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Post by jazzisblues on Oct 6, 2015 18:34:49 GMT -8
Boo jazzisblues. Boo. At least tell us what it's about, you tease. I'm basing it on buddy cop stories, shows and movies like, "Lethal Weapon." Now I pretty much have to produce something from this. Thanks Hyve. JiB
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Oct 6, 2015 18:40:22 GMT -8
Any time. I'm working on a hack, too. It's less ambitious than a full game though. It's just a modification of Monsterhearts that has everyone playing as teenage witches, like in The Secret Circle. Just so you know you're not alone.
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Post by jazzisblues on Oct 6, 2015 18:50:36 GMT -8
Any time. I'm working on a hack, too. It's less ambitious than a full game though. It's just a modification of Monsterhearts that has everyone playing as teenage witches, like in The Secret Circle. Just so you know you're not alone. Cool. I can't say MH is my jam per se, but depending on who's running it and who's playing I'd likely be down with it. JiB
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Post by joecrak on Oct 6, 2015 19:29:39 GMT -8
You also can't use it to play anything other than a post-apocalyptic game. It's not like GURPS, Savage Worlds or other "setting agnostic" games. Because of how PbtA games work, you can't ignore the setting and just use the rules because the rules create the setting. Using Apocalypse World to play something else means taking the thing apart and rebuilding it from scratch, which is exactly what Dungeon World, Monsterhearts, Monster of the Week, Masks, Worlds in Peril, Saga of the Icelanders, The Sprawl, and every other PbtA game is. I've had this discussion wiht many friends before, and while I agree that the playbooks, are mostly Post-apocalyptic oriented, the basic moves, always came off generic enough to me, to fit into many settings. Retinkering to better fit certain themes is always appreciated, but they still work in non post-apocalyptic settings. Like, the obvious example Seduce or Manipulate, nothing about that move is specific to post-apocalyptic stories. Same as Seize by force. But that does not mean that these moves fit for every game. The only move that does not work everywhere is Open your Brain, that's pretty specific to this system/setting. A friend of min was doing a video series about Playing the TV show Black Sails using Apocalypse World, and all their playbooks. Though, that could theoretically be called post apocalyptic, if you look at it from the water world perspective. Certain characters even fit certain playbooks to a T.
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Oct 6, 2015 19:53:48 GMT -8
I've had this discussion wiht many friends before, and while I agree that the playbooks, are mostly Post-apocalyptic oriented, the basic moves, always came off generic enough to me, to fit into many settings. Retinkering to better fit certain themes is always appreciated, but they still work in non post-apocalyptic settings. That is a very good point, and I hereby stand corrected. Except for Open Your Brain, none of the Basic Moves in Apocalypse World require a specific setting. They're all fairly universal, and could be used for nearly anything. As you point out, the post-apocalyptic setting is because of the playbooks. Though again, some of those work for other settings, or could with only minimal tweaking.
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Deleted
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Post by Deleted on Oct 7, 2015 0:02:45 GMT -8
I've played it but it didn't leave a good impression, partially as the GM was a novice GM and didn't really grok it (and was willing to admit that during the game). I'm party way through reading the book now and can instantly see why he didn't get it, there's a lot in they're that is poorly worded or not properly explained. I can see from the sample on drivethru that it's written in a kind of conversational tone that i'm not sure agrees with me as a reader. For me it's not so much the tone but explanation and layout. There's a lot that gets introduced it mentioned in the first half of the book but doesn't get explained properly until much later. For example the basic moves are introduced early on but don't actually get discussed in detail until page 190. Ditto stuff like the countdown clock, introduced in one page with no explanation then explained (with no reference to the first introduction) in a different section.
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Oct 7, 2015 0:18:52 GMT -8
For me it's not so much the tone but explanation and layout. There's a lot that gets introduced it mentioned in the first half of the book but doesn't get explained properly until much later. For example the basic moves are introduced early on but don't actually get discussed in detail until page 190. Ditto stuff like the countdown clock, introduced in one page with no explanation then explained (with no reference to the first introduction) in a different section. Yup. I can totally see that. There's a bit about what you need to play, a few pages about moves, dice, and stats, and then we're off into the character playbooks which make no fucking sense when you look at them the first time. I love that book and game to death, but my god it was a mistake to organise things that way. Hopefully that will be addressed in AW 2e.
