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 - SJE

Pages: 1 [2] 3
Monsterhearts / Re: String to everyone
« on: April 23, 2012, 05:26:36 PM »
I always interpreted that as a String to each PC only, but I suppose you are right since strings can be given to NPC's in char gen.

Monsterhearts / Re: Re-imagining the Ghost
« on: April 17, 2012, 11:07:23 PM »
I wonder if a Ghost might need to be all about the Strings - perhaps only being perceived by or able to touch those those she has a string on?  And if they ever lose all their strings, then they fade away, forgotten by the world?


Monsterhearts / Re: Re-imagining the Ghost
« on: April 11, 2012, 10:55:25 PM »
I'll admit I havent read much fiction with the ghost as protagonist- and on TV, free willed ghosts only really showed up on Being Human or Hex - usually the Supernatural approach is taken, wherin the ghosts are repeaters or completely consumed by their pain/anger.

One thing that I've seen twice now, if that when people want to tell a story about a character who died under mysterious circumstances, or was brought back, then they choose the Ghoul instead (returned by either the Witch or Infernal).

Another thing that mitigates against the ghost being chosen is that it really gets the short straw in its playbook verbal description at the beginning of the game. Give it a bit more oomph, emphasising their tragedy, voyeurism  or passions might see more take up.


Monsterhearts / Re-imagining the Ghost
« on: April 10, 2012, 08:59:07 PM »
I'm a tremendous fan of Monsterhearts, having played in 2 great games, but at the moment I'm struggling a little with the Ghost (and no ones picked it so far, so I havent seen it in play).

My first thought was that if a PC dies then they should have the option of taking the Ghost Skin for their character, if appropriate.  Its a little bit Hex or Being Human, but I think it works.

My second issue was that I thought the ghost might need to treat harm differently - as its already dead, I'm not sure how punching a ghost might harm it - perhaps they need a move like "Incorporeal- you cannot normally be harmed by physical attacks - except for 3 exceptions. e.g. All Hallows Eve/salt/ defiling your remains/being forgotten.  List your 3 exceptions"



Apocalypse World / Re: Hatchet City or any convention scenarios?
« on: July 18, 2011, 06:54:17 PM »
Is there a con-friendly example?



Apocalypse World / Hatchet City or any convention scenarios?
« on: July 18, 2011, 08:54:14 AM »
Just wondering - is there a ready made setting or scenario involving Hatchet City (I've seen some mention of it).

Also, are there any other convention-friendly scenarios or settings which are available for download anywhere?



Apocalypse World / AP: Into the Acid Jungle
« on: July 17, 2011, 11:14:35 PM »

Apocalypse World: Oasis amongst the Acid Jungles and Poison Seas.

The Apocalypse: The end of the world came through environmental pollution (acid rain) and GM crops. As the skies and oceans were poisoned by pollutants, plants either died or adapted to the acidic rain.  If they adapted, they became inedible, if not poisonous or mutagenic to humans. A supercrop was needed, and created by a Biotech company - a non-seeding corn substitute called Florins (TM) which grew incredibly fast and was incredibly nutritious - it only needed clean water and sunlight. The biotech company also released a virus to wipe out competitors crops, but this spread faster and further than planned and killed off the remaining edible types of plant and thus all grazing animals. With climate change accelerating and the soil and surface water poisoned, society collapsed in a mass die-off of humanity. Without a sufficient population base, trade, technology and government collapsed. Survivors gathered around sources of clean water to grow Florins- either deep wells or alkali sources, as the Acid Jungles sprung up in the intervening wilderness, thier mutated plants and animals now lethal and dangerous to humanity.  Now men must go out to scavenge for Florin seeds in old farms, factories, or seek the wild White Florin variety which manages to seed even in the Acid Jungles. Seeds of Florins are a defacto currency.


Colonel Vega - A Hardholder with more gold braid and medals on his chest than Gadaffi. His number 2 is Sgt. Vespa. He sees her as a mother figure.  He inherited his well-defended Hardhold, Oasis from his father. His paramilitary gang are disciplined but savage and protect his cave  complex set into a sea-cliff.

Verity - Locus - elected by the Daughters of Truth, all women cult. No. 2 is Lillian, also Io. Looking for the Messiah to fix the planet or reverse the Apocalypse. They have wandered the hardholds, guided by their visions and have recently come to Oasis.

Dornier - Savvyhead - a stunted but intelligent dwarf he lives in a private cave, cultivating acid-plants, trying to make them edible to humanity.  Then when the Florins run out, he can rule the world through hydraulic despotism!  He is brother to Vega and possesses a nuke. Children attend to him and aid him in his experiments and he often needs replacements. He is close to a breakthrough in making the Poison Pear fruit edible.

