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Messages - bonkydog

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1
Apocalypse World / Re: Extended Mediography
« on: February 19, 2018, 06:15:34 PM »

2
Apocalypse World / Re: Mapping Freakangels to Playbooks
« on: February 01, 2018, 01:33:49 AM »
That's a great point.

A plausible story is that they are all brainers who switched to new playbooks when the apocalypse happened.

3
Apocalypse World / The Zone
« on: January 27, 2018, 01:28:45 AM »
The Psychic Maestrom is always there, pressing on your brain, trying to find a way into you with whispers, claws, and distant screaming.

But what about when you go into it?

I watched a bunch of Adam Kobel's fantastic Apocalypse World (1st ed) game on youtube (https://www.youtube.com/watch?v=I7GSTudpZx8).  One thing they did that I like a lot are Zones, based on Arkady and Boris Strugatsky's "Roadside Picnic" (which I haven't read yet) and Andrei Tarkovsky's "Stalker". (Stalker is *amazing*. You have to see it. Bring your longest attention span.)

The Zone in "Stalker" is the site of some unspecified ontological disaster, rife with subtle threats and strangely psychic phenomena. It is quarantined by the military, but the curious or desperate hire experienced guides, "stalkers", to sneak them in and help them navigate the Zone's invisible hazards.

In Adam's game, these Zones seem to act as physical places where the Maelstrom is manifest.  Instead of a character opening her brain and having a experience in isolation from others, the characters can enter the Maelstrom as a party and have Weird adventures together there.

I like this a lot and I am completely stealing it and warping it to fit my and my players' aesthetic (as it emerges).

Has anyone else played with similar Zones?

What was awesome? What fell flat?

Do you have any good / bad /weird ideas to share?

4
Apocalypse World / Re: Descriptive NPC Harm
« on: January 27, 2018, 01:23:27 AM »
I like this, Paul.  I'll probably use it.

One thing I feel like I need to get get a better handle on is descriptions of PC harm.

NPCs have this nice diagram on p 209 (of AW 2nd ed)



but there doesn't seem to be a similar one for PCs.  I think I need to make one, if not to share
with players, then just for my own reference.

5
Apocalypse World / Re: Rules for Embodied Tabletop Play
« on: January 17, 2018, 10:40:55 PM »
A more extreme experiment:

  When XXXXX happens, every player except the MC moves one seat counter-clockwise.
  This is your new seat.  This is your new character.

What is XXXXX?  How often should it happen?  "Never" is the sensible answer.  What are others?

Can our group drop the "except the MC" clause?

Perhaps the rule is retired once we have cycled back to our original places?

Is moving to a new chair important?

6
Apocalypse World / Re: NPC Name Habit
« on: January 13, 2018, 09:17:31 PM »
I just realized another reason I love this project.

It produces a textual artifact that expresses layers of meaning in homophonic names and weird orthography  (e.g. "Ferrous", "III") that may be less accessible in the spoken name.

Once the name has been seen in written form, these layers continue to resonate in speech.

Spelling counts.

7
Apocalypse World / Re: Rules for Embodied Tabletop Play
« on: January 12, 2018, 09:35:03 AM »
Wow, that looks amazing.  How did it go?

8
Apocalypse World / Re: NPC Name Habit
« on: January 12, 2018, 08:49:25 AM »
Ebok, this is glorious.

I mean understand why you want to build the rest of it and I respect your ambition but, fuck.

Just the bit with the names and pictures, that's an artistic tool I want.

I want it for every game I run.

I want everyone to have it for every game they run.

It's simple and powerful and I can't wait to see what comes out of it.

What can I do to help make this happen?

(I'm also super curious to see your name list.)

9
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 11, 2018, 04:37:37 PM »
Or hey. What if the raid doesn't go off at all?

What if Newton's not a captive anymore?  I mean she was, but she is all round and radiantly pregnant and oh -- she has a brilliant creative mind. Surprise, motherfuckers. The Black Teeth are now her cult.  They're sitting around, listening to her make up resonantly enthralling fairy tales.  The PCs' bag team show up ready to throw down and get sucked into the story instead.  (I mean, these guys are followers.)  Now they're part of her brute squad.  Is small plus tiny still small or does that kick it up to medium? 

I wonder what soft power Scheherazade will do with her newly earned political strength.

Good morning, heroes.  Your little rescue mission never came back.

What do you do?

10
Apocalypse World / Re: NPC Name Habit
« on: January 11, 2018, 11:31:35 AM »
Oh wow that sounds like a powerful technique. Mix & match name and image, then recognize compelling pairs.

Evocative words and images randomized, then subjected to the minds pattern recognition.

That's like, Tarot.

11
Apocalypse World / Re: Rules for Embodied Tabletop Play
« on: January 11, 2018, 11:24:55 AM »
Argh, OK. My brain insists on barfing forth this scene fragment from an imagined
game where this rule has become habit and players close their eyes without
prompting when an maelstrom vision starts:

  ... She takes your hand and leads you upstairs to the roof of a tall building
  surrounded by other tall buildings. It is night and the lights in the buildings
  are going out, blocks at a time. She turns to face you and takes your other
  hand. She's crying. She looks you dead in the eye and says

You can open your eyes now.

12
Apocalypse World / Rules for Embodied Tabletop Play
« on: January 11, 2018, 11:23:07 AM »
An experimental move about embodying tabletop roleplaying ever so slightly:

  When your character opens her brain and has a vision, close your eyes while it is narrated.
  All other players close their eyes too, especially the MC.

Note that the experience of opening your brain need not be visual and even when
it is, need not involve a dream-like vision separate from what is around the
character. I don't want to assume that. This rule would not apply to such
experiences.

Note also that this is a rule that directly specifies player behavior
out-of-fiction following from events in the fiction.

In a sense, we already have these rules.  They say things like

"Roll+Hot. On 10+ Pick 3 of the following..."

But this might be different because it isn't telling players to follow a
resolution mechanic that effects the fiction, it's just directly changing their
experience of play.  Their experience of their body.

LARPs play tricks like this all the time, but we seem to do it less in tabletop
play.

(I don't know, maybe this only *sounds* fun. Maybe it would actually be
annoying and contrived. Let's try it!)

What other such rules sound like they might be fun?

13
Apocalypse World / Re: Extended Mediography
« on: January 11, 2018, 07:19:03 AM »

14
Apocalypse World / Re: NPC Name Habit
« on: January 11, 2018, 06:32:41 AM »
I definitely don't need that many, they just keep showing up.

Maybe they need me.

I like your ideas about scarcity.

What about a world where we are nameless until we take a name from someone else?

(When an unnamed kills a named, they assume the name. This is not a crime.)

What if the number of names are decreasing, like musical chairs?

(When a named kills another named, the name dies with them. This is the only crime left.)

Who do I become when I give my name away as a gift?

15
Yes yes yes. Bonefeel shouldn't be "rule says Planck can retcon teleport anywhere", but

  Day 1764: I woke up at about 0300 with the urgent need to get down to the car yard.
  By costly experience, I have learned to trust this feeling implicitly.

or

  I was out dowsing for magnetrine when I heard the shots. 
  "Come on, you guys can shoot at each other anywhere."

or

  "Hey guys, what's this hatch. Guys? Hmm. Peculiar locking mechanism. Actually, wow this
  really pretty clever, I wonder who made this."   Thunk thunk thunk screee...   
  "Air's good. Interesting.  I wonder where that draft is coming from."
 

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