Made up a relationship map for my Hawaii-based Masks game.

Made up a relationship map for my Hawaii-based Masks game.

Made up a relationship map for my Hawaii-based Masks game.

Originally shared by Gremlin Legions (Michael Wight)

After the winter holiday, we got our Masks game at the store back up and running. Made a few house-rule changes with conditions, and also had one of the players switch playbooks (from Outsider to Harbinger) as it was a better fit for his concept.

SO.

…I figured it was time for me to figure out how everything was connecting so far, and put together a relationship map…plus that will help me figure out where I need to tug at to make things complicated. 🙂

Wanted to see if anyone has come up with any interesting custom moves relating to the characters and their families.

Wanted to see if anyone has come up with any interesting custom moves relating to the characters and their families.

Wanted to see if anyone has come up with any interesting custom moves relating to the characters and their families. So far, my players haven’t really touched at all on their families (something I am looking to change), so I’m wondering if anyone has anything relating in particular to mundane families and how they deal with the super-powered problems of their children.

Decided to at least digitally ink the villain my players faced in their first game …

Decided to at least digitally ink the villain my players faced in their first game …

Decided to at least digitally ink the villain my players faced in their first game …

Red Jena!

Real Name: Jin-Na “Jena” Byung

Drive: To overthrow the dominance of giant tech companies

Abilities: Compulsive Technopath Savant (can construct unique and powerful devices that have seemingly no basis in physics, but never the same thing twice), Cybernetically Enhanced Reflexes and Strength

Conditions: Angry, Hopeless, Insecure

Moves:

-Cause wanton destruction, heedless of her own safety

-Reveal a new superweapon to counter a hero’s power

-Complain in depth about the broken patent system

Originally a North Korean dissident who had escaped to freedom, Jena got a first-rate education in engineering, but found she couldn’t get any of her inventions marketed because no one seemed able to duplicate the results of her designs…not even herself! Disillusioned, she became radicalized and formed the terrorist group, the CyberAnarchs, and works to sabotage high-tech companies in the name of revenge (though really to steal resources she needs for her own projects). She now sells her inventions to the highest bidder, typically villains and dictators, including to her homeland of the DPRK.

So, we had our first session of Masks: Hawai’i on Saturday.

So, we had our first session of Masks: Hawai’i on Saturday.

So, we had our first session of Masks: Hawai’i on Saturday. Went pretty well, even though we were missing one player (who got his dated mixed up). Everybody except for myself was new to games Powered by the Apocalypse, but they all took to it pretty well once they got over the lack of hard power stats etc.

While the players are still kinda fine-tuning their character looks (a Nova named Firefly, a Doomed named Incubus, and a Reformed named Black Lotus), I got plenty of inspiration for antagonists, and started sketching as soon as I got home. I might end up finishing these in color with Adobe Illustrator later, but wanted to share them for now.

About half a week before we finally start our Masks: Hawai’i game, so I’m prepping a more detailed map of Honolulu.

About half a week before we finally start our Masks: Hawai’i game, so I’m prepping a more detailed map of Honolulu.

Originally shared by Gremlin Legions (Michael Wight)

About half a week before we finally start our Masks: Hawai’i game, so I’m prepping a more detailed map of Honolulu. I think I posted a few years ago about a graphic artist that has done some amazing minimalist city maps, and I wanted to do something similar…though…the geography of Honolulu has made for a considerable challenge.

Still, I think it will work. I might add more detail later to my original Illustrator document, but only as it’s necessary I think.

So, I’ve been working on a few ApocWorld-powered games over the last couple of years – End of the World, Streets of…

So, I’ve been working on a few ApocWorld-powered games over the last couple of years – End of the World, Streets of…

So, I’ve been working on a few ApocWorld-powered games over the last couple of years – End of the World, Streets of Marienburg, Kingdoms of Ooo, and more recently Strange GENEration (though that one is still in more of a tinkering stage), and one thing that I’ve been wanting to do is use different dice mechanics to accomplish the whole -6/7-9/10+ dynamic.

I mean, there’s absolutely nothing wrong with the system as-is. I like it. But every now and then I get an itch to switch things up a bit…which I can only attribute to my irrational dislike of negatives. Don’t ask…

There’s been a few others that’ve used alternate mechanics. Most notably Murderous Ghosts with the use of cards, and to a lesser extent Minions Inc. and NYC2123, with the different die sizes.

But I wonder, what other alternate mechanics have you seen, and do they accomplish the Miss/Pass/Hit as eloquently as Vincent Baker’s original?

I ask mostly out of morbid curiosity.

Getting ready to do a one-shot of #tremulus  tonight at Open Play, for the first time since doing some playtesting…

Getting ready to do a one-shot of #tremulus  tonight at Open Play, for the first time since doing some playtesting…

Originally shared by Gremlin Legions (Michael Wight)

Getting ready to do a one-shot of #tremulus  tonight at Open Play, for the first time since doing some playtesting for it last year.

