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91  barf forth apocalyptica / Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario on: January 12, 2012, 11:33:17 PM
Of course!

Omer's fried.
92  barf forth apocalyptica / Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario on: January 12, 2012, 05:10:20 PM
Sweet, Erik! Great writeup.

One question: what important ingredient is the Eye missing for their drug production? I can't remember that part, but it seems interesting...

Now, here's the thread I mentioned during our conversation on resetting Hx:

http://apocalypse-world.com/forums/index.php?topic=1883.0

Looking forward to the next session!
93  barf forth apocalyptica / Apocalypse World / Re: New Playbook: The Abacus on: January 11, 2012, 01:47:02 AM
Yeah Christopher, I'm good. I'll think of a variation for Eye for Detail, then. How about this:

Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.

Less mechanically useful, more fictionally useful. Not in love with the name - the meaning fits perfect, but putting 'blood' in anything makes it about something visecral, which an Abacus is not. Ideas?

I love the move!

I would call it, "Sherlock".
94  barf forth apocalyptica / Apocalypse World / Re: New Playbook: The Abacus on: January 10, 2012, 07:49:09 PM
Seeing the "thorough" move makes me think this is a guy who uses violence to extract information.

So maybe he's got some kind of interrogation chamber-type space, and the move might belong there?

I also like the idea of "thorough" but am not 100% sure of the implementation.
95  barf forth apocalyptica / Apocalypse World / Re: Questions On My Mind on: January 10, 2012, 06:43:42 PM
Happy New Year, Erik:

Questions Answered to My Satisfaction
* what is Hagar's prophecy?
* what is the storm?
* how did a digi-cam survive?
* what will Putrid's revenge be? violence and kidnapping!

Really? I'm not sure I know these answers. Refresh us, please?

Also:

Quote
* how Bloodhound perceives what happened to him (the resurrection): he believes that he resurrected himself!

Whoa! Crazy son of a bitch.

Looking forward to the next session!
96  barf forth apocalyptica / Apocalypse World / Re: To drive or not to drive. on: December 23, 2011, 06:41:48 PM
Actually, this thread does bring up a potential issue for me.

As discussed elsewhere, the Driver has slightly lower stats to make up for the fact that, due to the No Shit Driver move, he has huge bonuses when behind the wheel.

What happens, then, if other players start taking the No Shit Driver move? Is there a potential balance issue here?

That move seems so fundamental to the nature of a Driver (and his role in the story as "the Driver") that it would feel weird to me to have other characters taking the move without switching to the Driver playbook (which would require an ungiven future advance).

What do you all think?
97  barf forth apocalyptica / Apocalypse World / Re: Healing and Hx on: December 21, 2011, 05:36:24 PM
I would definitely say "yes".

The healing move (+Hx) is describing the consequences of intimacy with another character: you cannot spend time healing someone and nursing them to health without getting to know them better.

To remove that effect in this case would be to go against the spirit of the rule, I feel.
98  barf forth apocalyptica / Apocalypse World / Re: Disciplined Engagement and Bluffing on: December 11, 2011, 01:34:09 AM
That's a good point.

But either way:

I guess I'm really curious whether this might somehow "ruin" the Go Aggro move. After all, Vincent wrote that "you can't change your mind now" for a reason, right?
99  barf forth apocalyptica / Apocalypse World / Disciplined Engagement and Bluffing on: December 10, 2011, 09:09:38 PM
Quick question:

If a character has Disciplined Engagement (as the Quarantine), does that mean that s/he can Go Aggro, threatening harm, but then "pull their punches" and not follow through (by choosing to inflict 0-harm)?
100  hacks / hacks / Re: Moomin on: December 08, 2011, 04:45:58 PM
Very interesting!

It looks like a cross between Apocalypse World and Vincent's earlier game "Adventures of Good Knights".

There's definitely potential here!
101  hacks / hacks / Re: Write a Playbook For a Hack Not Yet Written on: December 08, 2011, 04:26:19 PM
Ah, good. I would have guessed as much, just wanted to make sure! It's a fantastic move, BTW.
102  hacks / hacks / Re: Write a Playbook For a Hack Not Yet Written on: December 07, 2011, 05:21:04 AM
I also love The Jedi! The moves are really great.

(What does "move something you couldn't move with your two arms" mean? That you can move something really heavy, or is this a required choice to move something at all when it's far away?)
103  hacks / hacks / Re: Write a Playbook For a Hack Not Yet Written on: December 07, 2011, 05:18:26 AM
Johnstone,

I dig the Earth Man! It made me look up your World of Algol (a hack not yet written? hmmm?). It's a hot hack!

But this playbook has Bonds instead of Hx.... is this something you're planning to update in the World of Algol?
104  barf forth apocalyptica / Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario on: December 01, 2011, 07:45:29 PM
An interesting session, for sure.

Dust was awesome! Love the backstory. She was intriguing enough for the Quarantine to follow her out to the Tribe, anyhow!

For some reason, I'm really curious to see how she will interact with Ethan the Savvyhead...

Another very interesting tidbit was Fuse's necklace/pendant, which, according to (someone?), is an emblem of the Eye, and can get the bearer into the Eye's presence, a favour from the Eye, or something similar.

Was Fuse a spy of some sort?

105  barf forth apocalyptica / Apocalypse World / Re: New Apocalypse World Campaign, Toronto Ontario on: November 24, 2011, 06:51:30 PM
Erik,

It took me a moment to realize what you were talking about! You're referring to our conversation after the last session, right?

If so, it was about a technique John and I (that's quite a mean typo you made there!) were working on a few years ago. It's not strictly relevant to AW, but could be made to fit.

The idea was to take traits important to the characters and then create NPCs that reflect them or subvert them. For example, if one character is struggling with issues of loyalty, you might create a strongly loyal villain (perhaps someone who takes that trait to the extreme), or a disloyal hero (Robin Hood?). Or simply an NPC who reflects a particular angle of that issue. Then in play you see how the protagonist relates or reacts to that NPC.

It's a very character-centric view, not along the lines of NPC-PC triangles, but...

OK, new thought on adapting this to AW:

* Take an important issue from a character. (We don't have too many of these yet, maybe some more "reading" moves and/or provocative questions will help here?)

For example: Big Dog clearly believes that respect is based on relationships of power, a "might makes right" kind of philosophy.

* Create a basic idea for an NPC who pushes that idea to the extreme or subverts/inverts it.

Example: A warlord/cult leader who believes in equal rights, loyalty, the value of the community over individual power. Might does not make right to this guy!

* Now do the same thing for another character.

Example: My Quarantine desires to find his family, it's his drive at the moment. Let's create an idea for a character: someone who believes family ties are an evil philosophy, that people are what matter, that we should erase all ties of blood, separate children from parents, etc.

* Finally, you create an NPC that combines those two things.

In our example, we get this warlord/cult leader figure who a) believes that people are equal, that violence is not the basis for respect or leadership, and b) wishes to destroy family relationships and create a society that values community above family ties: everyone is "equal", and ideas of blood lineage and family should be thrown out the window (probably at gunpoint, since this is AW).

Silly example, maybe, but that's basically the line of thought.

You could easily assign such "angles" to existing NPCs instead of creating new ones, of course.


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