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Topics - Chris Goodwin

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brainstorming & development / Illuminatus! (or Illuminati)?
« on: July 15, 2014, 11:11:13 PM »
Is there a hack suitable for playing the paranoid, surreal, drug-soaked, conspiratorial world of the Illuminatus! trilogy? 

2
brainstorming & development / Autoduel/Car Wars?
« on: April 04, 2013, 07:00:25 PM »
Has anyone done any hacking for Car Wars? 

3
brainstorming & development / Big List of Apocalypse World Hacks
« on: September 12, 2012, 11:43:29 PM »
I've started on a big list, which is here.  You should be able to edit it, so if there's a hack that should be on here and isn't, feel free to add it.

It's not in any particular order, and the rough criteria for including one on the list is "it's available and playable".  It's got 11 entries as of right now, including Apocalypse World itself. 

4
brainstorming & development / Supers - some basic rules including powers
« on: August 31, 2012, 10:43:09 PM »
I've only got the barest hint of one incomplete playbook (the brick) but the basic framework is out there, in a Google document here.  The folder with all the stuff I've got so far is here.

It's rough and incomplete, but any feedback and questions are very much appreciated!

5
blood & guts / Freeform traits rather than stats
« on: August 24, 2012, 06:21:52 PM »
This is an idea I had, maybe looking for some feedback.

Start with eight traits, and you get a total of +5 to spread between them.  You can take negatives to add positives (so you could take -2 to one and add +2 to spread among others).  Values between -2 and +3 as usual.  They should be roughly like PTA traits in scope.  

These traits would substitute for stats when making moves.  

The first time you roll one of your traits, mark it.  When they’re all marked, erase those marks and mark one advancement.  Yes, this tracks across sessions; if you’ve rolled five of your traits last session, you’ll still have to roll the other three in order to advance.  

In this thread, Jeremy writes this:

Quote from: Jeremy
Final thought: the basic moves don't have to be tied to a specific stat. I've been working on a hack in which the moves themselves are potentially broader than in most hacks, but they aren't tied to the stats. The moves have clear fictional triggers, but the way in which you describe hitting that trigger influences which stat you roll. For example:

When you attack your enemy from a position of strength or safety, roll to assault.  On a 10+, inflict harm as established and choose one...

When you chase, follow, or track down your quarry, roll to pursue. On a 10+ you corner your prey or catch them in the open. On a 7-9...

If you assault someone by drawing a bead and sniping them, roll +Cool to do it. If you assualt a group by casting fireball, roll +Magic.  If you assault a dude by bashing a chair over his head from behind, roll +Brawn.

If you pursue someone by running after them through the streets, roll +Grace.  If you pursue someone by following their tracks through the woods, roll +Wits.  If you pursue someone by asking around in town, roll +Presence.

Has anyone given something like this any thought?  Tried it?  

6
brainstorming & development / Amber hacks
« on: August 01, 2012, 08:35:53 PM »
Has anyone done anything with Amber?  There are a couple of threads involving threats, and I'm just wondering if anyone has gone further.

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