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1  hacks / Apocalypse Galactica / Version 2 Complete on: March 22, 2013, 11:00:16 PM
More than a year after I first created Apocalypse Galactica, I finally have the post-playtest-feedback incorporated version ready! Downloads available on the main Apocalypse Galactica page.

The majors changes include:

    Converting all playbooks from Legal to Letter size.
    Refining moves to make them more specific, action-oriented, and clear.
    Creating an independent Battletar and Fleet playbook.
    Copious editing.
    Reworking of common currency base moves (supply and favors).
    Focusing the language of the game on BSG over AW (more Frak, less Dremmer).
    Credits given to contributors.

A ton of work has gone into Apocalypse Galactica. I hope you enjoy.
2  barf forth apocalyptica / Apocalypse World / Re: Knifesies - My first shot at Fronts on: December 07, 2012, 07:05:30 PM
Hey Scott, thanks!

The sessions have been about two hours long, and yeah, I think we've covered a lot in both. Really good point about making sure there is something they miss. I'll ask more questions. We've already got a couple things (ammo, people, etc, but I'll make sure it's something they love all mighty). As for other exits, they've all be barricaded, collapsed or otherwise closed off already. Part of making it defensible was limiting access in the first place.

Yeah, you're right, 10+ should have some good results. I'll give them a question they can ask, or something like that.

Can't wait till they head out to Ash Heap.
3  barf forth apocalyptica / Apocalypse World / Re: Hardholder Generosity on: December 04, 2012, 10:44:10 PM
I like all of the ideas proposed - thank you for your encouragement as well.

I'm inclined to judge that if the Hardholder is spending barter out of his own pocket for this generosity, that means that the Hardholder is pulling in favors, shoring up supplies from other folks, paying people more to produce more of their ordinary share, etc.

Yeah, I like that. Because it's creating scarcity one way or the other. Either he's marking barter off his play sheet (and there is only so much), or he's risking a move (manipulate, go aggro, whatever) or he's just eating shit for it. To me any of those represent the scarcity implicit in the setting.
4  barf forth apocalyptica / Apocalypse World / Re: Knifesies - My first shot at Fronts on: December 04, 2012, 09:08:47 PM
Yeah, don't play that fucking game unless you have to.
5  barf forth apocalyptica / Apocalypse World / Re: Hardholder Generosity on: December 04, 2012, 05:10:13 PM
I'm just re-iterating what others have already said. Find where he's out of control and push there. Someone is going to be pissed that other people are getting a free ride.

The scarcity in this case may not be barter/goods, it might be "fairness", and that can rile people up just fine. A mob works but make sure to give it a face. Who has always been a steady worker but won't pull another shift to make up for other people getting a free ride? Who hates the slackers to begin with and just needed and excuse to start some shit? Who is going without because they are "with"? Give someone a primal drive in their gut, or their heart, or their pants reason to object and then have them push wherever it makes sense.
6  barf forth apocalyptica / Apocalypse World / Knifesies - My first shot at Fronts on: December 04, 2012, 05:03:26 PM
Here's the AP of my last game, which starts with the Fronts I made (it was the 2nd session). Some of this was ripped off from Devon Apple's (Nuka Coil) and some from the sample front in the book (all three uses a Affliction as a disease/contamination vector).

I'd love any feedback on the Fronts (at the beginning of the post), and/or some of the places I think I fell down as an MC (at the end of the post).

http://www.seannittner.com/actual-play-knifesies/

Thanks,

Sean
7  barf forth apocalyptica / Apocalypse World / Re: Needlessly complicated flowchart for violence in AW on: November 08, 2012, 10:28:01 PM
Late to the party, but I love this. I think one thing it really helps remind people (read: me) about Go Aggro is that the person you're about to do violence against usually can't or won't reciprocate the violence and that if go aggro gets a 10+ then "giving" or "sucking it up" can both mean getting shot.
8  hacks / hacks / Spy/Operative Hack already exist? on: August 01, 2012, 01:52:21 PM
At the gym I had an idea for a "24" like game of AW. Mixing two great games Wilderness of Mirrors and AW.

Some preliminary ideas. Stats are based on how you get awesome shit done: Force, Tech, Guile, Planning (maybe, always a kind of passive or retroactive stat), etc.

Hx rules - Support (costs some resource, perhaps Hx), and Betray (free, increases Hx).

Special becomes "When you complete a mission (operation, assignment, whatever), <this> happens. So each time something is finished, the mechanics ensure there is more fall out. Enemy operative captured. Awesome, now lets find out if he managed to leak information first? If there is a mole helping him get out? If someone else takes the credit? If there is other corruption this reveals? Various version of revealing future badness. Leader types get more trouble, where as follower types get more resources to make the Leader types miserable.

