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hacks / hacks / Re: [Monster of the Week] It's good! Luck, Hx as Fanmail, and ideas for next steps
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on: April 12, 2011, 11:13:03 PM
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Woo! Sounds like the new revisions worked as intended.
Did anyone spend any luck, by the way?
I feel that the current draft is still a bit messy for public airing, but if there's anyone reading who is keen on seeing it - let me know and I'll hook you up.
Otherwise, I'm planning to run the newest version myself for a bit, and I'll probably have a version I'm happy to show people after that.
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197
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barf forth apocalyptica / Apocalypse World / Re: [Playbook Idea] The Lost Boy
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on: April 11, 2011, 07:40:57 PM
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I think to make swapping out seduce/manipulate work, you need to provide something that provides the same end goal - so whatever move you put in place, it has to allow the player to get what they want. The cry wolf one limits that to when you are asking for help, so it doesn't quite provide the same results.
Maybe the lost boy could get leverage more easily, based on their young and innocent nature?
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198
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barf forth apocalyptica / Apocalypse World / Re: [Playbook Idea] The Lost Boy
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on: April 11, 2011, 03:33:56 AM
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You forgot the definitive feral kid weapons: scrap metal boomerang sharpened hubcap
Those are in my Feral Kid playbook :) (well, the hubcap isn't but maybe I should put it in) Ross, I like this one too. Not too much overlap with the other two custom kid playbooks, as far as I can see. I'm a little wary of dropping seduce/manipulate for cry wolf, because it looks like cry wolf is significantly more limited. It would work just as well as in extra, I'd say. Sharp teeth could maybe just be that the kid can do 1-harm hand ap when unarmed. Basing it on something that isn't always clearcut seems like a mistake - what counts as someone knowing what you are capable of? Also, I'd just make all of them have a gang of kids. That's the most evocative of your origins, to me. Plus, a gang of kids is something new and interesting for AW. I'm sure it would lead to cool stuff. The special move is good, I like that one a lot.
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199
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barf forth apocalyptica / Apocalypse World / Re: Proto-Playbook, The Rust Shaman
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on: April 10, 2011, 02:11:43 AM
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Revised dust in the wind is better. I can certainly understand not wanting it to be quite so magical.
Maybe drop Weird roll in the 7-9 results and just have everyone notice that something strange just happened, though. Having everyone present roll weird is (a) a lot of extra rolling and (b) doesn't tell us what NPCs notice.
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barf forth apocalyptica / Apocalypse World / Re: Proto-Playbook, The Rust Shaman
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on: April 09, 2011, 11:19:43 PM
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I feel like Dust in the Wind might work better more like this:
When you summon up a dust devil to get somewhere else, roll +Weird. On a 10+ it appears, and you and whoever you choose can travel through it to your chosen destination. On a 7-9 you open the way okay but it doesn't close right away - maybe something can follow you through.
Partly just because the hold seems a little too much like the Savvyhead move, and partly because I like the idea of the dust devil portal thing.
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barf forth apocalyptica / Apocalypse World / Re: How can I make more realism more fun?
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on: April 06, 2011, 05:34:45 AM
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Which brings me to another quick question: when do you introduce the custom move? I presume this would vary depending on the move. My instinct says that I wouldn't tell them about their guns being unreliable until it happened, since this is less like Dogs' shared narrative, and that custom move might be part of the home threat.
Maybe you wait until they fire the bullet. I have had good results from telling people "hey, there's a custom move for when you go down to the river/go into the ruins/etc". I regard it as a way to reveal future badness, really.
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203
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hacks / hacks / Re: [Monster of the Week] The Mystery Clock, and other ideas
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on: April 05, 2011, 09:41:02 AM
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Pretty handy.
Might be better to shift out the moves/principles and have one sheet just for the current mystery's threats?
I'd expect you'd usually have two bystanders and sometimes more. Minions and afflictions might also come in pairs. The monster area should have room for weaknesses and powers, too.
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206
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hacks / hacks / Re: Monster of the Week hack, call for readers/playtesters
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on: March 15, 2011, 09:25:37 PM
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Thanks for the feedback, Steve. I like your ideas about structuring the mystery.
It sounds like you handled disguises just like I would have - manipulate and act under pressure should cover all the conflicts that impersonating officials are going to spawn.
I kind of miss the straight up tough guy too, but that playbook got folded into the Wronged. Look there for your (relatively) simple brawler.
The other stuff is good too, but no thoughts on it all yet.
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207
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hacks / blood & guts / Re: Brainers theoreticals
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on: March 11, 2011, 03:25:02 AM
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In both the longer games I've been involved in, the brainers were certainly disconnected from the other characters (both player and not), but their attempts to deal with people despite this were amazing to watch.
I have the same feeling about the battlebabe, except that the disconnect comes from being ice cold rather than psychically weird.
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barf forth apocalyptica / Apocalypse World / Re: Toning down the weird harshness of the world
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on: March 10, 2011, 07:15:24 PM
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I can't see why it would cause any problems. To be honest, it seems like that setting is perfectly in keeping with the game as is.
Changing the names available isn't really going to break anything, so you might as well do that if it fits your conception.
Now, if you want to not have a psychic maelstrom, then you might be getting into ground where more work is needed.
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barf forth apocalyptica / roleplaying theory, hardcore / Re: Stats, Advancement, why?
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on: March 02, 2011, 11:06:26 PM
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I meant rolling high with dice and Stat added. I assumed, they (the characters) don't know the rules of the game. Well, obviously they don't know the rules. But they would normally know what they're good at. E.g. my battlebabe with Cool +3 isn't scared of anything. So I end up doing a lot of acting under fire on the grounds he's gonna charge in and do what he wants regardless of the fact that there is an unknown number of savage cannibals between him and his objective. So rolling the dice, as such, doesn't force me out of character at all.
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