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QuantumNinja posted:Is there a space opera / Firefly-esque hack? the basic playbooks map fairly directly onto firefly characters
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# ¿ Jul 15, 2015 18:12 |
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# ¿ Apr 29, 2024 05:06 |
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tweekinator posted:Does anyone know if there's a swashbuckling/pirates Apocalypse hack? I'm interested in getting my group to try the system, but haven't seen any that are pirate-based. run default aw, set it in the equivalent of Kevin Costner's waterworks, make a conceit for everyone to have a small boat, better if a hardholder, driver, or chopper Report back
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# ¿ Jul 24, 2015 23:19 |
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Hummingbird James posted:Hey, quick dumb question about World Wide Wrestling (and by extension other PbtA games): can you only take a specific advance once, or can you take it multiple times? Like, if I wanted to take +1 to a stat twice, would that be allowed? Sorry if this is explained in the book somewhere, as I can't find it whatsoever. in AW proper you're allowed to take whichever advances are on your sheet. Sometimes this is e.g. +1 Hard and it is listed twice, then you are allowed to take it twice. If it's listed only once, you're allowed to take it only once.
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# ¿ Aug 4, 2015 16:21 |
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QuantumNinja posted:For a Far weapon, it's AUF/DD to use it closer. Shooting someone with a sniper rifle if they're standing next to you really opens you up to some risk, just like shooting someone with a handgun in a fistfight. As for further away, AUF/DD may be appropriate, or you can always say, "yeah, there's no way you could pull that off from this distance". yeah, AW doesn't really do "degrees of difficulty," but if the fiction suggests it, inserting an AUF roll is a solid way to make it happen.
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# ¿ Aug 7, 2015 16:26 |
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Flavivirus posted:Maybe a potential solution is to take a leaf from Borderlands and have a range of premade manufacturers, each of which applies their own tag to their manufactured equipment? So cheap brands like the Val-U-Ware Ventilator always come with the Unreliable tag, and expensive ones like the Schloss-Mikenburg Eliminator T5 always come with things like Armour-Piercing or Nanotech? This is pretty much it, maybe have a few selections of more common weapons, but this allows you to generate any number of weapons with the various tags built in already, give it a brand name, and apply it to every single piece of gear in the game. Also you could rebrand (pun intended) a lot of the moves. Your Gunlugger (or equivalent) isn't Insano like Drano, but he's got XyTek Threat Amplifier electrodes attached to his skull.
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# ¿ Aug 13, 2015 15:35 |
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Cyphoderus posted:There's an AW principle that reads, "give everyone a name, make everyone human." I like this I'm also the guy that ended up with a list of 100+ NPCs in my last game, though e:158 edit2: this remains my favorite entry Name: D-Day Sex: F Notes: LOVES EXPLOSIONS Killed By: D-Day Killed How: explosive yield too high Captain Foo fucked around with this message at 17:14 on Aug 13, 2015 |
# ¿ Aug 13, 2015 17:10 |
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spectralent posted:Yeah, AW's thing about naming everyone seems wildly impractical to me for exactly that reason. Especially combined with "Also kill them off frequently". you don't have to do it, but i just keep a quick google doc with everyone that gets named, and add notes as they come up: it looks like this
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# ¿ Aug 13, 2015 17:15 |
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Loki_XLII posted:Just don't make a new npc every time you need one. Reuse npcs frequently, it makes stronger triangles and makes their eventual death hit harder. This was the point of doing it this way. People get mentioned offhandedly, and you keep track of that information. The full list of mine included their loyalties and their stomping grounds, so as the game went on if I needed an NPC for this or that, I could use one that already existed. Makes the game feel more alive, to me.