So, has this  been done already?

Sean
9  hacks / Apocalypse Galactica / Existing Discussion on: June 28, 2012, 06:22:43 PM
So far (before the AG form was created) here's what we've been talking about:

Design Notes version_01 http://apocalypse-world.com/forums/index.php?topic=2794.0

Thoughts on the Leadership move for the CAG vs. Commander http://apocalypse-world.com/forums/index.php?topic=2819

My design notes and actual play are all located at: http://www.seannittner.com/apocalypse-galactica/
10  hacks / hacks / Re: Samurai World on: June 15, 2012, 05:30:56 PM
YES! Do this thing!

I wouldn't worry too much about mapping elements to AW stats.

Earth could be Hard, because it is blunt and strong, but it also could be Sharp because it is natural talent and awareness, but it also could be cool, because it it can endure blows.

But you know, a Samurai doesn't really operate on those wave lengths, I think samurai need moves like Fire -> Cut down your foes.  Air -> Speak in Court; Save Face, etc. And not worry about how they are analogous to the core AW stats at all. Some will be for sure, but don't let it hold you back.
11  barf forth apocalyptica / Apocalypse World / Re: Trying to understand what Leadership does that basic moves don't on: June 14, 2012, 08:05:43 PM
The reason I changed the first version is that it didn't have any "but they mess with you" consequences except on a miss. I wanted to add in the "weak hit" option that still got the job done, but with consequences. I don't like the "trade a problem for a hold" because I want to know, once the dice hit the table if I should be including a problem in the fight, so I can drop it in whenever, rather than only finding out at the end when the CAG trades for another hold.

Now I think I just need to dump Brief the Squad (it overlaps too much) and give the CAG as +sharp move that lets them help anyone (like Oftener Right).
12  barf forth apocalyptica / Apocalypse World / Re: Trying to understand what Leadership does that basic moves don't on: June 14, 2012, 05:58:26 PM
Trying again:

Squadron Commander: When your squad fights for you, roll +hard. On a hit, hold 2. On a 10+, that’s all, they are following orders. On a 7-9, they buck your command, push themselves too far, or get careless. Spend your hold 1 for 1 to:
  • Draw fire.
  • Concentrate fire on a target.
  • Sacrifice themselves to buy time for the fleet.
  • Lay in wait to ambush.
On a miss the squad is scattered, outflanked or unprepared, leaving you exposed to your enemy.
13  barf forth apocalyptica / Apocalypse World / Re: Trying to understand what Leadership does that basic moves don't on: June 14, 2012, 05:08:49 PM
Okay, here's my shot at "Squadron Commander"

Two thoughts on it:

1) A hit should give 2 holds (no matter what), with a 7-9 including something that needs disciplining.

2) Damn, now Brief the Squad is stepping on it's toes. Merp.

14  barf forth apocalyptica / Apocalypse World / Re: Trying to understand what Leadership does that basic moves don't on: June 14, 2012, 03:01:41 PM
I'm not parsing "second of the book" but I want to point out that no matter what you do to motivate your gang, it always boils down to convincing them it's in their best interest.

Sorry, that was a typo. "second of the book" should have been "section of the book".

As to BSG and your CAG move, it occurs to me that something pretty important in the show is how one of the pilots (usually Starbuck) will disobey Lee, but through amazing skill, luck, pluck, etc. get the job done -- maybe even better than anticipated.  Is that an interesting failure or partial success condition?

Starbuck doing the job wants but giving him grief seems like a good thing to fit in the 7-9 space. They do it, but there is hell to pay afterwards. Other things that could fall into that category would be pushing themselves too far (Kat on Stims), getting lax after the mission (Flat Top does his 1,000th land in Act of Contrition and in partying, the get blown up by a lose missile), etc.
15  barf forth apocalyptica / Apocalypse World / Re: Trying to understand what Leadership does that basic moves don't on: June 13, 2012, 07:40:25 PM
Along with the mechanical aspect, moves like Leadership change the color of the game.  In my experience, players take certain playbooks or moves not because they want more tools to deal with a specific situation, but because they want to bring that situation into play, or focus more on it. 

I think you hit the nail on the head there. You play a Hardholder or a Chopper because you want to deal the trials of leadership.

So, and this is getting back to my specific needs for the CAG, I'm thinking something like this:

Strong Hands on the Rein: When you send your pilots out to fight, roll +hard (maybe +sharp because that is the CAG's high stat). Get some holds and spend them to:

* Defend the fleet
* Blast Cylons
* Jam signals
* Buy time

And crap they get from their pilots are recklessness, insubordination, challenging their authority, etc. Stuff to throw in with a miss.
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