Barf Forth Apocalyptica

barf forth apocalyptica => brainstorming & development => Topic started by: Steve Hickey on May 24, 2011, 08:09:42 PM

Title: Threat Level: A '24' hack
Post by: Steve Hickey on May 24, 2011, 08:09:42 PM
I'm planning a hack which I'm calling 'Threat Level'. Essentially, it's 24 the RPG.

Here's what I think will be in it:

- - -   - - -

3 Playbooks (with general moves and specialist moves for each playbook)

A mini-playbook: The Mole

Basic Moves that deal with gathering intel, asserting authority, evading and pursing, analysing data, and using tech.


Battle moves for brutal improvised attacks, and co-ordinated assaults.

Conditions that can replace Harm at the player's discretion. Conditions include Captured, Off-The-Grid, Dead, Pursued, Out-numbered, Unwilling Accomplice, Tracked, Second-Guessed/Suspected, Replaced/Fired, Blackmailed, Alone)

Fronts and Threat Types: including Targets, Personal Life, Authority (Presidents, Chiefs of Staff, Foreign Powers)

Threat clocks - inspired by Mystery Clocks in Monster of the Week, these are equivalent to an episode of 24, centre around a specific crisis, and describe the 'What would happen if the threat isn't dealt with'


Conspiracy Clocks - like Countdown Clocks (or Arc Countdowns in Monster of the Week). A season (or half-season) of 24.



- - -   - - -

I've been sitting on this idea for a while. In the spirit of getting things done, I've just spent 10 minutes getting it down on screen, so I can get back to finishing Left Coast and work on this next.

Any thoughts would be appreciated!
Title: Re: Threat Level: A '24' hack
Post by: Simon C on May 24, 2011, 08:59:30 PM
In the Police Procedural hack I'm fiddling around with, roughing up a suspect means you can get them to confess. The catch is, you still don't know if they did it or not.
 
Title: Re: Threat Level: A '24' hack
Post by: John Harper on May 25, 2011, 09:14:08 PM
This sounds very promising as a hack, Steve. Making torture a feature, and making it troubling and problematic, also sounds like a win to me.

Simon: That's great.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 26, 2011, 06:40:47 PM
That's good stuff, Simon. I'll add it to the stuff that's I'm mulling over about problematising interrogation.

Thanks for the encouragement, John! Keeping this short (ala Lady Blackbird) is a major focus for me.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 26, 2011, 06:45:56 PM
Here's some stuff I'm thinking about Conditions.

(This post is a work-in-progress. I'll keep editing it as I think of stuff.)

You can choose to take a condition instead of Harm.

Conditions can stack.

Here's an example of what I'm thinking:

Broken Nerves
Duration: At least 4 segments.
Effects:
-- Analysts and Administrators subtract 1 from Calm
-- Field Operatives lose their automatic success at the Act Under Pressure move. They must roll Act Under Pressure using the Analyst and Administrator move.
Buy-off: Spend an advance, or be calmed by a colleague.


Tortured
Duration: On-going. 1 torture scene per segment
Effects:
-- Take 3 Harm. You can reduce this Harm by selecting one or more of the following options:

-- You can take an additional 1 Harm in order to set yourself up for an escape
Buy-off: Give them what they want, engineer an escape or distraction, or you are rescued


---  ---  ---

Conditions I'm currently fleshing out include:

Off-The-Grid: You lose access to all of your agency's resources
Unwilling Accomplice: You have been forced to work for the enemy.
Tracked: Your location is known at all times. Duration: Ongoing.

---  ---  ---

Other conditions include:

Captured
Dead
Pursued
Out-numbered
Second-Guessed/Suspected
Replaced/Fired,
Blackmailed
Alone
Deceived.

Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 26, 2011, 08:34:46 PM
Some stats seem to be emerging as I work through moves and conditions. I've grouped them into 'themes' and highlighted my current front-runners, below:

(This post is a work-in-progress. I'll keep editing it as I think of stuff.)

Force. Hard.

Authority. Credibility. Command.

Calm. Cool.

Insight.

Tech. Savvy. Wired.

