Monster of the Week: how does one apply first aid? Help out? A custom move?
Monster of the Week: how does one apply first aid? Help out? A custom move?
Monster of the Week: how does one apply first aid? Help out? A custom move?
Monster of the Week: how does one apply first aid? Help out? A custom move?
Monster of the Week: how does one apply first aid? Help out? A custom move?
This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land…
This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land their ship in a civilized port after spending time at sea (or in space)? Stuff like dealing with port authorities and whatnot.
Just got this in the mail.
Just got this in the mail. Super exciting. Gonna pitch it to my Wednesday group as our next game. Thank you Evil Hat Productions for doing the revision for Michael Sands!
I am putting together rules for a Walking Dead inspired zombie apocalypse game.
I am putting together rules for a Walking Dead inspired zombie apocalypse game. I am looking for rules that would allow players to investigate a scene and determine what happened in the past. Maybe see the way bodies were lying and determine if they had been running to or from a place when they died. Or investigate someone’s (currently unoccupied) living space and get a sense of who they were. Anyone have a customer Investigation rule like that they have used?
In my latest recap the PC reach the ruins of Miami, avoid giant pythons, make friends with a cult, and fight…
In my latest recap the PC reach the ruins of Miami, avoid giant pythons, make friends with a cult, and fight ‘zombies’.
http://www.noordinaryobsession.com/2015/02/06/climbers-recap-road-miami/
More weirdness in my Apocalpyse World game, the Climbers.
More weirdness in my Apocalpyse World game, the Climbers. Cannibals, a dying child, a group of techno savages, and a vision.
http://www.noordinaryobsession.com/2015/01/23/climbers-recap-head-highway-part-ii/
Can you suggest me a space opera hack?
Can you suggest me a space opera hack?
My players take my Apocalypse World game in a new direction, down south to Miami along a highway of freaks, raiders…
My players take my Apocalypse World game in a new direction, down south to Miami along a highway of freaks, raiders and cannibals.
http://www.noordinaryobsession.com/2015/01/09/climbers-recap-head-highway/
Hey all, I’m finally starting an AW game with some friends. We’ve been playing a lot of DW, and love it.
Hey all, I’m finally starting an AW game with some friends. We’ve been playing a lot of DW, and love it.
I was looking to set our game in Palladium’s RIFTS world. I’ve seen a couple people talk about potentially doing this, but can’t find any hacks. I only find mention of it.
I love the AW system and think it’ll fit for the RIFTS wold. Any help would be appreciated.
I finally got a chance to play this with some friends. Initial reactions were very positive. I think this has legs.
I finally got a chance to play this with some friends. Initial reactions were very positive. I think this has legs.
Character creation took longer than I hoped, but was very fruitful. The naming guidelines & picklists worked great. The players’ urge to be an adventuring party on a mission was pretty strong, though, enough that it made the Rogue really twist his In Too Deep choices to fit in.
Gear, Equipment, and Inventory weren’t intuitive enough. Folks liked it once they figured it out, but I need to reduce granularity and rethink the UI for the inventory section.
Using fictional inputs to determine bonuses worked beautifully. The players were actively looking at the “add +1 if…” statements and then trying to engineer those in the fiction. It slowed things down a little when the action started (because we had to tick off the 2-3 questions per move to determine the bonus), but it had the benefit of making us interrogate the fiction every time a move triggered.
Stats & Traits went over really, really well. Everyone liked the fact that the stats never penalized you, they only gave you more control over the outcome.
Playbook Moves were well received, though the Templar thought that Dominion was way, way too good. Like, not-even-a-choice good. Might need to reconsider.
Magic moves worked very well for the Sorcerer (who I’ve played with for years and who has a very similar frame of reference to me when it comes to that sort of thing), but was a bit grinding for the Templar. Mostly, he assumed that the magic system was more freeform than it actually is, and it was jarring to him when he couldn’t use Hex to do what he wanted. We eventually realized he was using Tempest, and when he went back and read the moves more carefully he was OK with that. But I guess that’s something to consider… the Sorcerer and Templar have a lot more rules to be familiar with.
We didn’t play long enough to really vet all the moves. I got to apply a condition but didn’t really get to act on it. The Push Yourself move never came up, so I’m still wondering how that will work. And I still don’t have a sense of how quickly Stats/Traits/etc. will get expended.
https://drive.google.com/folderview?id=0B0lFq3ECDQDQdkVSYzYyeFY1OEU&usp=sharing