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Topics - korik1

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Apocalypse World / Community centric campaign with rotating cast?
« on: March 03, 2016, 02:15:41 AM »
I was thinking about an idea I had of having a campaign centred around a community, but having the cast of Players change every so often. The community centric focus is to tie various PCs together while at the same time allowing them to have their own stories. You'd have a short story line that lasts a handful of sessions, the switch out a couple PCs for different players and characters, then pursue a different storyline in the same community. I was thinking Apocalypse World for this since it is fairly community centric and handles PvP conflict well. I was also considering The Quiet Year for creating the community and the initial conflicts.
It could give players who can't commit to a normal campaign but want more continuity than a one shot exactly what they need. It could also give noob GMs a chance to try out the role in a setting everyone is familiar with, AND possibly let Forever GMs take a break.

Has anyone ever tried something like this? Or had a large enough player base for it? Or just any thoughts on how this might work?

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other lumpley games / [DitV] Actual Play Recording: On The Right Path
« on: February 07, 2016, 05:39:03 PM »
All the Faithful and Heathens alike are welcome here at You Don't Meet In An Inn!

Today we begin playing Vincent Baker's Dogs in the Vineyard!

We join our God's Watchdogs as they finish their training and then arrive in the tiny town of Fairbrook where something in town is definitely suspect.

You can find the podcast on itunes here, on not-itunes here, and our RSS.

You can follow us on twitter at Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our facebook page or subreddit for regular updates.

We hope you enjoy listening!

3
Monsterhearts / Actual Play Podcast: Currenton, New England
« on: November 01, 2015, 04:56:43 PM »
Hello to you and November from You Don't Meet In An Inn!

Today we begin playing Avery McDaldno's Monsterhearts!

This week's episode involves the creation of Currenton, New England, and Currenton Academy. We also get to meet the teenage monsters who will be our main cast.

You can find the podcast on itunes here, on not-itunes here, and our RSS.

You can follow us on twitter at Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our facebook page or subreddit for regular updates.

We hope you enjoy listening!

4
Monsterhearts / Monsterhearts Doodles
« on: September 30, 2015, 09:54:29 PM »
During yesterday's recording session one of my players was doodling to get in the high school spirit for Monsterhearts. These were the results: http://imgur.com/a/iXFTy. Note that there is some spoilery stuff within if you do listen to You Don't Meet In An Inn.

5
Apocalypse World / Community centric campaign with rotating cast?
« on: May 26, 2015, 02:29:01 PM »
I was thinking about an idea I had of having a campaign centred around a community, but having the cast of PCs change every so often. The community centric focus is to tie various PCs together while at the same time allowing them to have their own stories. You'd have a short story line that lasts a handful of sessions, the switch out a couple PCs for different players and characters, then pursue a different storyline in the same community. I was thinking Apocalypse World for this since it is fairly community centric and handles PvP conflict well. It could give players who can't commit to a normal campaign but want more continuity than a one shot exactly what they need. It could also give noob GMs a chance to try out the role in a setting everyone is familiar with, AND possibly let Forever GMs take a break.

Has anyone ever tried something like this? Or had a large enough player base for it? Or just any thoughts on how this might work?

6
Apocalypse World / Multiples of the same playbook?
« on: May 26, 2015, 02:04:44 AM »
I was wondering if anyone has ever tried having a campaign where there were multiples of the same playbook? Breaking that rule that says you are the only Angel. A party of nothing bu Gunluggers! Obviously this might not work with some playbooks (looking at you Hardholder) but I'd be curious what people think would happen in such a campaign.

7
Apocalypse World / Custom Move: Ambush!
« on: May 22, 2015, 02:45:04 AM »
I'm working on a AW hack for space operas (inspired by The Expanse and Firefly primarily) and I've expanded the moves list because I wanted to add in some granularity. One of the added moves is Ambush! which functions as follows.

Quote
Ambush!: When you know a foe is coming , roll+Ingenuity. On a 10+, you and your allies get +1 forward. On a 7-9, the GM offers you a hard bargain or an ugly choice. On a miss you and your allies get -1 forward as your foes are tipped off.