Precision. Stealth. Quiet.

Resources (although this may end up being a peripheral move).
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 27, 2011, 01:10:47 AM
Some ideas for basic and peripheral moves.

(This post is a work-in-progress. I'll keep editing and adding to it as I think of stuff.)


---   ---   ---

Basic moves

When you assess fresh intelligence, roll+insight.

When you manipulate someone, roll+ ...?
-- Rather than leverage, you need a plausible rationale.

When you intimidate or coerce, roll+force/authority/tech (as appropriate to playbook).

When you act under pressure, roll+calm (if you're an analyst or an administrator).

When you act under pressure, you do it (if you're a field operative).

When you take violent action, roll+force.

When you assert your authority, roll+authority? credibility?

When you protect someone, roll+ ...?

When you infiltrate or evade (or 'When you act with stealth'), roll+stealth? quiet? precise?


---   ---   ---

Peripheral Moves

When you draw on resources in the field, roll+ ...? insight? calm?
-- You gain X amount of hold, which you can spend to gain equipment. Unique items cost more of your hold.
-- You can't roll this move again until you reach base or your vehicle.

When you draw on resources at your base, roll+ ...? insight? calm? authority?
-- It takes you X segments to acquire the item.
-- On a miss, the GM makes a hard move. (Oh! One of the GM moves should be to advance the threat clock by a segment.)


---   ---   ---

The equivalent of sex moves is "When you plausibly and directly oppose another PC".
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 27, 2011, 07:59:46 PM
More Conditions. (I didn't realise you lose the ability to modify your posts after a few hours.)

Captured: You're confined to a single location (such as a compound, fallout shelter, or warehouse).
Duration: On-going.
Effects:
-- Leaving any single area of the location you're confined to requires you to succeed at an appropriate move. You can make one move per segment.
Buy-off: successfully escaped or get rescued.


Dead: You've been killed.
Duration: On-going.
Effects:
-- Your dead character cannot take any actions.
-- Create another character to play
Buy-off: Spend an advance (or take an appropriate condition) and demonstrate how your character's death was faked.


Presumed dead: You convincingly appear to have been killed.
Duration: On-going.
Effects:
-- As long as you're undetected or unsuspected, you can take actions without being opposed.
-- You must take the Off-the-Grid condition.
Buy-off: Reveal yourself or have news of your survival reported to the wider world.


Infiltrator: Your base or personal life have been infiltrated.
Duration: On-going.
Effects:
-- The infiltrator will make a hard move within the next three segments.
-- The infiltrator can be an existing threat, a newly-introduced one, or an existing NPC who has become an unwilling accomplice.
Buy-off: Discover the identity of the infiltrator.


Under Cover: You've established your cover in an enemy organisation..
Duration: On-going.
Effects:
-- Establishing your cover requires (a) making a successful Manipulate move, and (b) taking 3 Harm.
-- Remove 1 Harm for each of the following options you select:
Buy-off: Your cover outlives its usefulness or is blown..


---   ---   ---

Some other conditions to work on:

Premature Action: Someone jumps the gun and launches an operation to soon.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 27, 2011, 08:19:24 PM
When you assess fresh intelligence, roll+insight. On a hit you can ask the GM questions. On a 10+, ask two (or the same one twice). On a 7-9, ask one:



On a miss, the MC can make a move, including asking two of these questions of the player.


When you formulate a battle plan, roll+ ...? On a hit, you can ask the GM questions. Whenever you act on the GM's answers, take +1. On a 10+, ask three questions. On a 7-9, ask two (*):



On a miss, the MC can make a move, including asking 2 of these questions of the player.

(*) The Administrator also gets this move,
 but on a 10+, they ask two questions, and on a 7-9
they only ask one.

Analysts do not get this move.

---   ---   ---

Mike has this cool move in Monster of the Week which I think applies to Threat Level:

When you protect someone, roll+ ... reflexes, maybe? On a 10+ choose 3 and on a 7-9 choose 1 from the following list.



You also suffer whatever harm you are protecting them from.

