Sorry if it’s been asked already. If I pledge 10$, do I get all the new stuff (in PDF)? Or am I missing something (barred the soundtrack, not interested in)?
Thanks in advance.
Sorry if it’s been asked already.
Sorry if it’s been asked already. If I pledge 10$, do I get all the new stuff (in PDF)? Or am I missing something (barred the soundtrack, not interested in)?
Thanks in advance.
And this is a part of the cover.
And this is a part of the cover. Here, you can see how the “THE” is really overlapping the “S”, creating a bad (imho) effect.
Hi Hamish Cameron.
Hi Hamish Cameron. I took a screenshot of a page, to make sure I see the same font as you do. As you can see, it’s really cluttered, “RIN” is almost unreadable, also the lines are really overlapping.
I love “particular” layouts, however I don’t like this combination too much.
Hallo everybody.
Hallo everybody. I’d like to ask something about the game and the system, before to make my mind and jump on the kickstarter bandwagon.
First of all. Are powers (and equip) equipped with tags, both narrative and mechanical? Ie. When I create/choose a power, is the power “Forceful” “Area” “+1Damage” “Very far” “Ice” etc.?
I ask this one because I didn’t like the Worlds in Peril rpg approach, so I’d like to grasp the differences between Mask and other PbtA games, specifically on this point.
Also, is there a way to interact with scenes, for example to “lock” a fight within specific “places” or “situations”, gaining the chances for fight a “difficult” enemy? Ie. I’m a ground-based fighter, but I’m against a dastardly flying enemy, that is shooting me from apart: there are specific game rules that I can use to “force the enemy in a room” or “to make me followed so we’ll fight in a small, low, alley”? Something that I can roll, and if I succeed, I have those kind of choices to gain that “narrative location/situation advantage”?
Is this true fro NPCs too? I know, PbtA games have master don’t following the same PCs rules, however, suppose to have a ground-bsed Villain, can I ask my flying-heroes PCs to roll a sort of “Defy Danger” move to “force” them to enter that low, cramped building, because “Ehi, the Villain is inside, we can’t stay around the building forever”?
Thanks in advance for the attention.
About the advancements.
About the advancements. I quickly read the manual, so I can be wrong, however I saw that you can “simply” add more moves from your careers. Correct?
Well, I love advancement in RpGs, and I own almost every AW-based game that exists. So: why limit the advancement to some new move? Why to not add some “special” advancement, that gives one or more of these:
– +1 to a Stat (maybe another +1 to another Stat in a successive special advancement).
– An additional “slot” to endure an additional minor damage (and, in a successive special advancement, an additional medium damage)
– An automatic “big” asset, like “A new ship”, or “A loyal crew/community/gang”, or “A secret base”
– A sidekick (you create a “backup” character, and this is introduced in the fiction, useful as sidekick, backup PC when another PC is out of the scene for a while etc.)
I’d say you can easily add these to the core rule, and a lot of from-zero-to-hero player enthusiasts will be grateful for that!!!
Also, a fantastic idea could be tie these special advancements to specific careers, so for example, the Military gets +1 Stat and +1 Damage Slot, the Starfarer gets +1 Stat and a Backup Ship, the Scoundrel gets +1 Damage Slot and A Gang etc.
I feel the standard rules a little “plain”, mildly exciting.
I am quite confused from the rules about the Wild Jumps.
I am quite confused from the rules about the Wild Jumps. Now here I don’t have the book with me, however, if the crew has time, they can do a normal jump. If they need to do a quick jump in a hurry, or a jump to unknown, they do a Wild Jump. If they get 10+, they succeed, and they could choose from the 7-9 list to obtain… What?
If they get a 7-9,they succeed, however they get a thing chosen by the GM from the list. Now, 7-9 should be a “mixed success”, but in the list I see all positive things, like “we found a new planet!”, “we found precious ores! ” etc. So: why a crew should do a normal jump, if with the wild jump they do the travel quickly AND with good surprises at the arrival??
Hi people.
Hi people. I want to gift you with an HOLO CLOCK I made for my sheets (W.I.P.). You get the HOLO CLOCK with or without hours. Please use it for your campaigns / sheets etc. Hamish, if you like it you can incorporate in your book as well. Simply, drop a thanks.
They are PNG 300dpi with a transparent background.
Ehi, just an idea to add some detail to the book.
Ehi, just an idea to add some detail to the book. I see there are no info in the book about the ages of those tough russian women. So, can you insert a small paragraph about suggested ages? Under 18, sometime? 20 – 30 mostly? Some older one? Veterans or desperate maybe? I’m curious about that, also, this can be useful to recreate the right mood.
Ehi, you can use this one if you play some fantasy A.W.
Ehi, you can use this one if you play some fantasy A.W. hack… And/or if you are playtesting the new A.W. Dark Age ;D
Originally shared by Andrea Parducci
Ola. This is a “Dungeon World Clock” I created for a campaign of mine.
If you don’t know what I’m talking about, no worries, just ignore this magic symbol 😀
Otherwise, feel free to use it for your fronts moving toward the players like a bulldozer on a parked bicycle 😀
Hi Vincent Baker .
Hi Vincent Baker .
If there’s one thing that make me sad about Apocalypse World, that’s the cut-down-to-the-bones description of the Savvyhead…
So I did an expanded version:
*The Savvyhead
If there’s one fucking thing you can count on in Apocalypse World, it’s: things break. And it’s not a joke to find out someone capable of sinking into the Hi-Tech of the Age of Legend, ’till they create a cocktail made of psychic maelstrom, people’s flesh and blood lives, and shiny chromed steel.
When half of survivors is trigger-happy, and the other half holes up in his corner, you need someone that knows what’s what, to avoid all the things go screwed-up.*
… well, if someone cares about that, please help me to improve the english language I used… I’m not so good with that.
This is the original one in italian:
La Sapientesta
Se c’è una fottuta cosa su cui puoi contare nel Mondo dell’Apocalisse è: le cose di rompono. E non è uno scherzo trovare qualcuno capace di immergere le mani nell’Hi-Tech dell’Età dell’età aurea della leggenda, fino a creare cocktail di maelstrom psichico, vite di gente in carne ed ossa, e lucente acciaio cromato. Quando metà dei sopravvissuti ha il grilletto facile, e l’altra metà si rintana nel suo angolo, ci vuole qualcuno che la sappia lunga per non trascinare tutto a puttane.