Overall, I’m still pretty happy with the game, even though there are a lot of missed opportunities and a few clunky bits that could have been ironed out or left out entirely. But it’s nothing that I can’t fix on my own, through the miracles of ApocWorld science.

To that end, I put together a half-sheet sized reference of the adjusted basic and damage Moves that I’ll be using in the meantime, at least until I get a better feel for what else I need to “fix” for my preferred style of play. These aren’t terrible altered from the original Moves as presented in tremulus, but they are tweaked ever-so-slightly to give them more of that Mythos edge, or editing the wording to make a bit more sense or being less…wordy.

I’ve also figured that I’d remove the Oh the Horror! Move entirely, since it doesn’t make much sense to have a Move for handling harm and shock already, and then have ANOTHER Move for handling shock.

Now I just need to replace out the old Moves reference from all the playbooks, reprint them all, and figure out what terrible plot I have for tonight! No pressure!

https://docs.google.com/file/d/0B5K_Bqfr0dqcN2E1dms2XzJoMEk/edit?usp=sharing

Three Words: Apocalypse + Car + Wars.

Three Words: Apocalypse + Car + Wars.

Three Words: Apocalypse + Car + Wars.

I’d like to hear your thoughts.

Originally shared by Gremlin Legions (Michael Wight)

Musings on some thoughts going through my head about mashing together Car Wars and Apocalypse World, as inspired by Chris Goodwin .

Character stats mostly will represent the vehicles, something like: Power (horsepower & towing capacity), Speed (acceleration & handling), Chrome (stylin’ & fancy features), and Frame (toughness and repairability). One stat would represent the actual, flesh-and-blood character, Nerve, for pretty much anything that happens outside of the vehicle.

I’m thinking combat will probably borrow some ideas from The Regiment, maybe something like armor turns serious hits into cosmetic damage, which would still need to be repaired eventually (possibly subtracts from your funds instead of the vehicle’s Hits?).

There’d only be a few, basic moves for characters while in their vehicles, representing standard maneuvers and such. All the add-ons, like weapons, special gadgets, devices, options, or whatever, count as new Moves.

Something like a Flamethrower would work like: Roll + Speed, on a 10+, do your Hits and set their car on fire. On a 7-9, you set their car on fire, but (choose two) – the damage is only cosmetic / the flames only distract the driver / it uses up the last of your propellant / they leave a trail of flame that imperils other tires.

For the driver, their moves would work much like rolls do in World of Dungeons, more free-form and based on the situation.

I realize these ideas are still largely nebulous, but any thoughts?

Okay, FINALLY finished up my revisions and GM section expansion for my WoDu/ApocWorld hack, End of the World.

Okay, FINALLY finished up my revisions and GM section expansion for my WoDu/ApocWorld hack, End of the World.

Originally shared by Gremlin Legions (Michael Wight)

Okay, FINALLY finished up my revisions and GM section expansion for my WoDu/ApocWorld hack, End of the World. Yeah, there’s probably gonna be some errors floating around, but hopefully it clarifies what needed to be clarified, and expands on what needed to be expanded upon. No longer makes it a true PocketMod, since there’s now three pages…but it’s still fairly portable.

…and, of course, the 1-ups, which are great for using on a smartphone. At least, so I think (as I don’t actually have a smartphone of my own).

And right in time, before the end of the year (alas, no end of the world this time).

1-Up Files:

https://docs.google.com/open?id=0B5K_Bqfr0dqcWDQtMVhYX1dkWEE

PocketMod Files:

https://docs.google.com/open?id=0B5K_Bqfr0dqcVzJ1VjVQUkJyS2s

Finished with my Apocalpyse World/World of Dungeons hack (with a tiny bit of inspiration from Chronica Feudalis)…

Finished with my Apocalpyse World/World of Dungeons hack (with a tiny bit of inspiration from Chronica Feudalis)…

Originally shared by Gremlin Legions (Michael Wight)

Finished with my Apocalpyse World/World of Dungeons hack (with a tiny bit of inspiration from Chronica Feudalis) that I’m calling End of the World…just in time for the end of the world.

Yeah, I dated it 12/21/12, but that’s because I didn’t want to actually wait until tomorrow. So sue me.

…wait, no, don’t sue me. That’d be silly.

Anyway, download either the standard version (which should be small enough to fit onto an iPod or smartphone screen and only about 300kb), or the PocketMod version to print out, fold up, and take with you where ever…especially if the net crashes and all power goes out for the next decade.

https://docs.google.com/open?id=0B5K_Bqfr0dqcVEpuczdLRG1zVnM

https://docs.google.com/open?id=0B5K_Bqfr0dqcbUgxdUd0T0tXZ2s