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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

I think I've had it come up once? But it seems very hard to use effectively in PBP where there's no reaction time between someone saying they're doing something and rolling for it.

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Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Flavivirus posted:

The trouble is, that method has two options for successful help:

1) The player being helped no longer needs to roll. Somewhat boring.
2) The move you make if the player being helped rolls 6- is softer. This makes is hard to see what the help actually achieved, especially if the helper rolled a hit.

What the Aid or Interfere move does is make the person rolling actually more or less likely to succeed, in a way that remains significant no matter what move they're making.

So what happens if the guy using Aid another rolls a 6- ? Shouldn't the Aid move suffer from consequences for failed rolls like any other move?

I see how the Aid moves work mechanically, what I don't understand is how you justify it in the fiction enough to include it in as a basic move. I could see it's usefulness in DW, there are lots of situations where you're adding your magic power to somebody's or assisting in a ritual or some such. But in a setting more grounded in reality I'm having to work hard to find ways to use this move that make sense.

In Mellaneza's example of tripping the troll to aid the fighter, couldn't you have just used defy danger to do that same thing, and then the fighter would be attacking a prone troll instead of one that could fight back?

It could just be that I don't know what the gently caress and my players aren't using it because they're not aware of it. That's why I'm looking for more experienced feedback.

Flavivirus
Dec 14, 2011

The next stage of evolution.
As I see it, Defy Danger and Act Under Fire are still performing interesting, characterful actions. Sometimes, players don't want to do their own special thing; they just want to say "I'll do what that guy's doing so it's more likely to succeed". What Aid/Interfere does is give the GM an easy way to have that be helpful, instead of having to improvise a way in which your Defy Danger provides meaningful help for the helped character.

You can see this in the case of the Ogre trip; if the tripper succeeds with Aid/Interfere, they've given the fighter actual better odds of dealing damage to the creature and avoiding reprisals. If they succeed with Defy Danger, that can give the fighter better fictional positioning but it doesn't do anything to boost the fighter's chance of hitting. The fiction layer is important, to be sure, but being able to give another player a straight +1 is very valuable too.

It's also about the intentions of the player:

If they want to trip the ogre to help the fighter hack and slash it, use Aid/Interfere; the fighter gets a mechanical boost, the helper might open themselves up to reprisals, and the ogre is likely to recover from being tripped pretty easily.

If they want to trip the ogre to limit its abilities to fight back or set it up for followup moves, they can use Defy Danger; the fighter isn't boosted, but the ogre's prone position has been firmly established and maybe any counterattacks the ogre makes will be limited to what it can accomplish prone.

Like all moves, the key is to use the right one for the situation. Aid/Interfere is pretty limited, but it still has its niche where it's the best choice.

Siivola
Dec 23, 2012

One thing that might be useful to keep in mind about Apocalypse World's Help is that it runs off your Hx. In other words, it doesn't matter how Hard or Cool or whatever you are, you can give a hand because you know the guy.

Say JC and King are facing down the Huge Aussie Arsehole. King decides he won't give any shits and just picks up a pipe and swings at 'Hole, seizing the moment by force. Now JC, she's useless in a fight and knows it, so she doesn't even try something like that - but she also knows how King fights, so just as he's about to sweep 'Hole's leg, she jumps on 'Hole's back and topples him over.

Lunatic Pathos
May 16, 2004

I shouldn't tell you this but you're the only one I can trust...
Dungeon World example after a failed Defy Danger to catch an ice fairy in a bottle:

You leap toward the creature floating in the air, but you slip as you do so and your leap launches you forward. You slide across the ice and halfway over the edge of the platform. Your weight is about to finish the job, what do you do?

The thief states he's scraping and clawing at the ice with his dagger to arrest his fall. Before he rolls, the fighter adds that he's going to dive after the thief and grab his jacket to keep him from sliding, and rolls Aid first.

He rolls a 7-9.

I could've called for a Defy Danger from the fighter to rescue his friend, but then a success would invalidate the thief's own efforts. They both are trying to accomplish the same goal at the same time, and Aid makes them more likely to succeed at that particular task.

In this example, of course, the thief failed spectacularly and dragged the fighter over the edge with him, another particular effect of Aid rather than a separate Defy Danger move.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Lunatic Pathos posted:

In this example, of course, the thief failed spectacularly and dragged the fighter over the edge with him, another particular effect of Aid rather than a separate Defy Danger move.

If nothing else, this convinces me that the move is necessary. :3:

I would still like to know what type of results people have for when the helping character rolls a miss.

Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature

Bucnasti posted:

I would still like to know what type of results people have for when the helping character rolls a miss.

If you can't think of anything, remember there's always the option of just not making a move at all. And then hit them in the head with a surprise hard move later, when they're least expecting it. AW suggests you do this from time to time and I've found it packs a powerful punch if done tastefully.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Cyphoderus posted:

If you can't think of anything, remember there's always the option of just not making a move at all. And then hit them in the head with a surprise hard move later, when they're least expecting it. AW suggests you do this from time to time and I've found it packs a powerful punch if done tastefully.

Yup. Sometimes characters die.

Bucnasti posted:

In Mllaneza's example of tripping the troll to aid the fighter, couldn't you have just used defy danger to do that same thing, and then the fighter would be attacking a prone troll instead of one that could fight back?

Goddamnit.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Bucnasti posted:

If nothing else, this convinces me that the move is necessary. :3:

I would still like to know what type of results people have for when the helping character rolls a miss.

So, the thing to remember about Help/Interfere is that a failed move doesn't impact the move you're trying to help. A miss on Help or Interfere means the MC gets to make as hard a move as he likes against you, but if the dude you were trying to help rolled a 10+, he still succeeds. It's just you that's up poo poo creek.

For example: I ran a Monster of the Week game in the Game Room forum for a while, and there was a moment where a couple of the hunters were trying to trap a monster in a room with a binding spell. The guy who was better at use magic made the primary roll, while the other character helped him. It shook out that the spell succeeded with a 7-9 result and the help roll failed. My first instinct was to say "yeah, you hosed up the spell, it doesn't work," but that's not how the aid move works. So I thought about it for a bit, and since defining what magic looks and feels like is part of the MC's agenda in MotW, I decided to elaborate.

I described how warding magic like this requires marking the entrances of the warded area with unbroken lines of blood, harkening back to the Exodus story of the Hebrews marking the lintels and posts of their doors with lamb's blood. If something breaks one of those lines, the spell ends instantly. Then I mentioned that, in the confusion of holding the door shut and painting the warding marks, the helping character's hand ended up in the line. So the minute he took his hand off the door, the spell would fail and the angry, angry monster would bust out. Oh, and did I mention that the point of all this warding was to buy time for everybody to escape the monster they had no idea how to hurt or kill?

That's the kind of thing that happens when you fail a help move.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

GimpInBlack posted:

So, the thing to remember about Help/Interfere is that a failed move doesn't impact the move you're trying to help. A miss on Help or Interfere means the MC gets to make as hard a move as he likes against you, but if the dude you were trying to help rolled a 10+, he still succeeds. It's just you that's up poo poo creek.

This is the kind of thing I was missing.

Thanks for all the feedback everyone.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Captain Foo posted:

I think I've had it come up once? But it seems very hard to use effectively in PBP where there's no reaction time between someone saying they're doing something and rolling for it.

In PBP I turn Aid/Interfere into "the angel rule" - when somebody rolls a 6 or a 9, somebody else can chime in to help. First come, first serve.

I wouldn't run it that way in real life but it seemed like a good compromise at the time.

Boing
Jul 12, 2005

trapped in custom title factory, send help
A few months ago people were talking about a Mass Effect hack, but it doesn't seem like it ever got off the ground. I've been working on something, please let me know what you think:

Paragon represents your character’s ability to keep a level head and to defuse a tense situation, as well as their skill at dealing with people. Paragon is used for the Smooth Operator move.
Renegade represents your character’s hard attitude, their ability to think on the fly, and their willingness to shoot first and ask questions later. Renegade is used for the Bad rear end move.
Combat represents your character’s skill and effectiveness in using firearms, engaging enemies on equal ground, and military leadership. Combat is used for the Assault the Enemy move.
Tech represents your character’s mechanical expertise, their knowledge of computer systems and advanced technology. Tech is used for the Hack Systems move.
Biotic represents your character’s biotic powers – how adept they are at harnessing mass effect fields, and the strength of the fields they can create. Biotic is used for the Manipulate Fields move.

When you assign stats to your character, you use this array: +2, +1, +1, 0, -1. Assign a number to each stat. If you would assign -1 to Biotic, you instead have x-biotic – this represents lacking the eezo exposure, the training and the implants to use biotic abilities.

Basic Moves:

Assault the Enemy (Seize by Force)
When you attack a defended position, roll +Combat. On a hit, you inflict harm, and suffer your enemy’s harm. On a 10+, also pick one:
- Go in guns blazing (deal +1 harm)
- Pay attention and watch your back (take -1 harm)
- Force them where you want them.
If a position is not defended, then your enemies are out of cover and cannot protect themselves. Simply inflict harm.

