Ran my first game of Monsterhearts tonight on G+ (both first experience at all with the game and I was the MC).

Ran my first game of Monsterhearts tonight on G+ (both first experience at all with the game and I was the MC).

Ran my first game of Monsterhearts tonight on G+ (both first experience at all with the game and I was the MC). It went off incredibly well. What helped was I got to play with a group that is really story game oriented so I knew they would be eager to go with my direction and take the reins when they needed to. We ended up with a werewolf, a vampire, a fae and twin sister witches. I worked to really provoke detailed responses during the set up phase so we have a pretty clear picture of where things were going. The game play lasted about three hours and by the end I had made sure to tangle up these relationships into a nice dramatic mess. The group were unanimous in wanting to continue past this first session so now I have some threats to design and will probably look at tinkering with a couple custom moves. Loving those MC principles, its like perfect pedagogy for running a story game.

So, I had some severe problems with Monsterhearts that killed my enthusiasm for the game.

So, I had some severe problems with Monsterhearts that killed my enthusiasm for the game.

So, I had some severe problems with Monsterhearts that killed my enthusiasm for the game. This thread talks about it some. I never felt I got satisfactory responses to my questions, and I’m wondering if anybody else had similar concerns, or had good experiences with these sorts of situations without drifting the rules (although I’m probably planning on doing that). My main problem was that in the rules as written, and as explained by Joe, the basic moves just dance around the other PCs. I think I want some sort of mechanical help with taking the bottle from a PC other than: convince the MC that you took it, beat the PC unconscious, choose a skin that can make them give it to you. Anybody?

#monsterhearts  

http://apocalypse-world.com/forums/index.php?topic=2433.0

So i listened to book 3 in the Iron Druid Chronicles and realised how bad of an agressive GM i became again.

So i listened to book 3 in the Iron Druid Chronicles and realised how bad of an agressive GM i became again.

So i listened to book 3 in the Iron Druid Chronicles and realised how bad of an agressive GM i became again. I was really good at that when we played Mouse Guard but i have become a bit of a too big fan of the PCs i think. 

This book (and the dresden Files too) is really good at putting 3-5 fronts in front of the protagonist and making him somehow deal with that. I use maybe 1-2 fronts per session and generally don’t bring that much adversity. 

I need to update my fronts too so that is something i definietly need to work on (i am really bad at creating fronts. the process is hard for me)

So any tips on beeing more aggro, on creating fronts without starring at countdown clocks to long and on fronts at the table? 

I am thinking of using this (or similar) for my game/hack and thought I would share

I am thinking of using this (or similar) for my game/hack and thought I would share

I am thinking of using this (or similar) for my game/hack and thought I would share

At the End of each Session, answer the follow questions: 

Did your character grow as a person? If so, ask yourself how. If not, think of situations that could help you grow in the next session and share that with the GM.

Did the character learn something new about the world? If so, what? If not, what do they seek to understand. Share that with the GM.

Did the character next to you do something awesome? If they did, they gain a String on you. If they didn’t, ask them how you could help them create a moment of awesome. If you help them by doing what they suggest gain 1xp.

Did the character next to you do something shocking? Tell them what they did, gain a String on them. If they did not, tell them what you would like to see. If they do it , they gain 1xp.

For each Yes, take +1 forward on the next roll. Roll +No Stat

12+ Take a Move of your choice

10-11 Gain +1Lore, a String of your choice, and regain 1Mana

7-9  Gain +1Lore, a String of your choice, OR regain 1Mana

6 or less Gain one of the above anyway, but something unresolved from this Session hangs over you.

*Lore is like a String, but on the Setting

The 16 HP Dragon made its rounds earlier this year in the DW realms, but I think it’s important to any AW-based…

The 16 HP Dragon made its rounds earlier this year in the DW realms, but I think it’s important to any AW-based…

The 16 HP Dragon made its rounds earlier this year in the DW realms, but I think it’s important to any AW-based game, or really, any RPG game. 

http://www.latorra.org/2012/05/15/a-16-hp-dragon/

I feel like there’s a key step that happens when I MC AW.

I feel like there’s a key step that happens when I MC AW.

I feel like there’s a key step that happens when I MC AW. In my experience it usually occurs in the second or third session, though there’s no reason it couldn’t happen earlier or later.

It’s when I decide/realize what the maelstrom wants. Often, I’ve come up with a motive for the maelstrom before even deciding what the maelstrom is.

This is similar to determining a threat type, but I think it’s subtly different.

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

Are there any Playbooks out there for playing old timers, who lived through the Apocalypse?

Are there any Playbooks out there for playing old timers, who lived through the Apocalypse?

Are there any Playbooks out there for playing old timers, who lived through the Apocalypse?

I was thinking about it while driving home from my folks’ today, and I thought ‘The Ancient’ would make a neat Playbook if only because their stat choices would imply a lot about what was needed to survive the Apocalypse and that they’d be a primary source for the experience of the Apocalypse. It also made me think about the fact that some Playbooks don’t really make sense as second ones picked.

Does anyone have some good Apocalypse World custom moves for funky drugs, drug addiction, and withdrawal?

Does anyone have some good Apocalypse World custom moves for funky drugs, drug addiction, and withdrawal?

Does anyone have some good Apocalypse World custom moves for funky drugs, drug addiction, and withdrawal?

Please share!

I wrote a move for a playbook, but I’m thinking maybe it’s not balanced. Tell me what you think?

I wrote a move for a playbook, but I’m thinking maybe it’s not balanced. Tell me what you think?

I wrote a move for a playbook, but I’m thinking maybe it’s not balanced. Tell me what you think?

He’s Got A Gun!: when you’re in a tense situation, you can say something crazy or sudden and roll+cool. On a hit, you will get to see or hear violence occur. No one present may parley until violence has been done. On a 10+, if any of your fellow players’ characters start a fight on your behalf, they mark experience. Furthermore, nobody may initially target you. On a 7-9, if a PC won’t start a fight then an NPC will. You still won’t get hit first, unless a PC starts the fight. On a miss, nobody needs to start fighting if they don’t want to, but you are no longer exempt from getting hit first if they do.