Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - samtung

Pages: [1]
1
Apocalypse World / Poster and blog for our AW game
« on: May 13, 2017, 12:25:35 AM »


Just wanted to share the poster for my 2e Apocalypse World game.  The game is set in hyper-dense "Overgrowth," a jungle of hostile nature that constantly seeks to cover the world.  I did the line art and my cousin painted it.

We also have a blog with session recaps, a character guide, maps, and custom moves here:
http://awovergrowth.blogspot.com/

You can see more of my art at http://samtung.tumblr.com and more of my cousin's art at http://anitatung.tumblr.com

Thanks for looking!

2
I try to think of "Search" moves like scenes in a movie -- what's not interesting is whether or not they find it, but what happens when they find it.  A good example in AW as it exists is the "Fucking Thieves" move from the Chopper, where a miss results in a plot thread to pull at.

When they ask to search, this seems like a fair opportunity for the MC to make a soft move:"You find it, BUT THERE'S A SLEEPING GUARD IN THE WAY," or something like that.  A dice roll is dramatic, but a skill check is less dramatic than some sort of situational pressure ("Will they find the key before the mutant lurker catches them?")

tl;dr: I'd think about what the dramatic outcomes of the failures of the perception/searching moves are.

EDIT: Or allow them to search but require them to make a dramatic move in order to search, like the "sleeping guard" example.

3
Apocalypse World / Re: Individuals as gangs (NTBFW) + gang size stacking
« on: February 15, 2017, 11:40:43 PM »
Awesome, thanks guys.  Makes sense to me!

4
Apocalypse World / Individuals as gangs (NTBFW) + gang size stacking
« on: February 13, 2017, 05:34:13 PM »
We've got a Faceless who's taken "NOT TO BE FUCKED WITH" as well as acquired a gang.  We also have a Chopper who has a small gang that he's upgraded to a medium gang.

Presumably, two small gangs attacking together would count as a medium gang, and two medium gangs would count as a large.  Do individuals who attack as gangs count as adding to the gang size increase?  Right now the math we're looking at is:

small gang (Faceless NTBFW) + small gang (Faceless' gang, the Harlots) + medium gang (Chopper's gang, the TenThousand Maniacs) = medium gang + medium gang = large gang

Is there any reason individuals who count as gangs shouldn't stack with the gang sizes they attack with?

5
Hey all,

My Chopper's small gang was just obliterated (widespread serious injuries, many fatalities) by our Gunlugger.  During the session, the Chopper took the upgrade that allows him to move from a Small to a Medium gang.

Thoughts on how to negotiate this?  I feel like we've got to have some story to justify this in the fiction, though I feel bad telling him he can't take an upgrade or he has to wait for it to take effect or whatever.

6
Apocalypse World / Re: Confused about Pack Alpha (Chopper)
« on: January 19, 2017, 12:02:30 AM »
So, from the 2e rules, p. 188:

Just to lay it right out: on a 7Ė9, the playerís choices are
(1) they do what you want, after a fight in which they beat the shit out of you but you make an example of one of them;
(2) they donít do what you want, but you make an example of one of them and so they donít beat the shit out of you;
(3) you donít make an example of one of them, so they beat the shit out of you and donít do what you want.

This helps clarify it a lot for me -- I think perhaps my group is still feeling the growing pains transitioning from DnD to AW, in which several narrative / story beats are laid out in one fell swoop.  I could imagine in a more traditional tabletop RPG, choosing number three would result in player protests of, "Wait, they just attack?  Don't I get to roll initiative to fight back?  I have this feat that protects me against..." and it's like, no, you chose number three, which entails getting your ass beat.

7
Apocalypse World / Re: Confused about Pack Alpha (Chopper)
« on: January 16, 2017, 03:32:27 AM »
We're going to give this hack a whirl:

10+, they do what you want.  On a 7-9, choose 2:
  • They half-ass it.
  • They fight back.
  • You must make an example of one of them.