Hack Systems
When you access encrypted systems, roll +Tech. On a hit, you’re in. You can download files, overload electronics, reprogram software, etc. On a 7-9 pick one:
- You’ve only got a moment – you get most of what you want, but not all of it.
- Your entrance got someone’s attention, and they’re coming for you.

Manipulate Fields
When you generate a mass effect, roll +Biotic. On a 10+, you got it. You can lower mass to move something around, or raise mass to keep something in place. On a 7-9, pick one:
- You draw attention or put yourself in danger.
- The field is either stronger or weaker than you intended.
- The implants screw with your head. Take -1 ongoing until you get a moment to refocus.

Smooth Operator (Act Under Fire; Defy Danger)
When you stay cool and keep your head down, roll +Paragon. On a 10+, you got this. On a 7-9, your nerve shows through, and you flinch, hesitate or stall. The GM can offer you a worse outcome, hard bargain, or ugly choice.

Bad rear end (Go Aggro; Hack & Slash)
When you step in and kick some rear end, roll +Renegade. On a 10+ they have to choose: force your hand and take a serious beating, or cave and do what you want. On a 7-9 they can instead choose one:
- Trade blows with you (suffer and inflict harm)
- Get the hell out of your way
- Tell you what you want to know (or what you want to hear)

Focus In
When you try to figure out a tense situation, say how you’re doing it and roll. If you’re…
… dealing with other people, roll +Paragon.
… using force and intimidation, roll +Renegade.
… scanning the battlefield, roll +Combat.
… investigating advanced technology, roll +Tech.
On a 10+, ask 2. On a 7-9, ask 1:
What is about to happen?
What will get us out of this?
What’s useful to me here?
What’s the biggest threat?

Got Your Back
When you help or interfere with someone who’s making a roll, roll +Loyalty. If you’re helping, use your loyalty to them; if you’re interfering, use their loyalty to you. On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to fire, danger, retribution, or cost.


By default, Hack Systems and Manipulate Fields can only be used on targets within Hand distance, but Omnitools and Bio-Amps (respectively) increase this to Close distance.


Equipment:
Combat hardsuit – Worn, 1 Armor. Thick ceramic plating designed to defend vital parts of the body.

Assault armor – Worn, 2 Armor, clumsy. Serious protective gear designed for extreme environments.

Kinetic barriers – Worn. Eezo modules designed to deflect incoming projectiles.
When you would take harm (after armor – they’re smart like that), instead mark off a box for each harm point. When all three boxes are marked, your barriers are depleted, and you start taking harm as normal. Barriers can be recharged during downtime.

Omnitool – Worn. Allows you to Hack Systems up to Close distance.

Bio-Amp – Implanted. Allows you to Manipulate Fields up to Close distance.

Guns, etc

Unless otherwise indicated, every class starts with a combat hardsuit, kinetic barriers and an omnitool. If you have a biotic score, you’ll have a bio-amp too. Asari get the effects of bio-amps without needing to have one implanted.

Classes (WIP):

The Soldier
Backgrounds: Veteran, Commando, Officer

The Vanguard
Backgrounds: Battlemaster, Nemesis, Experiment

The Infiltrator
Backgrounds: Agent, Assassin, Master Thief

The Engineer
Backgrounds: Machinist, Spacer, Arms Master

The Professor
Backgrounds: Biologist, Inventor, Special Forces

The Adept
Backgrounds: Justicar, Bastion, Pure Biotic

Race Moves (WIP):
Asari - Embrace Eternity. When you meld your nervous system with another's, roll +Biotic. On a hit, you access their memories, thoughts and feelings as if they were your own. On a 7-9, they access yours as well. (etc)
Krogan - Redundant Organs
Salarian - Quick Analysis
Turian - Military Doctrine
Quarian - Tech Expert


I really liked the idea of ME2 Dossier-style playbooks, but some of them are really awkwardly specific (The Convict, The Justicar, Archangel) and I found myself rolling more and more of them into general classes that you could specialise into. They ended up being all of the Shepard classes with 'The Professor' mixed in, which is basically the only dossier distinct enough for its own role. I think it works, though.

Not sure about the five stats: I think Renegade and Paragon seem to work really well as two different stats, covering hardass-ness and coolheaded-ness respectively, which maps pretty well onto the AW basic moves.

Focus In feels like a really awkward move, it's like the DW Defy Danger move's mechanics applied on to the effects of DW's Discern Realities, because I realised there was no Sharp stat-equivalent.