Waters - a transgressive, gas masked, rubber-clad Operator.  Has travelled between nearby Hardholds and knows the lands well.   Team of assistants: Apple, Cherry, Vanila and Cola.  Knows Verity from Roughs Place- past history there, she let Waters down there somehow. Gigs include deliveries, brokering and murders. Has a map of the local jungle from Lillian in the Daughters of Truth. Seems to have no fear of the blustering Col. Vega.

Roughs Place - a floating aircraft carrier, which roams the Poison Coast- it regularly changes its character as Captain Rough force off the existing inhabitants and take on new crew every few years. They have been traders, pirates and explorers over the years. Rumour is that they are coming to Oasis next.

The Brewery
- The Last Pub on Earth, they offer Southern Comfort to the poor and homeless. Staffed by monks who follow the Cider House Rule, they have a enough clean water to produce alcohol. Vega has been barred from their pub.

Rutina - a former hardhold in the jungle, nothing has been heard from it since half a year ago when there were reports of a great light and then a pillar of smoke in the sky.

Oasis NPC's

Nana Sun - an old woman who remembers the World Before and has a kind word and wisdom for all.  Much beloved by the people.

Dufus - a not very bright soldier in Vega's army. Fancies the pretty girls in the Daughters of Truth.

The Bushwhackers  - a chopper gang who roam the Acid Jungles, scavenging for Florins. While they use Oasis as a local base, they are independent of Vega, who needs them to supply the Glasshouse.  Led by a man called Balls, they havent come back from their recent foray yet.

First Session/Establishing Shots:

Oasis is running out of Florins and rations need to be cut - Vega approaches Waters to get some more, and Waters tells him of a Florins factory that he could annexe out on the coast. Vega is suspicious and reluctant to venture out of Oasis. Waters gives Vega proof in the form of seeds wrapped in scrap paper.

Vega gives the seeds to Dornier for him to eat. Dornier discards the scrap of paper (with writing on it- it goes into a corner) and finds the seeds seem newly created.  He turns back to his project - deciphering Rutina's near breakthrough in making Poison Pears edible to humans. Unfortunately he cant make it work, meaning that his destruction of the city by backpack nuke was a waste.

Verity is suffering from a crisis of confidence within her cult - they believe the Messiah is not in Oasis. She appeals to them to keep the faith and if not, they can sacrifice her in a year. The cult performs an augury and senses a buzzing, terrible darkness approaching through the Acid Jungle.  She goes to warn Vega, but he is contemptuous of her weirding ways.

Apocalypse World / Re: Duplicate pages in free Playbooks PDF?
« on: July 06, 2011, 04:30:22 PM »
Having a few copies of the basic Moves around is useful for the players to refer to- that's the reason. (I printed  4 sets so every player could have one with their playbook.

Apocalypse World / Re: 10 Questions for 1st Session
« on: July 05, 2011, 11:26:21 PM »
Well, we kinda split it up like this. At the very start we had people who hadnt read a word about AW, and others who owned the book but wanted some idea of the setting before picking characters.

As a result, we first discussed the basics of the World and the Apocalypse -what had gone wrong and what the environment/setting was. (We had 'Acid Rain', 'No Sand' and 'GM Crops' contributed - so we decided that a perfect storm of pollution caused the rain to turn to Acid and poisoned the water. A bio-agri combine had created a patented and sterile super-crop called Florin - seeds of this would grow to a harvestable ear of corn in under a week with water and soil. They had let out a virus to wipe out other GM crops and it had destroyed the food supply. Acid-rich mutant vegetation then filled that ecological niche and now Acid Jungles and storms dominate the surface.  Hardholds are based around clean water wells, with greenhouse cultivation of Florin, the only staple foodcrop.  Florin seeds have to be either scavenged from farms or factories of the World Before, or some mutant strains of Florin seed in the wilderness - but not under glass - so a gang of bikers/choppers venture out daily to find Florin seeds for cultivation. Some desperate people eat the Acid vegetation - but they usually go bad and cease to be human. )

So, we had our premise.  We then picked characters (including a hardholder), and then we worked through the list, mixing in character with meta ideas and suggestions.

Then I explained the rules and moves, we had a discussion about lines and veils, levels of sex, and what sort of grimness we wanted, and agreed not to race to bottom in terms of squickness, but it would be an adult and harsh game if thats where the characters took it.

Then we kinda started the first session.

