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Messages - hobbesque

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Monsterhearts / Re: Stacking conditions
« on: April 16, 2012, 06:18:02 PM »
Having two of a condition would seem to work fine in the fiction (you're extra freaked out or tired). If it's invoked, it has twice the effect, and it wears off more slowly by stages. It would also discourage people who are already terrified/drained from just going for those moves more, since a weak hit has less downside. Whether that's good or bad is probably subjective.

Monsterhearts / Re: Re-imagining the Ghost
« on: April 11, 2012, 09:19:26 PM »
I'm not sure I could say exactly why, but I'm also in the camp of people uninspired by the ghost and who haven't seen anyone choose it in play, although I'm not sure I could put my finger on why (and as such I'm not sure if there's a problem or if it just doesn't align with my preference). Perhaps part of it is the nature of ghosts as more post-death than even other undead skins, and the impression that their story is over?

Perhaps I just need to consume more ghost fiction. Recommendations?

Monsterhearts / Re: Soul Debt on other skins
« on: March 29, 2012, 04:04:34 PM »
Okay, that's interesting. I was wondering how to portray the Dark Power in gamespace, other than sort of global custom moves. Like, "do the weird occult drug, it gets a string on you," which it will probably use by whispering in your ear and offering you XP, or whatever. But I guess nothing stops the players from back-chatting, given a two-way avenue of communications. Or even back-handing, given a physical manifestation?

Monsterhearts / Re: Soul Debt on other skins
« on: March 28, 2012, 02:22:59 AM »
Cool, that makes sense. The Custom Move seems like the less nice (and probably more fair) option, since it doesn't offer XP for your bad behavior.

Monsterhearts / Soul Debt on other skins
« on: March 26, 2012, 11:27:45 PM »
When someone chooses the Infernal's "Soul Debt" move off of the "Another Skin's Move" advancement, how would you play it? It gives you candy in exchange for the Power getting strings, and when you hit 5 strings it triggers your Darkest Self. For Infernals, this means that the power makes big demands of you that you're compelled to give in to, and when you fulfill one it loses a string.

But if another skin takes it, they've got a different Darkest Self, which doesn't get rid of the strings. The options seem to be a) go to the Infernal Darkest Self, b) Go to the character's Darkest Self, and wipe strings (or at least lose 5 strings, since you might have called on your bargains while in Darkest Self) when they hit their native escape clause.

Obviously this could depend on the fiction. If a werewolf takes it to represent him drawing on his animal self/moon powers, making him more likely to snap, then option b makes more sense. But does anyone have any input at the relative merits or problems of either approach, or some other ways to handle it?

Monsterhearts / Re: Running Monsterhearts Once
« on: March 23, 2012, 02:24:14 AM »
I should be running the first two episodes, if not all three, this Saturday, and going through it with another pack of three in the nearish future. I'm excited, it looks really cool.

Have you ever used love letters or the like in a longer-term game?

Apocalypse World / NTBFW plus more bodies
« on: March 23, 2012, 02:14:52 AM »
NOT TO BE FUCKED WITH has been discussed some -- whether you get armor piercing if you have it otherwise (you do), whether your harm stays 3 or takes whatever your weapon is (it stays 3, which is about as good as you get anyway), and so on. I was wondering what happens if you advance your gunlugger to have a group of additional hardcases, or join up with the Hardholder's gang, and how that stacks. If they're standing with their boys, do they benefit from NTBFW? If they do, do they count as an additional 10-15 bodies, or whatever a small gang is, or something else? If their gang does less harm than them (either due to a base harm of 2 on the gang's part, or the gunlugger taking the +1 harm move), which do they deal in combat?

Monsterhearts / Re: Running Monsterhearts Once
« on: March 20, 2012, 09:23:47 PM »
Oh man, that would be awesome. Hit me up. I was looking at the AW premade, Hatchet City. It'll be interesting to compare what you have to that, given the very different milieus, and more mildly different design.

The first two sound useful, also. There's nothing in the seating chart that isn't fairly adaptable to whatever the players generate. I guess I was mostly looking for some kind of permission about pregens; they're a pretty obvious choice, and at the very least if I made anything up ahead of time I was going to try and present a smaller selection of skins so I could narrow down the list of themes I wanted to be prepared to call on.

What do you think of starting out with Letters from the MC, ala Hatchet City? I'm sufficiently taken with the idea in theory, but I think I might need to try it on something more concrete before I see if it pops.

Monsterhearts / Running Monsterhearts Once
« on: March 20, 2012, 03:54:14 PM »
First: A friend ran this game for me and some friends, and it was glorious. So, thanks.

To the point: I want to pay it forward and run this game for some friends, but! Particularly for a friend in town only briefly, and another buried by schoolwork. The way schedules line up, we won't get more than one long session, or maybe two short ones.

This runs in to the obvious problem that Monsterhearts gets better with age. In the game I played, even though the MC was only in town for a week, we kept on trying to shoehorn in juust one more. Relationships develop, moves snowball, all that good stuff. I was struck, reading AW for the first time after, when it said something like "I don't consider it a real game until around six sessions."

So: advice? What do people do at Cons, or in similar set ups? How do you make things pop in a limited time, while keeping the story feral, i.e, not relying too much on MC prep?

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