Most of the moves are worded to be as general as possible - Hack Systems is intended to be anything from hacking people's weapons to reprogramming turret AI or accessing someone's bank details, with additional options in e.g. the Engineer playbook for more specific applications. Bad rear end is meant to cover anything that could potentially be a renegade interrupt, which is really hard to word into a concrete move but it seems to work okay as a Go Aggro sort of thing.

I come more from DW than AW, so maybe I don't understand the mechanics as well as I should. But let me know what you guys think!

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

You don't need both Hack And Slash and Go Aggro/SBF to exist simultaneously, and in fact they probably shouldn't. I'd drop Hack and Slash.

JoeCool
Aug 15, 2009
Going on my second session now, shaved down the players to 4, new setting, and we are all hooked.

Everyone is totally pumped to adventure and get into the game and it's a ton of fun. One question though, how does everyone else handle barter? Everyone is wondering really, and right now I'm treating barter as literal units. Like, our angel bought 1 stock for his infirmary for 1 barter, does that seem right?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

from the angel playbook:

"As a one-time expenditure, and very subject to availability,
1-barter might count for: two refills for your angel kit;"

Doodmons
Jan 17, 2009
Barter ended up a little weird in the campaign I ran last university semester, in that we had a Hardholder (well actually a Faceless, but he'd become mayor of a town), an Angel, a Quarantine with followers and a Chopper so they had so many ways of gaining money that they were literally swimming in it. It didn't help that the Quarantine and the Faceless consistently did really well at their start of session moves. I think at one point we did a stocktake of exactly how much money the party had between them and it easily broke 20 barter, about half of that being the Faceless'.

Part of the problem is that with the exception of the Angel who regularly bought medical supplies, nobody ever spent barter because they were loving hardcases who just stole stuff. I was probably to blame for not putting enough stuff they wanted to buy out there, but they were filthy thieves for the most part. In the end, I introduced a bunch of mechanists as a money sink who could upgrade the party's weapons and armour with fictional benefits for like 4 barter a piece.

Edit: In terms of the fiction of exactly what barter was, I believe it was decided quite early on that barter was CDs because they were round and shiny.

Zorak of Michigan
Jun 10, 2006

I'm starting a new campaign set in post-Roman Britain, where the apocalypse is basically "the Romans left and everything went to poo poo in a completely ahistorical but totally badass way" and the psychic maelstrom is active religion & crazy magic. My friend Blackironheart suggested that we could play a game of The Quiet Year to help flesh out the setting, so we tried that, and I think it worked out OK. Certainly we came up with some good setting details and some solid potential plot hooks. My only concern is that the four PCs have good relationships with one another, which partially reflects the play group but may also reflect TQY making us think of the community first. I'm going to put some effort into finding/making NPCs that might make for interesting PC/NPC/PC triangles.

weirdspaceships
Jan 26, 2012
Got an idea for a Dungeon World hack for a creepy fantasy world where everyone wears masks. Everyone, from the moment of birth up until death, must wear a mask. Doesn't matter what kind - wood, cloth, metal, hide, flesh - or what it looks like, but taking your mask off is punishable by death. Everything is fine and fantasy-ish, but everyone seems like they're hiding something, and if you look close enough, you'll see something creepy hiding deep enough in the dark.

Thus, instead of classes, you have masks. Well, they're basically the same. You have an intimate, psychic connection with your mask (similar to the Faceless playbook from AW) that allows you special powers. Not everyone has these powers, nor do they manifest in the same ways, but it happens.

You can take a lot of physical damage and not care, but if your mask gets harmed (called a "scar") then you suffer irreparable psychotic trauma.

When you use your mask, you can use it according to its purview: areas where your mask is strong. A fighter, for example, has a purview of strength, fighting, endurance, etc., while a wizard may have a purview of knowledge, lore, spellcasting. Leveling up may include adding purviews to your mask, similar to multi-classing.

quote:

THE BANDIT
Scouts, thieves, con men, assassins.
purview: hiding, stealing, perception, improvisation.
Advantage: whenever you use your mask around people, in plain sight, yet no one notices, carry +1 forward.