On a miss, then you end up making things worse, like both you and the person you are protecting get harmed.
Title: Re: Threat Level: A '24' hack
Post by: Mike Sands on May 28, 2011, 12:11:47 AM
FYI Steve, the Protect Someone move has been streamlined a bit. Here's the newest version (key difference: you always protect them on a hit, mainly because people always chose that when it was an option)

Protect Someone

When you attempt to prevent harm to another character, roll +Tough.

On any hit (7+), you protect them okay, but you'll suffer whatever harm they were going to get.

If you got a 10+ choose two options, and on a 7-9 choose one:


On a miss, then you end up making things worse, like both you and the person you are protecting get harmed.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 28, 2011, 06:08:45 PM
Thanks, Mike. That's an elegant and completely sensible change.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 28, 2011, 06:53:37 PM
The Field Operative (or 'The Operative' or 'The Agent').

Based on characters like Jack Bauer, Tony Almeida, and Renee Walker, the Field Operative is who you send into any situation where you expect to make contact with the enemy. The Field Operative has military training, has proven themselves resilient to stress, and is competent in a variety of spheres.

Stat Blocks
Force   Command   Calm   Insight   (Tech)   Precision   (Reflexes/Tempo)


---   ---   ---

Moves

Disciplined Engagement (from the Quarantine): When you inflict Harm, you can choose to inflict any amount of Harm you like, less than or up to your Harm as established, including s-Harm. Decide at the moment you inflict the Harm: you need not tell anyone in advance how much Harm you intend to inflict.

Extra Force: you get Force +1.

Extra Calm: you get Calm +1.

Merciless (from the Battlebabe): when you inflict Harm, inflict +1 Harm.

Perfect Instincts (from the Battlebabe): when you've formulated a battle plan, and you're acting on the GM's answers, take +2 rather than +1.

Leadership (from various playbooks): when people fight for you, roll+command. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your squad:


Pack Alpha (from the Chopper): THINK ABOUT INSERTING THIS.

The Speech (adapted from the Hocus' Frenzy): when you tell a group of civilians that their lives are on the line, roll+command. On a hit they unite and fight for you as a gang (2-Harm, 0-armour, size appropriate). On a 7-9, ???

DIY Surgery (from The Wronged): When you do some quick and dirty first aid on someone (including yourself), roll +calm???. On a 10+ it's all good, stabilize the injury and remove one harm. On a 7-9 you have to pick one: stabilize the injury but the patient takes -1 forward; remove 1 harm now, but have it return as 2 harm later; remove 1 harm but the patient takes -1 ongoing until it's fixed proper. On a miss, the Keeper chooses what happens.

A list of specialist moves:
Sniper
Marine
Interrogator
???
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 28, 2011, 07:19:06 PM
The Analyst

(This one is totally unfinished, but I'm putting it up here as a placeholder, while the inspiration strikes me.)


Stat Blocks

Force   Command   Calm-1  Insight+2   (Tech)   Precision   (Reflexes/Tempo)
Force   Command   Calm 0   Insight+2   (Tech)   Precision   (Reflexes/Tempo)
Force   Command   Calm+1   Insight+2   (Tech)   Precision   (Reflexes/Tempo)
Force   Command   Calm+2   Insight+2   (Tech)   Precision   (Reflexes/Tempo)
Force   Command   Calm      Insight   (Tech)   Precision   (Reflexes/Tempo)

---   ---   ---

During the  first segment of each Threat Clock, the Analyst gets the following free move:

When you re-assess recently-acquired intelligence, roll+insight. On a hit you can ask the GM questions. On a 10+, ask two (or the same one twice). On a 7-9, ask one:


On a miss, the MC can make a move, including asking two of these questions of the player.


---   ---   ---

SOME POSSIBLE MOVES, TO FLESH OUT ...

Extra Insight: you get +1 insight.

Reputation (from The Operator): when you meet someone important (your call), roll+...calm? On a hit, they’ve heard of you and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1 forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard. [I THINK THIS MAY GO AS AN OPTION OR AN ADVANCE ON EVERY PLAYBOOK.]

Always The Victim (from The Mundane): When another character uses protect someone to protect you, they mark experience. Whenever you're captured or harmed, you mark experience.