I think it will be more or less the same in execution (perhaps a little less leeway for the MC), but is worded in a way we find less confusing.

8
Apocalypse World / Re: Confused about Pack Alpha (Chopper)
« on: January 06, 2017, 08:48:46 PM »
Sorry all, I'm still lost with the harder interpretations of MCs like Ebok and Daniel Wood --

If the Chopper chooses "You don't have to make an example out of one of them," they don't do what you want, and they fight back.  What is the incentive for picking this?  The whole reason the Chopper ended up in this situation is because he gave an order -- why wouldn't he want this followed? 

I'm still lost as to why you'd ever choose anything other than "They do what you want," on a 7-9.

9
Apocalypse World / Re: Confused about Pack Alpha (Chopper)
« on: December 13, 2016, 06:14:50 AM »
Awesome responses, thanks everyone.  I particularly like the interpretation of "they do what you want," meaning "they ACTUALLY do you what you want," and the other options being, "they kinda half-ass it."  I think it allows the game/story to move forward (or requires the Chopper to make the move again, after the gang has taken lackluster action, at which point the conversation may have flowed elsewhere).  I personally also need to be better about advancing and leveraging the gang's history / simmering discontent better.

10
Apocalypse World / Confused about Pack Alpha (Chopper)
« on: December 12, 2016, 06:47:47 AM »
We're a bit confused on how the 7-9 choices work with Pack Alpha.  Generally, when given a list of three from which you can pick one, I'm assuming that that means the other two options happen in the negative.  Here's how I'm reading the hypothetical scenarios:

  • You choose, "They do what you want," and then your gang fights back and you must make an example of one of them.  This one seems pretty clear.
  • You choose, "They don't fight back," but they don't do what you want?  Additionally, you must make an example of one of them?  Does this mean they shrug their shoulders and ignore you?  Subsequent action requires additional moves, like "Go Aggro?"
  • You choose, "You don't have to make an example of one of them," but they fight back, and also don't do what you want?  What does this look like?

I'm confused about what the second two options look like in execution for both the MC and the Chopper.  Thanks in advance for any words of wisdom.

11
Apocalypse World / Re: Rules question: When life is untenable
« on: December 05, 2016, 10:27:25 PM »
Awesome, thanks Vincent. 

I spoke with my player and we think she's going to lose some of her gear but keep her powers.  We even toyed with the idea of the Faceless moves being telekinetic rather than physical, but decided that she's had enough brainer shit in her life and is now here to chop up the world with her axe... at least until the Maelstrom calls.

12
Apocalypse World / Re: Rules question: When life is untenable
« on: December 05, 2016, 06:58:10 PM »
Our Brainer was just killed by our Battlebabe and is going to come back as a Faceless.  When the rules say that the player keeps, "her moves, her improvements," does that include the Brainer moves and her violation glove?  Or are In-Brain Puppet Strings and so on left behind as things "belonging to her old life"?


13
Apocalypse World / Adventuring in Apocalypse World?
« on: August 09, 2016, 12:31:39 AM »
Hi everyone,

About to start my first game of Apocalypse World this weekend as the MC (we've played lots of Dungeons & Dragons and more traditionally-structured tabletop games, as well as some Microscope and Fiasco.

My big question is: does AW support adventuring?  I'm a big fan of Roadside Picnic/Stalker and Hyper Light Drifter -- I like the ideas of the PCs having to scavenge and sometimes coming across strange, even alien, artifacts.  I like the idea of environmental hazards and even monsters.

The rules and playthroughs I've listened to are very society-social targeted which is awesome -- and I know it's expressly forbidden to do story prep -- but are some of the ideas I'm thinking about feasible?  I was also considering bolting on some moves from Legacy or the Stalker / Ruin Runner playbooks?

Going to run 1e with the 2e playbooks while I wait for the Kickstarter rewards to ship -- does that seem reasonable?

Thanks!

Pages: [1]