When you use your mask, tell us one of the following:

a) something you regret that you've done,
b) something valuable you own that didn't belong to you,
c) what you saw or thought about (party member) when you watched them and they didn't know,

Then roll+mask.
- On a 10+, you achieve what you want, and no one is on to you, or they are caught unprepared.
- On a 7-9, choose: you aren't noticed, but you get caught half-way, or in a tight position; or you do what you want, but someone, somewhere, notices, beyond your immediate reach.
- On a miss, choose: take a scar, or let the MC make a move against you, as hard as she likes.

quote:

Advancements:
- add a purview to your mask from another playbook
- remove a scar from your mask
- ask your mask one question, which it must answer truthfully.

quote:

HX (or whatever it gets called)
_________ once saw you change masks when you thought no one was looking.
You stole _________'s mask when they were sedated and replaced it with a near-exact replica. How is it different?
____________ thinks your mask looks like the prince's mask, with the jewels removed and the royal decree scraped off.

InfiniteJesters
Jan 26, 2012
Pondering a S.T.A.L.K.E.R. hack:

When an emission occurs, roll +Cool.

On a 10+, you get to shelter and wait it out in relative comfort, no hitch.

On a 7-9, pick one:
-There were monsters in the shelter when you got there. Hope you've still got ammo.
-You make it, but not before the emission lightly singes your brain. You take S-damage (stun).
-You make it to a shelter, but the emission causes anomaly clusters to form outside. Now what? You can't go out the way you came in.
-(More to come?)

On a 6-, pick two.

(If I'm doing this horribly wrong, it's because I'm new at this. :V )

Also, I'm thinking of making each faction into a playbook instead of defining playbooks by skillset. Or replacing the sex moves with faction moves, although I have no clue what would trigger them, or whether to just make them a playbook-specific move that's used whenever.

InfiniteJesters fucked around with this message at 03:41 on Sep 3, 2013

Lemon-Lime
Aug 6, 2009
Doesn't really make sense to have a 10+ be "you get to shelter." The move should be "when an emission occurs and you're in shelter," with the roll results being consequences on the world around your shelter (on a miss, your shelter isn't enough and you take damage). 7-9s would be stuff like "monsters appear/emerge outside the shelter," "some anomalies move around" and "someone else arrives at the shelter just before the emission starts."

Actually, here's the move:

quote:

Emission
When an emission occurs and you're in shelter, roll+weird. On a 10+, choose one. On a 7-9, choose two.
* Another group arrives at your shelter, right before the emission starts
* You can hear mutants outside, flushed out by the emission
* You can tell that some of the anomalies have moved
On a miss, your shelter was inadequate - take psi-harm plus 1-harm.

When an emission occurs and you're in the open, you die. End of.

I take it you're planning on just using the AW classes as-is, right? You'll probably want to rename the stats, since "+cool" doesn't quite fit STALKER. +weird works just fine, though, and is obviously the stat for being open to the Zone.

Lemon-Lime fucked around with this message at 09:45 on Sep 3, 2013

Heart Attacks
Jun 17, 2012

That's how it works for magical girls.

Doodmons posted:

Part of the problem is that with the exception of the Angel who regularly bought medical supplies, nobody ever spent barter because they were loving hardcases who just stole stuff. I was probably to blame for not putting enough stuff they wanted to buy out there, but they were filthy thieves for the most part.

There is a reason that Make Them Pay is an MC move. They don't need to get anything out of spending barter besides "things don't get worse than they are."

"You don't want to starve to death? Pay up."

Doodmons
Jan 17, 2009

Heart Attacks posted:

There is a reason that Make Them Pay is an MC move. They don't need to get anything out of spending barter besides "things don't get worse than they are."

"You don't want to starve to death? Pay up."

Like I say, my players just tended to start shooting when a question of cost came up. I'm not complaining too much, because I got plenty of story out of it. Particularly the water drought that nearly killed all of them and their town because the water convoy trader guy tried to jack his prices up. So they murdered him. Bit short sighted, really.

I tried to discourage them, I really did. He had an honest to god tank, like a Stryker or something with an actual tank cannon. Didn't help him. Turns out a Gunlugger, a Faceless, a Chopper and a Quarantine can be quite dangerous when they all have gangs.

malkav11
Aug 7, 2009
New developments on the official AW front:

A free player refbook is now available for the basic playbooks:
http://apocalypse-world.com/AW-basicrefbook-letter.pdf

There is also now a complete limited edition playbook refbook (including the Space Marine Mammal and the Macaluso) available for $3:
http://nightskygames.com/welcome/game/ApocalypseWorld
(Select the LE refbook from the dropdown.)

The latter also includes the walkingsuit rules supplemental from the SMM playbook (including a human-configured walkingsuit), and the mysteries and clues supplemental that goes with the Marmot that I have never seen anywhere ever before. And a really cool complete and alphabetical list of every playbook move from every regular and limited playbook, followed by a list sorted by stat.

