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Messages - Suna

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Apocalypse World / Re: Extended Mediography
« on: May 21, 2011, 06:37:32 AM »
True enough, but is it that important to mark the difference in a game of AW that doesn't necessarily center on juggers? It might be a playbook that makes you choose an initial move which sets what type of jugger you are. And of course a VERY necessary move is your squad. Sorta like the Chopper's gang.

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Apocalypse World / Re: Extended Mediography
« on: May 20, 2011, 10:44:39 PM »
Has "The Salute of the Jugger" already been mentioned?
That movie does barf forth quite some Apocalyptica in my opinion.
This is the trailer: http://www.youtube.com/watch?v=v6qckMHp7wU

It's good enough that a playbook for the Jugger would deserve being created I think.

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Apocalypse World / RULES QUESTION: battlebabes in group sex
« on: February 07, 2011, 11:33:10 PM »
Suppose you have one such scene (threesome, orgy, any intercourse in which more than two player characters are involved).
What happens? Does the Battlebabe nullify the move other characters make to each other? Or just the ones that are done to her (or him)?
Like, if a battlebabe has sex with a Brainer and a Skinner, does the Brainer still read the Skinner's mind as if she had deep brain scan?

And what if a Battlebabe is hooked by a Maestro D' in their establishment together with other characters? Does the Battlebabe nullify their special move?
If so, whoa, what a party killer...

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brainstorming & development / Re: End of Line (Tron hack)
« on: January 13, 2011, 08:25:58 AM »
Thank you, very helpful points. Indeed, maybe something akin to Dead Weight's flow might come in when cycles turn into wall of light mode, raising speed but also raising the danger. I will definitely consider that and the importance of vehicles to be accessible to all.

Regarding character types, in both movies we only see two users manage to reach the Grid, which are the two Flynns. Other users do not appear to have access to the net, so I am considering whether to avoid creating the user playbook or to create it and not care too much about fidelity to the movies (it's a story game after all!)
Bits are definitely nonplayable. They cannot interact with the world except for saying "yes" or "no".

Weapons should be something that is part of the program. Discs surely are. Other weapons might be considered extensions or upgrades. Vehicles definitely are not part of programs.

Regarding hacking, now that you point it I see two types of hacking. In the first movie, the first Clu is a hacking program, and he tries to break in the system. While what Flynn does in the second movie is something similar to rescripting programs.
Possibly an ability to be restricted to users.

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brainstorming & development / End of Line (Tron hack)
« on: January 12, 2011, 12:46:26 PM »
I know, hacks based on hype over movies tend to drift away and end up as abandoned project, but it's been a while since I thought of making a game or hack that makes you play in the world of Tron (and it's recent sequel Tron Legacy).

So here's my initial ideas. I'm not an informatics expert, so probably the way I'm rephrasing the basic stats and moves will cause more than one brow raising. I'd love to hear your ideas on the first render I did:

Stats:
Weird=Meta (it's used when a program interfaces with his user)
Cool=Stable
Hard=Effective
Sharp=Versatile
Hot=Graphic

Hx=Log

 
basic moves:
when you attack another program (go aggro)
when you try to scan a charged situation
when you act outside of parameters (when you act under fire)
when you try to scan another program's functions
when you interface with another program (seduce or manipulate; an exchange between programs would here be meant to be a manipulation attempt. The code of both programs tend to change, and I'd like to try and reflect that in-game).

peripheral moves:
when you try to crack a code
when you try to rewrite another program (seize by force)

There is no barter.
Color codes are going to be related to the program type (playbooks). Certain type of programs (a keygen, for instance) would limit the choice. From the movie and videogames:

blue: believer (in users)
orange: nonbeliever (usurper)
red: MCP
yellow: hacking program
green: virus

These would be the basic patterns I recognized.

Any thoughts or suggestions so far?
Next would be figuring out which program types should be playable and with what type of dedicated moves..

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blood & guts / Re: Sex moves => vulnerability moves
« on: January 11, 2011, 02:14:19 PM »
My tuppence.

The sex moves add depth even if they don't come into play, I think.

Personal play-unsafe experience.
The process that lead me to play a driver as my character included considering how close to home her sex move. My character never had sex with anyone. At best it has no effects, at worst, you have to prove that they don't own you. So you are disincentivated in playing it.
"Hey, that's me!" is what I thought. Gotta play the driver. I did, was helluva fun. And gave my Impala a lot of character depth without coming into play. So I think that you should leave such moves as they are. Maybe they give the same sort of inspiration to your players, who knows?

