to shoot at people later on.

An awesome realworld example of this sort of thing, for people who are interested in this topic:

http://www.albany.edu/~mirer/eco110/pow.html

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Apocalypse World / Re: How does In-brain puppet strings work?
« on: September 11, 2010, 10:41:53 PM »
I can work with all of that, for sure. It's not that I think it's a terrible thing for Ace to have power over Megan, or that I can't find ways to make that super complicated for everyone involved.

In fact, one of the "fixes" I had in mind was to just remove the "if they obey, it uses up your hold" clause. Just let Ace have psychic blackmail on whomever she wants (and can successfully roll against).

I guess my real question is why the current move is better than one without the whole "command" deal. It seems to add a weird gamist element, where Ace is rewarded for making sure people don't obey her...

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Apocalypse World / Re: How does In-brain puppet strings work?
« on: September 11, 2010, 09:56:25 PM »
Yes, she is. And yeah, crosshairs and all that. It just seems weird that a brainer could give an impossible order, and then have lethal psychic blackmail on that person forever.

It's not that I think, necessarily, that it's "overpowered" or that I don't want to give the player the full benefit of his moves. It just seems like it's so much better than the "normal" use of that move that I wonder why anyone would ever bother using it in the (presumable) intended way. Why give someone a reasonable order which would loosen your hold on them, instead of giving them an impossible order and then giving them whatever reasonable orders you want for the rest of both of your lives?

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Apocalypse World / How does In-brain puppet strings work?
« on: September 11, 2010, 09:03:17 PM »
Ok, so my Angel just switched playbooks to Brainer, and took in-brain puppet strings as one of her moves. This is awesome, because it means she'll be doing even more brain fuckery, but I don't quite get how the move is supposed to work.

First off, what sorts of commands are acceptable? Her first use of it was a pretty open-ended one, timewise ("don't leave the building"). At what point does that command become "fulfilled"? Or is that not an acceptable command, because it doesn't have an obvious criterion for fulfillment?

Secondly, what happens if they don't fulfill the command? Does the brainer get the right to brainfry them for the rest of their life, or is there some sort of time limit?

The specific situation: My player ("Ace") decided to command her brother, who is currently possessed by a ghost named Megan, not to leave the building. Ace later got into a situation where it made sense to have Megan around, and used Lost on her. So she came to Ace, and Ace had no reason to fry her brain. However, by the rules as written, it seems like she now has permanent leverage over Megan. She can't fulfill the command ever, so there's no way for her to use up Ace's hold. Ace can just threaten to brainfry her if she doesn't do everything she says.

That seems like it's almost certainly not intended behavior, am I missing something? If not, any suggestions for a fix?

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Apocalypse World / Re: Playing cards for AW? Genius.
« on: September 11, 2010, 08:35:02 PM »
It's interesting to me not because of it's application to vanilla AW. I'm not the type to get excited about a simple change in presentation.

It's interesting to me because of the possibilities for card-based hacks. In vanilla AW, you have a fairly limited but fairly static set of moves. You can choose to add one occasionally, but other than that your moves don't change much. A card-based system could facilitate a lot of different variations on that. For instance:

-The fun thing about CCGs is the number of interesting combinations of cards. You could have a great variety of moves, and part of the fun of character creation could be "building your deck". Cards facilitate a large number of moves, because of the way you can manipulate them individually, as opposed to having to deal with long lists of moves in a book somewhere.

-You could add a random element to it, by drawing a certain number of moves from a deck and choosing between those. This could be intended to model the difficulty in choosing the absolute best thing to do in a stressful situation: oftentimes you only think of the best option after the fact.

-You could make it easy and intuitive to lose moves somehow. If I told my Hocus that he didn't have hypnotize any more, until some necessary thing happened, we'd all find that hard to remember. If I can physically jank his card from him, it becomes much more tactile and significant.

We've mostly been talking about character moves, but it could also be interesting for custom threat moves. "There's another guard or something coming around the corner, let's see who it is. :Flips a card: Oh shit, it's one of the crazy mindfuckers, check out what you have to roll to go against him!"


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Apocalypse World / Re: Playing cards for AW? Genius.
« on: September 11, 2010, 07:27:41 PM »
I feel like there's a difference here between basic moves and a character's special moves. I think Judd has a point if we're talking about basic moves. Considering the tactical advantages of each of the basic moves sounds pretty lame.

On the other hand, a character's special moves strike me as the sort of thing you want the player to be aiming for. You can whisper people's names to the psychic maelstrom and they come to you? Cool! I want you to be reminded of that possibility as often as possible.

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Apocalypse World / Re: Playing cards for AW? Genius.
« on: September 10, 2010, 11:00:49 PM »
Hey, that makes a lot of sense. I love exception-based design, and I love Apocalypse World, yet I never put the two together. Good stuff.

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brainstorming & development / Re: A Bit from My Hack: Growth
« on: September 10, 2010, 12:27:02 AM »
I love the basic idea. Making +1 moves more interesting is a great idea.

I agree with mcdaldno's reservations, and I feel like there might still be some twist missing that no one has thought of. It doesn't feel quite right yet, but it is a very good idea.

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Apocalypse World / Re: [n00b] Does the MC roll dice?
« on: August 26, 2010, 11:40:58 AM »
I like the optional rule to roll a d6 to see if the NPC is dead quite yet. But yeah, other than that I never roll anything.

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Apocalypse World / Re: sell me on weird
« on: August 24, 2010, 01:34:22 AM »
Yeah, but then you'd have a game which didn't have creepy psychic powers in it.

This strikes me as obviously a matter of preference. You can't argue that the Brainer really is just a creepy guy, and that the powers just distract from that. The Brainer is the Brainer, and removing his powers would make him a fundamentally different character, albeit one that you might enjoy more.

Personally, I like the psychic maelstrom a lot. It adds a really nice weird edge to things, and makes the player characters even more fucking hot.

You, apparently, would prefer a more mundane game. That's fine. In fact, I could really see myself enjoying that game too. It would take substantial work to make AW more grounded, but you could do it and it might be awesome.

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