Doodmons
Jan 17, 2009
I've been thinking a lot about that weapon of mass destruction playbook from a couple of pages ago and decided to write up a quick prototype.

quote:

The Jenga

They call you the Jenga, because when you get in trouble everybody falls down. You've got to be hard, sharp, or just plain weird to survive in Apocalypse World and you're none of these things. No, what you have is a big boogity boogity bomb that even those wacko cannibals are afraid of. People go out of their way to keep you safe because they know what happens if you bite it. Everyone falls down.

Choose your starting move

Snow Crash
Nobody knows how you got it, maybe not even you, but you have the scariest bomb in all of Apocalypse World hooked up to your heartbeat and it's really, scarily obvious that the only thing keeping it from going off is the fact that you're still alive. It's surprisingly light, and only about the size of a backpack, but you can never ever take it off your person. The cords coming out of it are only a couple of feet long and dig deep into your back.
When your heartbeat gets too fast or too slow, the bomb starts beeping loudly and threateningly. When you reach 12:00 harm but are not yet dead, the bomb goes into overdrive, a siren goes off and everybody knows they need to save you or clear the gently caress out. When you die, so does everyone else. The bomb goes off.

Guardian Devil
Brainers are the ones with a monopoly on the Maelstrom but it doesn't seem to care too much for their welfare. Not like you. For whatever reason, the Maelstrom has decided it's going to keep you around and it has sent something very sinister and very scary to make sure of it. You have no control over it, but when you're in danger horrors from beyond space and time come to protect you with violence. Describe them.
When your life is seriously threatened, everyone around you automatically opens their brain to the Maelstrom as though they had rolled a 10+ and asked "is there a reason I should not gently caress with this person?". It is crystal loving clear to them that there is something horrible watching over you and they should back off. When someone does 2 harm or more to you in one go, a horror of the Maelstrom manifests and attacks them. When you die, so does everyone else. The horror(s) take their vengeance.

The Virus
There is something apart from blood flowing through your veins. Something horrible. Maybe it's a gift from the Maelstrom, maybe it's a remnant of what killed the world. Maybe you're just a hosed up little mutant. Either way, when your blood is spilled, the invisible death inside your body gets out. It seems like as long as you don't die, it's localised. Everyone's making GBS threads themselves at the thought of what happens when you finally kick the bucket.
When your blood is spilled, everyone within close takes 2-harm ap messy horrifying per harm that was done to you. When you die, so does everyone else. Your body no longer keeps the virus in check.

Thoughts?

Lemon-Lime
Aug 6, 2009
I like the move you wrote for Guardian Devil, but I still think the Maelstrom angle should probably be cut out entirely, just to avoid conflicting with the Brainer and Solace.

The Virus should do 2-harm once, not per harm done to you - 2-harm AP messy is already serious.

Other than that, the flavour is great! I'm in two minds about the "When you die, so does everyone else" part - on the one hand it's the coolest way to phrase it, but on the other hand I imagine that only everyone nearby does.

(Also not sure I particularly like "the Jenga" as a playbook name.)

Sticky Beethoven
Dec 22, 2010

i'm good
I hit a bit of a roadblock expressing the WMD-dude idea and kind of forgot about it until now but the moves and mechanical framework associated with it are as follows:

quote:

The Courier

New Mechanic: The Weight
You begin play with 0-Weight. When the MC threatens you and the Package, get +1 Weight. When a player interferes with you, they roll +Weight instead +Hx. Your Weight is between -4 and +4.

Special... set your Weight to -1.

Moves:
Whispering Box: When the Package talks to you and you respond, you can ask questions of it with +insight. When you follow the Package's advice, get -1 Weight.
Worldweary: When your Weight goes to -4 or +4, you may immediately set it to 0-Weight and mark experience.
Broken-hearted Smile: When you seduce or manipulate someone, roll +weight instead of +hot.
A Peek Inside: When you open your brain, you also catch a glimpse of what will happen when the Package opens.
Slings and Arrows: When you suffer harm equal to or less than your Weight, roll+0 for the harm move.
Hands Off!: While you are able to resist attempts to separate you and the Package, NPCs are unable to do so. PCs attempting to take the Package off you act under fire.

New Peripheral move (available at five or more advances, replaces "retire to safety")
Rattle the Earth
By default, no-one has access to this move. When the Package is opened, name four ways in which the world is supposed to change or be altered. The MC will respond with how the changes actually eventuate.
If you are still alive at the end of this process, choose a new playbook type to play as, or retire to safety.
Any other characters effected by the opening of the Package mark experience if they are still alive.