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Post by HourEleven on Oct 7, 2015 7:18:22 GMT -8
Yeah, same here. Playing a sexy teenage monster isn't for everyone, and you have to enjoy watching your character crash and burn to enjoy the game. That also is not for everyone. Playing as heroes is an easier sell, which is why Dungeon World and Monster of the Week are more popular games probably. This is very true. You HAVE to play to the genre. You must make purposefully bad choices (like a teenager would) and sew as much drama as possible. Given the option between cleanly resolving something and throwing your character into a pit of emotional train wreck, the best choice is always the latter. Everything needs to be irrationally emotionally driven and the goal isn't to get out of trouble, it's to make sure you just keep your head above water, but still kind of drown a little. This style of self flagellating game play is not for everyone.
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
Favorite Species of Monkey: Goddamnit, Curious George is a CHIMP not a monkey! Stop teaching my daughter improper classification!
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Post by sbloyd on Oct 7, 2015 7:35:02 GMT -8
And as we all know, that's not really roleplaying.
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Post by jazzisblues on Oct 7, 2015 7:37:44 GMT -8
One of the downsides to recording games (It's not really a downside but it can be frustrating) is when I go back and listen to a recording only to realize that I did something totally wrong when I was running a game.
JiB
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Post by Stu Venable on Oct 7, 2015 8:26:48 GMT -8
I can see from the sample on drivethru that it's written in a kind of conversational tone that i'm not sure agrees with me as a reader. Apocalypse World seems to be a very divisive book. It is written in a conversational tone, somewhat in character by someone living in the apocalypse, and has a healthy (some would say excessive) dose of profanity. I love it, but I can totally see why people are turned off by it. You also can't use it to play anything other than a post-apocalyptic game. It's not like GURPS, Savage Worlds or other "setting agnostic" games. Because of how PbtA games work, you can't ignore the setting and just use the rules because the rules create the setting. Using Apocalypse World to play something else means taking the thing apart and rebuilding it from scratch, which is exactly what Dungeon World, Monsterhearts, Monster of the Week, Masks, Worlds in Peril, Saga of the Icelanders, The Sprawl, and every other PbtA game is. The writing style is what made me give up on Apocalypse World. When it comes to game mechanics, that shit should be dry, like a technical manual.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Oct 7, 2015 8:42:01 GMT -8
One of the downsides to recording games (It's not really a downside but it can be frustrating) is when I go back and listen to a recording only to realize that I did something totally wrong when I was running a game. JiB Yes, like when the adventurers left town and were on their way to the place, and then BAM, they're back leaving town again and I had them replay the last 30 minutes. I was drunk off my ass GMing the game. They were a little confused but it helped since the players were so blitzed as well. Needless to say, hearing that was probably the biggest motivator in changing behavior, because otherwise I would've just remember "we all had a rip-roaring good time, right? (from what little I remember)". I definitely don't go drinking crazy when GMing now.
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Post by shadrack on Oct 7, 2015 8:47:08 GMT -8
And as we all know, that's not really roleplaying. don't, just don't.
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Post by OFTHEHILLPEOPLE on Oct 7, 2015 9:04:34 GMT -8
The writing style is what made me give up on Apocalypse World. When it comes to game mechanics, that shit should be dry, like a technical manual. I have this struggle with Feng Shui 2 while reading the book. It sometimes makes finding rules hard, but if they didn't do it I feel like something would be missing from the excitement of the setting. I find myself saying "Is this rule under the Kicking Ass section or the Guns, Guns, and More Guns section" which just doesn't help, but is fun to say. Have you made any other attempts at trying to read Dungeon World?
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fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on Oct 7, 2015 10:21:52 GMT -8
The writing style is what made me give up on Apocalypse World. When it comes to game mechanics, that shit should be dry, like a technical manual. I have this struggle with Feng Shui 2 while reading the book. It sometimes makes finding rules hard, but if they didn't do it I feel like something would be missing from the excitement of the setting. I find myself saying "Is this rule under the Kicking Ass section or the Guns, Guns, and More Guns section" which just doesn't help, but is fun to say. Have you made any other attempts at trying to read Dungeon World? I loved the writing style of the old Feng Shui. It was, and remains, the only rule book I've ever managed to read in its entirety. I haven't done the same with the new version (yet) but I have dipped in just for the pleasure of reading the witty prose. I can understand why it may piss off some people just trying the grok the rules though. Though I love Firefly, and the Firefly RPG, the faux-folksy bluegrass language of the text is a real struggle for many. Luckily, having written a lot in that style for PBPs and the Signal, I read it like a native. stu I'll tell you which game has the best "technical manual" style: Fate (If only it were a proper RPG)
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