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# ¿ Aug 13, 2015 18:57 |
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I've effortposted on this before, so here's what I've had to say about it:Captain Foo posted:This is definitely a Go Aggro situation. Captain Foo posted:Well, any specific situations that come up you should direct to me ( ) but given what you said - if you were to say "hey rear end in a top hat," draw and fire, that's Seize By Force. If you were to say "hey rear end in a top hat," draw and not fire, that's Go Aggro. Captain Foo posted:Scrape, so in your understanding of the moves, my example of "gently caress you" draws and fires doesn't provide enough information to actually determine which move it is? Reason hadn't failed per se, it wasn't even attempted. Captain Foo posted:I definitely like what you're saying (and your other posts too), but I still want to go through this line of thinking. Isn't Go Aggro "I want something OR I will hurt you?" Manipulate with violence as leverage is "I want something, and I could hurt you if I don't get it." Seize is "I want something AND I am hurting you to get it." tl;dr Go Aggro is "I want something OR I will hurt you." Manipulate with violence as leverage is "I want something, and I could hurt you if I don't get it." Seize is "I want something AND I am hurting you to get it."
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# ¿ Sep 9, 2015 22:09 |
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double post but I wanna be clear that I am not trying to shut down this discussion! It's an important one to have.
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# ¿ Sep 9, 2015 22:14 |
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Another way to see SBF is "I want something, and I am hurting myself in order to get it."
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# ¿ Sep 10, 2015 00:49 |
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Hugoon Chavez posted:I'm running AW this weekend and I think I had a cool idea for the setting: awww yeeeah
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# ¿ Sep 17, 2015 17:01 |
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Error 404 posted:Sure. I was talking about btech, because that's all the mecha I know. Battletech supremacy
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# ¿ Oct 18, 2015 19:15 |
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Error 404 posted:Ftfy Dirty clanner!
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# ¿ Oct 18, 2015 19:20 |
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thefakenews posted:Pretty much all of this to some extent, although investigation and monster slaying are at the forefront. I'm not looking to go too deeply philosophical with this game bu,t given the setting puts the player either in the middle of, or emerging from, the War of Religion, I definitely want to make the conflict between characters' beliefs a part of the game (although more as a source of tension between PCs, and between PCs and human NPCs - the characters should be generally united in the goal of confronting the Darkness). I'm going for something mostly an action RPG, rather than anything particularly metaphorical. Likewise, at this point, I'm thinking more in terms of professions for playbooks, rather than any clever metaphors. IMO you should really focus on trying to emulate one of them well - that's when the apocalypse engine really shines. You'll probably get the ability to do other styles with it as the moves develop, but trying to build a framework to support every aspect of the broader genre will not be as effective of a game.
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# ¿ Nov 6, 2015 16:06 |
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AW is 100% not for cooperative party play, and 100% reliant on cooperative group play (but the latter basically goes for everything, natch). That being said, it's not a great idea to start your players with opposed agendas, because again, the system admittedly doesn't handle PvP as well as it does PvMC. It still works fairly well, but what I've found, even in the pseudonymous PbP games on the forums that I've run, most people don't want to come into direct conflict. So don't set that up. Run your PCs at cross purposes, not opposed ones. Don't be afraid to have your PCs running at parallel purposes, either. I understand totally the drive to push PCs together, but sometimes that's not what makes sense for the characters, so don't force it. I also will always remember this: I had an extremely strong AW game going until I pushed the PCs all on the same side with the same overall agenda and effectively into a party. The game fell apart and died rapidly after that, since the system simply didn't support that scenario the same engaging way that multiple fronts and multiple agendas are.
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# ¿ Jan 21, 2016 21:42 |
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This is one of the great strengths of AW as a PbP system - it's no problem to have a player isolated from the rest of the group for up to an entire session, if that's where the narrative is taken them. Sure, it's probably good to get them on track to cross paths with another PC at the start of the next session, but it's certainly not a killer to let people stay apart.
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# ¿ Jan 22, 2016 16:32 |
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Doodmons posted:words a very strong post.
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# ¿ Jan 22, 2016 18:03 |
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Error 404 posted:Oh hey, vince is talking about AW2.0 being ready for kickstarter soon.
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# ¿ Jan 25, 2016 03:57 |
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Evil Mastermind posted:I can't imagine what kinds of stretch goals he could do, apart from maybe a hardcover (which I'd love). Hardcover would be very good and cool
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# ¿ Feb 2, 2016 21:50 |
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# ¿ Apr 29, 2024 05:06 |
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All I know is that the AW MC guidelines are the best general purpose guidelines for running any sort of game I've ever read.
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# ¿ Feb 11, 2016 18:23 |