The Package isn't necessarily a bomb, it might be a GECK-like device, the retroviral cure for the zombie plague, a vital weather control satellite module, (parts for) a time travel device or any sort of massive plot-altering macguffin.

Boing
Jul 12, 2005

trapped in custom title factory, send help

Sticky Beethoven posted:

I hit a bit of a roadblock expressing the WMD-dude idea and kind of forgot about it until now but the moves and mechanical framework associated with it are as follows:


The Package isn't necessarily a bomb, it might be a GECK-like device, the retroviral cure for the zombie plague, a vital weather control satellite module, (parts for) a time travel device or any sort of massive plot-altering macguffin.

In my head it's the suitcase from Pulp Fiction and that's loving awesome

Kaja Rainbow
Oct 17, 2012

~Adorable horror~

Lemon Curdistan posted:

I like the move you wrote for Guardian Devil, but I still think the Maelstrom angle should probably be cut out entirely, just to avoid conflicting with the Brainer and Solace.

It's not like the Brainer and Solace have a monopoly on the maelstrom. Both the Savvyhead and Hocus can interact with it in a way they can't (Augury). The Macaluso lives right inside it. Basically, all those playbooks imply different things about the Maelstrom (that it gives you an opening into others' minds, that there're wolves, that it can be directly interacted with, that there're entities which dwell within it and can make themselves known through multiple people). This is just another implication (that now and then the Maelstrom takes an inexplicable interest in someone).

And, anyway, it only seems to interact with the maelstrom if you pick that specific option (just like how the Savvyhead and Hocus only get Augury if you get it specifically, though with their high Weird they likely will be opening their brain a fair bit anyway). Different assumptions will come onto play as different playbooks're brought into the game--this is already the case with other playbooks. Bringing in the Quarantine or Space Marine Animal transforms the premise of the game. And I don't really view the Solace and this Guardian Demon move as conflicting. The Maelstrom can be a multi-faceted thing. Hell, that sounds more plausible to me than it being single-facted. It's the Maelstrom.

I pretty much agree with your other points, though.

Boing
Jul 12, 2005

trapped in custom title factory, send help
Is there an Apoc World playbook for being a futuristic Fallout-style robot? This is important

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Doodmons posted:

I've been thinking a lot about that weapon of mass destruction playbook from a couple of pages ago and decided to write up a quick prototype.


Thoughts?

I don't actually like how the playbook references other playbooks, and I think the name is iffy, but I like the concept. "When you die, so does everyone else" is just great.

neonchameleon
Nov 14, 2012



Lemon Curdistan posted:

I like the move you wrote for Guardian Devil, but I still think the Maelstrom angle should probably be cut out entirely, just to avoid conflicting with the Brainer and Solace.

You don't need to change the move - you can simply have something more like:

"Many open their mind to the Maelstrom and can wield it. You are something different; a walking embodiment of the Maelstrom, and your eyes are black pits opening into the abyss. Whether or not you can wield this yourself, whenever you take 2 harm an Abyssal Vortex forms. If you look at whoever attacked you it forms in front of them, otherwise it forms near you."

Note: The Jenga Signature Move may not be taken by people using any other playbook.

(Each Jenga type has an associated playbook and one of their moves involves learning a move from that playbook; Brainer for the Abyss, Savvyhead for the walking bomb, and Angel for the virus).

Hmm... I'm currently thinking of ways to kill a Jenga at least relatively safely. Sealing the Virus into a welded shut iron container then incinerating it, and sending the Snow Crash on a one way trip by car into the middle of nowhere (or the enemy base).

Saguaro PI
Mar 11, 2013

Totally legit tree
I am not a massive fan of the first part of 'Guardian Devil', or at least how it's worded. Why not something like 'When your life is threatened, the weird (you heard me) tells them why they shouldn't gently caress with you."

Doodmons
Jan 17, 2009
Additions to the starting moves while I think about them. Not sure about these, particularly the Snow Crash ones. I know what I wanted the move to do, which is be a better Go Aggro, but I wasn't sure how to go about doing that. Incidentally, the reason I gave "use your WMD to threaten someone, The Move" to Snow Crash rather than as a base part of the class is partially because the other two get cool tricks but also because their particular WMD is invisible whereas Crash has a big beeping bomb right there that you can't ignore and oh god he's gonna loving do it, lay off already

quote:

Choose your starting move

Snow Crash

I'm loving serious: When you grab the cords and threaten others by pulling lightly so the bomb's warning siren goes off, roll +Hard
On a 10+ you choose, on a 7-9 the MC chooses, on a 6- somebody does something stupid.
- They know you're bluffing, but respect your intent and give you what you want.
- They panic and get the gently caress out immediately, heedless of the consequences

alternatively

I'm loving serious: When you Go Aggro on someone by pulling on the bomb cords so the siren activates, a roll of 4-6 is treated as a 7-9. On a 2-3 the MC may make as hard and direct a move as they like.

