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Messages - korik1

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16
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: December 13, 2015, 07:50:06 PM »
We here at You Don't Meet In An Inn hope your day is going better than our PCs!

Now that they're back in the Mortal Realm our monstrous teens deal with the fallout from the evening's events, and learn some startling pieces of information!

You can find links to the show and our contact info in the OP.

17
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: December 06, 2015, 04:04:19 PM »
Welcome back to You Don't Meet In An Inn; enjoy your stay!

What do you do when you think you're having a bad drug trip except the people around you who didn't take any drugs are experiencing the effects as well? This week our teen monsters try to understand what is happening to them, and to escape the Fae Realm.

You can find links to the show and our contact info in the OP.

18
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: November 29, 2015, 05:16:45 PM »
Welcome back to You Don't Meet In An Inn; enjoy your stay!

It's PARTY TIME! Our teenage monsters invade Robin's party to socialize and rifle through her stuff while they wait for Leer's big performance.

You can find links to the show and our contact info in the OP.

19
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: November 22, 2015, 08:27:09 PM »
We here at You Don't Meet In An Inn hope you're having a lovely week!

This week the PCs plan the prom and then begin preparing for a big party everyone is invited to! It'll be to die for!

You can find links to the show and our contact info in the OP.

20
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: November 17, 2015, 12:50:26 PM »
We here at You Don't Meet In An Inn apologize for the delay in this week's episode.

This week the school day continues with its typical teen dramas: lust, cruelty, and cannibalism!

You can find links to the show and our contact info in the OP.

21
Monsterhearts / Re: Actual Play Podcast: Currenton, New England
« on: November 08, 2015, 05:28:35 PM »
You Don't Meet In An Inn hopes you've had a good week!

This week our monstrous teens get to know each other a little better and we get to see Abigail the Witch and Gail the Ghoul indulge in some primal behaviours.

You can find links to the show and our contact info in the OP.

22
Monsterhearts / Actual Play Podcast: Currenton, New England
« on: November 01, 2015, 04:56:43 PM »
Hello to you and November from You Don't Meet In An Inn!

Today we begin playing Avery McDaldno's Monsterhearts!

This week's episode involves the creation of Currenton, New England, and Currenton Academy. We also get to meet the teenage monsters who will be our main cast.

You can find the podcast on itunes here, on not-itunes here, and our RSS.

You can follow us on twitter at Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our facebook page or subreddit for regular updates.

We hope you enjoy listening!

23
Monsterhearts / Monsterhearts Doodles
« on: September 30, 2015, 09:54:29 PM »
During yesterday's recording session one of my players was doodling to get in the high school spirit for Monsterhearts. These were the results: http://imgur.com/a/iXFTy. Note that there is some spoilery stuff within if you do listen to You Don't Meet In An Inn.

24
Apocalypse World / Re: Apocalypse World 2nd Edition
« on: July 10, 2015, 01:21:03 AM »
I have two questions about the new edition (which I am excited for).
  • Will there be a hardcover version of the new rules?
  • How compatible will first edition fan and limited edition play books be with the new edition?

25
Apocalypse World / Re: Community centric campaign with rotating cast?
« on: June 08, 2015, 02:05:32 PM »
I'd definitely add more playbooks than just what is in the core. I'd include most of the limited release playbooks (not macaluso, Marmet, or Dolphin) plus this site has some pretty spiffy playbooks. For the number of players I think I can safely expect a core group of 5 players who will swap in and out of groups with supporting players likely numbering around the same amount.

The destruction of the community is definitely an occurrence I hadn't considered but certainly doesn't sound impossible. I imagine if that happens my juggling of characters/setting is going to get even more tricky.

Another issue I just thought of is who to include in the first story arc. I suppose the decision should be based on the playbooks (if someone is hardholder they should probably be there at the start) and the setting.

26
Apocalypse World / Community centric campaign with rotating cast?
« on: May 26, 2015, 02:29:01 PM »
I was thinking about an idea I had of having a campaign centred around a community, but having the cast of PCs change every so often. The community centric focus is to tie various PCs together while at the same time allowing them to have their own stories. You'd have a short story line that lasts a handful of sessions, the switch out a couple PCs for different players and characters, then pursue a different storyline in the same community. I was thinking Apocalypse World for this since it is fairly community centric and handles PvP conflict well. It could give players who can't commit to a normal campaign but want more continuity than a one shot exactly what they need. It could also give noob GMs a chance to try out the role in a setting everyone is familiar with, AND possibly let Forever GMs take a break.

Has anyone ever tried something like this? Or had a large enough player base for it? Or just any thoughts on how this might work?

27
Apocalypse World / Multiples of the same playbook?
« on: May 26, 2015, 02:04:44 AM »
I was wondering if anyone has ever tried having a campaign where there were multiples of the same playbook? Breaking that rule that says you are the only Angel. A party of nothing bu Gunluggers! Obviously this might not work with some playbooks (looking at you Hardholder) but I'd be curious what people think would happen in such a campaign.

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Apocalypse World / Re: Apocalypse World Fan Art
« on: May 24, 2015, 02:55:25 PM »
That's pretty awesome. I can't wait to see more. Do you have an online portfolio somewhere?

29
Apocalypse World / Re: Custom Move: Ambush!
« on: May 22, 2015, 12:11:11 PM »
Thanks for the feedback. I probably wasn't considering narrative direction and impact as much as I should have been. I think I will take your suggestion for the modification to Read A Sitch with the hold for allies... If I keep the Ambush mechanics at all.

For my hack I reorganized the moves a bit and reworked the stats. It's close to still being the original stats (minus weird) but renamed Fellowship (Hot), Aggression (Hard), Ingenuity (Sharp), and Resolve (Cool).

30
Apocalypse World / Custom Move: Ambush!
« on: May 22, 2015, 02:45:04 AM »
I'm working on a AW hack for space operas (inspired by The Expanse and Firefly primarily) and I've expanded the moves list because I wanted to add in some granularity. One of the added moves is Ambush! which functions as follows.

Quote
Ambush!: When you know a foe is coming , roll+Ingenuity. On a 10+, you and your allies get +1 forward. On a 7-9, the GM offers you a hard bargain or an ugly choice. On a miss you and your allies get -1 forward as your foes are tipped off.

The idea of this move is for setting up an ambush because I know one sided violence is Go Aggro. Read A Sitch also doesn't really fit as that is more an assessment of danger.

What I'm struggling with is the soft hit result. Should I leave it vague with its current wording, add in that the PC making the roll still gets +1 forward, or add in that the PC AND allies still get +1 forward? I'm not sure what sounds best or what is most interesting.

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