As ever, no plan survives contact with gamers, and while a little muddled, the checklist did help for covering the basics and establishing a shared setting and investment in the world.

Apocalypse World / Re: 10 Questions for 1st Session
« on: July 04, 2011, 09:18:15 PM »
It is blatantly getting them to help collaboratively design our Apocalypse World. I've got a game tomorrow, and right now I dont know if its going to be one about mutant tribes roaming the radioactive wastes,   Biopunk pirates jet-skiing across a drowned planet,  asteroid colonists out in the Kuiper Belt, 50 years after the last shuttle from Earth arrived or what ever.

And I am addressing the characters- what is the world that they see when they look out? What are their values, what matters to them, what threatens them?

the nerve core / Re: Apocalypse World @ Origins 2011
« on: July 04, 2011, 01:29:58 PM »
Evan - is that scenario written up at all? I was wondering if perhaps I could run it at a UK convention?



Apocalypse World / Re: Custom Move: Red Rover
« on: July 04, 2011, 10:19:09 AM »
Someone shoots the Devil - why not?

“Shee-it – I coulda sworn I hit him plumb on with my shotgun blast. How come he’s just looking P-O’d and patting the lead off his fancy-pants suit. And why’s he looking at me like I’m now his bitch, and golly isn’t it hot all of a sudden, and why are those hands dragging me down into the bowels of AARRGGHHH……….” <plop>

Apocalypse World / 10 Questions for 1st Session
« on: July 03, 2011, 09:52:35 PM »
So, first session on Tuesday, and I wrote myself up a checklist of 10 questions to ask the characters. There will be more questions based off their answers, but thought this would be a good framework. If they dont want to answer one, I can chip in, but thought this would help guide a collaborative world creation approach.

Let me know if I've missed out anything obvious.


10 Questions for your 1st Session

1. (To Hardholder if present, otherwise to all players) - What is your hardhold named? What is it like? Who is your number 2?
2 - You look out to the North/South/East/West, over the post apocalyptic landscape - what do you see?
3.- Yours is not the only Hardhold around - what are the others? Which ones do you need and which ones do you hate? Why?
4. A threat lurks out there in the wastes - what is it?
5. What do you fear the most? The weather? The night? Hunger? The Cannibal Horde? The unknown?
6. Someone in the community has their own independent power base. Who are they? How did they manage to achieve that? How do you feel about them?
7. Someone in the community is a good soul - somehow the Apocalypse hasnt ruined them like the rest of the world - who are they?
8. What is left of the World Before? An old person? A building? A resource? A tradition? A danger?
9.  Is there a Future, or just the Here n' Now? What do you see yourself doing or having in a years time? A decade?  
10. What do you want to change about the world or your situation? What is your plan to do that?  

Apocalypse World / Re: Playbooks in the Movies
« on: June 21, 2011, 03:57:53 PM »
Not really seeing Gaga as a Brainer- Skinner maybe, but where is the psychic connection and pain amplifiers? But now I think about it, Alia (esp. Heretics of Dune era Alia) would be The Brainer?

Apocalypse World / Playbooks in the Movies
« on: June 21, 2011, 03:37:33 PM »
So, I've been reading through Apocalypse World and trying to mentally peg the different characters - you know that human thing of mentally labelling things for ease of mental shorthand. While the game doesnt have a setting beyond "post-Apocalypse" & "psychic maelstrom", its inspirations and homages are writ large in the playbooks.

My thought was "If I was playing this playbook, which movie character would I be?" This is what I've guessed so far (though nearly half the archetypes can be found in the Mad Max series)-

The Faceless: V from V for Vendetta.
The Driver- Mad Max, natch.
Battlebabe- Barb Wire? (lots of other choices - Violet perhaps from Ultraviolet or Warrior Woman from MM2)
Chopper - Clay Morrow from Sons of Anarchy
Touchstone - a mix of Eli from Book of Eli and the Postman
The Operator- Vic Mackey
Hardholder - most recent example I've seen was Carnegie from Book of Eli Earlier example would be Pappagallo from Mad Max 2
Hoarder- Noland (Lawrence Fishburne) from Predators
Angel - Doc Cochran from Deadwood
Gunlugger - I want to say Man With No Name from the Dollars trilogy
Maestro'D - Cy Tolliver or possibly Al Swearengen from Deadwood
Hocus - Brother Justin from Carnivale
Savvyhead - J.F. Sebastian from Bladerunner (Master from Beyond the Thunderdrome)

Skinners, Brainers (definately not River Tam) I've got less of a clean grip on. Thoughts?


Pages: 1 [2] 3