Guardian Devil

Sic em: When you try to convince the Maelstrom to send your protector after someone, roll +Weird
On a hit, the protector attacks them. On a 10+ choose two, on a 7-9 choose one.
- It's subtle about it, enough that people might not realise your monster did it
- It doesn't hurt any bystanders
- It won't go looking for more trouble once it's done


The Virus

Toxic weapon: When you cut yourself and use your blood as a weapon, roll + Hard
On a 10+ do 1-harm ap messy horrifying to either a single target or everyone within close, your call. On a 7-9 only a single target and the bleeding isn't as controlled as you like. You're acting under fire to stop it before everyone takes the 2-harm. On a 6- you take 1-harm ap, with all the consequences that produces. Dumbass.

HitTheTargets
Mar 3, 2006

I came here to laugh at you.

Boing posted:

Is there an Apoc World playbook for being a futuristic Fallout-style robot? This is important

There was one in this very thread called the Machine Hunter. It was an android or reasonably bipedal robot that hunted other robots, Megaman-style, on the assumption that its only used in games where the Apocalypse was "the robots flipped out and killed poo poo." I can't think of any that've gone for the Mr. Handy or Brainbot type of automaton, though.

Edit: Found it.

It comes with rules for a robot buddy!

HitTheTargets fucked around with this message at 02:33 on Sep 5, 2013

Bigup DJ
Nov 8, 2012
When I'm designing a hack, what do I found the game on? A mood? An aesthetic?

Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature

Bigup DJ posted:

When I'm designing a hack, what do I found the game on? A mood? An aesthetic?

If you don't know, I don't think you should be designing a hack at all. Sorry :shobon:

Okay, to put it in more kindly terms: if you don't know, why are you designing a hack in the first place?

Bigup DJ
Nov 8, 2012

Cyphoderus posted:

If you don't know, I don't think you should be designing a hack at all. Sorry :shobon:

Okay, to put it in more kindly terms: if you don't know, why are you designing a hack in the first place?

Well the situation is I've been writing this hack and I knew what I was going for - urban fantasy and horror - but somewhere along the line I lost track of the game's aesthetic. I guess I do know what I'm trying to do, I'm just really unsure about whether I'm doing it right!

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Bigup DJ posted:

Well the situation is I've been writing this hack and I knew what I was going for - urban fantasy and horror - but somewhere along the line I lost track of the game's aesthetic. I guess I do know what I'm trying to do, I'm just really unsure about whether I'm doing it right!

I think the other question you need to ask yourself, is if you really need to make a hack, there are several urban fantasy hacks already out there already. Ask yourself what makes yours unique and then focus on that. Then start with the simple world that Joe Mcdaldno laid out here http://buriedwithoutceremony.com/simple-world/.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
Or just don't bother, mine's already superior :smug:

Joking aside, what's yours about?

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Bigup DJ
Nov 8, 2012

Tollymain posted:

Or just don't bother, mine's already superior :smug:

Joking aside, what's yours about?

Well initially I was just converting Kult into a *World game. The basic premise of Kult is this: Reality as we know it is a thin skin stretched over the truth, which human beings may only glimpse when pushed to their limits. This false world was crafted by the Demiurge to hold us prisoner, and to prevent us from regaining the divinity we once had. Magic exists, but it's essentially a systematised means of pushing yourself to your limits - mental, emotional, spiritual - in order to achieve certain effects. It's extraordinarily taxing and it takes hours or even days to perform a spell. There's endless worlds beyond the Illusion - worlds we once ruled.

Chief among these is Metropolis, The Unreal City, endless space of decaying urbanism and once-home of man in his divinity. There's also Gaia - The Living Earth, The Cold and The Weir Woods - Elysian Fields and Ancient Sea. Cruel nature. Inferno - What you know as Sheol, Yomi, Naraka, Hell, Tuat. A bloated bureaucracy encompassing every hell devised by man. Limbo - Endless lands of dream and nightmare, planes of symbol and desire.

As it is now the game's a blend of Kult, Promethea, elements of Clive Barker and the occult as described by Crowley, Austin Osman Spare, Jakob Boehme and the rest. Stats and Basic Moves are nearly done - you can read what I've written so far here!

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