The idea of this move is for setting up an ambush because I know one sided violence is Go Aggro. Read A Sitch also doesn't really fit as that is more an assessment of danger.

What I'm struggling with is the soft hit result. Should I leave it vague with its current wording, add in that the PC making the roll still gets +1 forward, or add in that the PC AND allies still get +1 forward? I'm not sure what sounds best or what is most interesting.

8
the nerve core / You Don't Meet In An Inn plays AW!
« on: June 08, 2014, 04:58:10 AM »
Hello and welcome back to You Don't Meet In An Inn!

This week we begin our first extended series, Apocalypse World. An extended series is where we play a RP system for one to three sessions of real time, so expect up to TWELVE episodes of AW! In the first week of AW we'll be releasing our introduction to the game as well as the first episode of the play through.

If you're interested in how AW works or want to see character creation check out the intro episode. In it we discuss the main mechanic of the game, the stats, and go through the character creation process for Christine's Angel character.

If you want to skip right to the action then listen to Showdown at the Seamsters where the adventure gets started when a young man bursts into a PC's workplace/home with thugs hot on his trail. What's this all about? Will the PCs help? What's in it for them?

You can find the podcast on itunes here (https://itunes.apple.com/us/podcast/you-dont-meet-in-an-inn/id882993415), on not-itunes here (http://youdontmeetinaninn.libsyn.com/), and our RSS (http://youdontmeetinaninn.libsyn.com/rss).

You can follow us on twitter at Notaninn (https://twitter.com/Notaninn) or email us at YouDontMeetInAnInn@gmail.com

We hope you enjoy listening!

9
roleplaying theory, hardcore / You Don't Meet In An Inn: a podcast
« on: June 02, 2014, 01:53:57 AM »
Hello,
My group and I are producing a podcast titled You Don't Meet In An Inn where we play lesser known tabletop RPGs. The first series we've done is Big Eyes, Small Mouth third edition. The introductory episode is an overview of the system and my partner's and mine thoughts on the game, which is why posting it here seemed the best fit. The actual play episodes start with BESM Playthrough Part 1. The BESM series is 4 episodes long including the introduction (though we're in the midst of uploading the last episode). We'll be doing more series in the future including Apocalypse World, Everyone Is John, and Fate.
https://itunes.apple.com/us/podcast/you-dont-meet-in-an-inn/id882993415

You can find our twitter at https://twitter.com/Notaninn

EDIT: Since not everyone is on itunes I will gladly share our alternative link [http://youdontmeetinaninn.libsyn.com/] but I also want to explain why itunes. I too am not a big fan of the program (used to use winamp, may the internet bless it and watch over it) but it's also a huge distribution network. The more downloads and positive ratings we get on itunes the more it will be advertised on there and the higher it will be on search results in the genre. So I totally understand the desire to avoid the program but if it is a possibility I would ask if you could please download from there.

10
Apocalypse World / PCs improving too fast?
« on: February 24, 2014, 08:44:22 AM »
I'm not sure if it's because I'm used to more typical levelling/experience point systems, my PCs' highlighted stats were just very relevant, or if I was using too many dice rolls but I'm worried my PCs are improving too fast. Two of my PCs gained 2 improvements in the first session which was about 4 hours of play. I think this was due to the Angel with highlighted Sharp spamming Read Person (but only once per person per scene), and the Brainer doing the exact same but using Weird (one of her highlighted stats) thanks to Casual Brain Receptivity.

Is this normal?

11
Apocalypse World / Session starting scenes
« on: February 18, 2014, 09:16:07 PM »
I know I've been spamming the board lately but I'm really excited about AW. Since I'll be GMing I like to ask vets for advice.

It's been suggested that I should start sessions, or at least the first session, with an exciting scene that immediately entangles the PCs with some NPCs. So I thought I'd ask here for some suggestions as to what might happen in these scenes. What are some of the favourite ones you've heard, experienced or used?