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Apocalypse World / Collecting pitches, ideas, bits of inspiration
« on: January 11, 2011, 01:53:32 PM »
I'd like to create of collection of imagery that could inspire games of AW, to which everyone can contribute, rather than having sparse threads (unless it's about AP).
Do you have some interesting culture that the character might face as a front? Or front ideas? Pitch suggestions?
If it's about color of the setting, would you like to share it here?
(Vincent, I hope this is not too much of an autocratic move. If it is, you tell me and I'll roll +Cool. On a 10+... alright, I'll stop here)

Let me start the thread with the idea I'll be suggesting to my players during next game, if I see it fitting with their imagery and characters.

The bees have reached extinction. As Einstein also suggested, this takes to the death of the planet. All flowers and plants depending on pollination disappear, fruit becomes more and more rare. It's the heritage of the past, and canned fruit becomes a rarity and more valuable than gold.
Farming economies collapse altogether. Famine and disease spread. Malnutrition and scurvy. Humans evolve to survive, they manage to somehow overcome the new change in their diet. They become something else. Forests whither, grow twisted and wilderness engulfs cities. The weather also changes, and radiations from the sun penetrate an altered atmosphere that no longer is sustained by the photosynthesis cycle as it used to be. Species become extinct one after the other.
Radiated gases give birth to a widespread fog that seems to move on its own will. The Fog twists things and causes disease, cancer, and other disquieting things in its passage, amongst which the Maelstrom. Nobody knows the exact connection between the Maelstrom and the Fog, but they appeared simultaneously and people have grown to believe in a link between the two.
The Others are those people who have been exposed to the Fog, but somehow managed to survive, albeit twisted in their soul and, sometimes, in their body.

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Apocalypse World / Re: Playbook: Valkyrie
« on: January 11, 2011, 01:33:01 PM »
Can't help voicing my suggestions on a couple, maybe of secondary importance things.

Names: Banshee, Lamia, Lament, Whisper, Keening, Morrigan, Celaeno, Alekto, Urd, Shade, Mire, Tongues.

Looks:
sad eyes, bewildered eyes, soulless eyes, ferocious eyes, laughing eyes, compassionate eyes

Lithe body, strong body, thin body, tattooed body, scarred body

just my tuppence :)

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Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: January 11, 2011, 01:29:11 PM »
whoa, quite inspiring for the idea I'm having for my next AW game. Thanks for sharing!

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Apocalypse World / Re: Images [visual] of Apocalypse World
« on: January 11, 2011, 09:18:35 AM »
My pleasure.

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Apocalypse World / Re: Maelstrom Ghost proto-playbook
« on: January 11, 2011, 09:14:04 AM »
Neat idea! This slightly reminds me of what characters become once they're dead in Poison'd. Very elegant.

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Apocalypse World / Re: Images [visual] of Apocalypse World
« on: January 03, 2011, 06:08:16 PM »
Not mere images, but an entire comic that barfs forth apocalyptica in every page!
http://www.romanticallyapocalyptic.com/home
This is just amazing, I have to find my jaw back as it dropped somewhere here on the floor...

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other lumpley games / Re: The Problem(s) with In a Wicked Age
« on: December 24, 2010, 03:18:04 PM »
Would the game be as much fun if you restricted the interaction with the supernatural?
No, I was thinking more about working on particular strenghts, giving some that are for npcs only in order to diferentiate them.
Also making the less important ones easier to dispatch (like, reduce to 0 one form only and they're dead).
I'm sure Vincent's already considered these variants, though.

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Apocalypse World / Re: Are modifiers cumulative?
« on: December 22, 2010, 10:57:18 AM »
Thank you for the quick reply!

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Apocalypse World / Are modifiers cumulative?
« on: December 21, 2010, 09:14:13 PM »
Pretty straightforward. If I take 1 ongoing and, say, some other situation makes me take 1 ongoing, do I take 2 ongoing?
If I take 1 ongoing and then something gives me 1 forward, do i take 2 in my next roll and 1 ongoing until the first condition fades off?
Or do such conditions overwrite each other?
Same question for negative modifiers.

I'm sorry but I can find no mention in the manual, maybe I'm searching the wrong chapter...

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