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Messages - lumpley

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Apocalypse World / Re: Session Length
« on: September 10, 2017, 04:34:54 PM »
1-barter isn't a month's rent anymore. It's a session's baseline living expenses. Could be a day, could be a couple of days, could be just part of a day, it doesn't matter.

The hardholder's barter section posed a bit of a conundrum. Ultimately I decided to let a 1-barter gift be worth a month's hospitality, but that really only works for NPCs, since for PCs, the start of session lifestyle rules would apply instead. Per those rules, if you're a PC living on the hardholder's hospitality, you're asking the hardholder to pay 1-barter for your lifestyle at the beginning of every session.

edit: But to answer your other question, I basically never get to play for 3 hours. It's usually 1.5 - 2.5 hour sessions around here!


Apocalypse World / Available In Print Again!
« on: August 01, 2017, 07:46:37 PM »
Hey, Apocalypse World 2nd Ed is available in both paperback and hardback at

So that's cool.


Apocalypse World / Re: The Landfall Marine
« on: July 31, 2017, 12:02:21 AM »

The walkingsuit moves basically parallel the paragraph above about baseline vs charged up. In baseline, your walkingsuit can walk at moderate speed, but to really cover ground - especially to sprint, leap, fly, or exert powerful physical force in motion - use the move.

In short: if walking there in no particular hurry is all you're doing, don't use the move. If you're in a hurry, or if there's another reason why you can't or don't want to just walk there, do use the move.


Apocalypse World / The Landfall Marine
« on: July 30, 2017, 09:48:25 PM »

AW2E: Landfall Marine

50 years ago, the enemies of humanity unleashed a psychic weapon that destroyed all hope for the future. Anticipating the attack and its outcome, a clandestine military project rushed to evacuate Earth. They built secret orbital stations and expanded the hidden Mars base into a functional colony. Their grandchildren - you - grew up dreaming of blue skies and blue seas that no longer exist.

Today, the mission to reclaim Earth begins.

The landfall marine has access to the most powerful weapon system in Apocalypse World, but is caught in a struggle between assimilation and the horrifying and violent mission to reclaim the world for their superiors. Warning: whichever way this plays out, if anybody’s playing a landfall marine, the reclamation mission will be an unignorable central feature of your game.

This is, yes, an update and adaptation of the 1st Ed Space Marine Mammal, except human. I think it worked out well. It brings to the forefront some of the more serious tensions in the playbook, that playing a dolphin didn't really showcase.

It also includes something new to Apocalypse World, which I find pretty exciting: an MC's guide to go along with the playbook, with rules, threats, and MC moves for creating the rest of the reclamation mission.

Hey, and all thanks to my very generous Patreon patrons. Without them, this release wouldn't have been possible. If you dig it, please consider signing up!

My Patreon

Apocalypse World / Re: Threat Analysis
« on: July 16, 2017, 01:57:07 AM »
I see the problem. The posts are intact in the database but aren't displaying correctly. I'll be able to fix it.

edit: Fixed.


(You can definitely read the situation. Always read the situation.)


The driver changed A LOT from 1st Ed to 2nd Ed. As you answer, be sure to say which edition!


I've also never played a skinner, but one of my favorite things to do as MC is, whenever anyone reads a situation and asks who's in control, I turn to the skinner and say "are you?"

Sometimes they say yes, sometimes they say no, but once in a while, they say "I wasn't, but now that you mention it..."




On 1:
With Jonatan. That's a good way to think of it.

On 2:
Yes, absolutely!


Apocalypse World / Re: Questions with ?-harm and D-Harm
« on: May 16, 2017, 01:38:36 PM »


Apocalypse World / Re: 2nd Edition Kickstarter
« on: May 12, 2017, 07:16:44 PM »
Soon! I'll announce that we've begun EU shipping as soon as I can.


It's neither, it's the opposite. There's no contradiction. To me, it's like you're asking me, because fresh water is sweet and soup is salty, how do I square them away? What governs this seeming contradiction, in my mind?

The answer is: you know how you drink both? That's what. Sweet and salty aren't the heart of the matter, they're two tips of one iceberg.

In this case, the answer is: You know how some of the character moves, the misses are really soft, and some of them, the misses are much harder? This has to be true of each basic move. This is implicit in the idea of basic moves, and it's implicit in the idea of character moves that they have to span the range collectively instead. Defining misses and leaving them undefined isn't the heart of the matter. Far, far, far from it. They're two tiny tips, out of a couple dozen, of a very, very large iceberg.


In addition!


Apocalypse World / Re: Roll+Hx to help me with the Help/Interfere move
« on: April 28, 2017, 11:51:43 PM »
You know me! I think that generalizing solutions is an actively bad idea. The game's design's better served by an ever-increasing diversity of approaches than by any narrowing in on "best practices." Your "it would be nice to have" is my "it would be a terrible problem if we had, and thank goodness we don't have."

Follow your instinct! See how it goes. If there's a downside, maybe you'll find it. Probably there's not a downside, probably it's a perfectly fine way to play, same as any other.


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