12
Apocalypse World / Generalized Love Letters
« on: February 17, 2014, 08:09:46 PM »
I'm new to Apocalypse World (but an old hand at GMing) and I loved the idea of the Love Letters to act as plot hook generator. So I wrote a bunch up for all the base classes (not going to include the expanded classes yet) as a means of trying to generate some drama between PCs and NPCs before the first session. The idea is for the PCs to flesh out what their starting problem is with some NPCs to give them an idea of the more freeform nature of AW while also creating plot hooks and possibly tying PCs together through their issues with shared NPCs. These rolls will be made after the PCs' histories have been decided allowing for possible situations where two PCs have a trouble past but they also have a grudge against a common NPC (Do they team up against the NPC or try to sell each other out?).

Here they are:

Love Letters

Angel
Roll+Sharp. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-Your most recent NPC patient has a life changing injury or condition and you can't help them.
-The “family” feels you didn't do enough for your most recent patient.
-Your most recent patient stiffed you on the bill.
-A chopper boss was your most recent patient. They are keeping an eye on you now.

Battlebabe
Roll+Cool. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-That fool you're after seems to have found a powerful friend here.
-That person you thought you killed? Turns out they aren't as dead as you thought.
-The hardhold's armoury has been broken into and only you know. Too bad you're in charge of it.
-Someone has started a rumour that you're a brainer. You're pretty sure who.

Brainer
Roll+Weird. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-Someone has started a rumour that you're a brainer. You're pretty sure who.
-Your neighbours have been entering the Maelstrom while asleep. Probably your fault.
-Someone swiped one of your Brainer gadgets, but you're pretty sure who it was.
-While scanning someone you saw something that neither of you wanted you to know.

Chopper
Roll+Hard. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-You recently made an example of one of your gang. Their family are pissed.
-You've got a hefty tab with the local bio-baron.
-Turns out that last group you raided in the wastes lives here...
-Someone wants revenge on your gang, and they're no push over. Maybe you know who it is.

Driver
Roll+Sharp. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-You've got a hefty tab with the local bio-baron.
-You left a lover in the lurch last time you were here.
-You made it here with only half of your delivery; you're not sure what happened to the rest.
-A vicious chopper gang might have tailed you here.

Gunlugger
Roll+Hard. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-The local hardholder humiliated you last time you were here.
-Someone tinkered with your gun sights and it almost cost you dearly. You know who it was.
-That fool you're after seems to have found a powerful friend here.
-You've got a hefty tab with the local bullet barren.

Hardholder
Roll+Hard. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-Only you and the local savvyhead know the water purifier is about to conk out.
-Your former second in command has been pushing that you aren't fit to lead.
-You know the neighbouring hardholder has agents who have infiltrated your hold.
-One of your patrols lead by a friend hasn't returned. Their family is worried.

Hocus
Roll+Weird. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-Accidentally you produced a miracle. Your followers are pressuring you for more.
-After recent events you're starting to lose faith in what you do/believe.
-One of your former followers is speaking out against your group.
-Someone has broken into your place of worship, but you're pretty sure you know who did it.

Operator
Roll+Cool. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-You made it here with only half of your delivery; what happened to the rest?
-One of your crew has been stealing from your gigs. You're pretty sure who.
-Negative rumours have preceded you to this community.
-You find a hole in the hold's defensive wall that wasn't there yesterday and only you know.

Savvyhead
Roll+Weird. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-Someone swiped your ratchet set, but you're pretty sure who it was.
-Someone keeps mistreating their gear and it begs you to save it.
-A Chopper boss wants you to soup up his hog but has no interest in paying you.
-Only you and the local hardhold know the water purifier is about to conk out.

Skinner
Roll+Hot. On a 10+ choose one of the following. On a 7-9 choose 2 of the following. On a miss choose 3 of the following.
-One of your clients is stalking you and you can't control them.
-Local establishments have shut you out for some reason.
-Things went sour with your most recent client.
-A chopper boss was your most recent client. They are keeping an eye on you.

I'd like to hear what the AW veterans think about these and I'm also open to suggestions for more options with the rolls.

13
Apocalypse World / Operator's Reputation
« on: February 16, 2014, 07:03:33 PM »
I'm sure this is clear to everyone but me, so I figured I'd ask.

If a character has the Reputation move is the roll to check if an NPC has heard of the Operator or is it to see if the Operator has heard of the NPC? I have no idea why I can't grok this one move.

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