Don't Worry, I'll Check It Out (from The Mundane): Whenever you go off by yourself to check out somewhere (or something) that potentially poses a threat, mark experience.

Things Speak (from the Savvyhead): whenever you examine or handle something related to the current threat, roll+insight. On a hit, you can ask the MC questions, which they will answer with information that it's plausible for you to infer. On a 10+, ask 3. On a 7-9, ask1:


Oftener Right (from the Savvyhead): When a character comes to you for advice, tell them what you objectively believe the the best course of action is (regardless of whether it's in their interests or not). If they take your advice, they take +1 to any rolls they make while following your suggested course of action, and you mark an experience circle.

When you act under pressure, roll+calm. On a 10+, you do it. [On a 7-9, you flinch, hesitate, or stall: if you still want to do it, the MC can offer you a worse outcome, a hard bargain, or an ugly choice.

Tiny details: I want the Analyst to be good at noticing tiny details.

I want the Analyst to have a Matrix-style 'Operator' style move, to help people insert and extract themselves.

A move that lets the Analyst detect a condition that somebody has. Roll+insight.

A move that makes them good at deception.

A move that makes them good at multi-tasking.

A move that gives them a bonus to assessing fresh intelligence.

A move that makes people help her so that things get done faster.

I want a variation Savvyhead workspace type move, to create tech or use computers to assess data. [When you re-purpose technology?]


---   ---   ---

I'd like a variation of the Oftener Right move, as well. Something like the Flake's advice rules, to represent giving difficult or problematic advice:

Contrary: When you seek out someone's honest advice on the best course of action for you, and they tell you, then mark experience if you do something else instead. If you do exactly the opposite, you also take +1 ongoing on any moves you make pursuing that course.


---   ---   ---

I'd also like a move that makes the Analyst good at fitting things into a broader pattern. (something like this move from The Flake)

Drawing Threads Together: At the beginning of each mystery, you can spend some time looking at the wider patterns that these events are part of. Roll +Sharp. On a 10+, hold 3 and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions, and gain +1 if you act on the answers:

Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 29, 2011, 07:52:21 PM
The Administrator.

(I found it good to do a bit of a brain-dump about what I wanted the Analyst playbook to feel like, and then extract moves from that - so I'll try that again with this one.)

The Administrator has authority over a lot of agents and analysts and takes ultimate responsibility for the success or failure of the mission or for any individual's incompetence or betrayal. This playbook is inspired by characters like Bill Buchanan and Michelle Dessler.

Administrators deal with hierarchies, competing priorities and decisions. They're good with people. In fact, I'm discovering that playbooks have a yin-yang about them: they're good at something, but that thing also creates problems for them.


---   ---   ---

You get this move:

Act Under Pressure: When you act under pressure, roll+calm. On a 10+, you do it. [On a 7-9, you flinch, hesitate, or stall: if you still want to do it, the MC can offer you a worse outcome, a hard bargain, or an ugly choice.


---   ---   ---

Choose one of these options:

Former agent: You were promoted to Administrator from the field. Choose one move from the Field Operative playbook to reflect your background.

Former analyst: You were promoted to Administrator from inside the agency. Choose one move from the Analyst playbook to reflect your background.


---   ---   ---

Other moves

Promotion: I'd like Administrators to be a little bit like the senior ranks in 3:16, with different priorities to the other playbooks. Perhaps with a series of 'Promotion' moves? Or a series of advances that can be chosen. Each one gives you a different 'priority' (like 'follow the protocol', 'no casualties': I'LL THINK ABOUT THIS A BIT MORE) which you get experience for if you achieve. Maybe you also get additional resources?

Big Picture: I think they have to be good at seeing the big picture. Differentiate this from the Analyst? Maybe it's about True Motives? They can see why an order has been given from further up the hierarchy or can see one or two moves ahead, or they have a HUGE insight into something that's driving a member of the threat - something not in a database, that relies on soft intelligence and personal history.

Reputation (from The Operator): when you meet someone important (your call), roll+...calm? On a hit, they’ve heard of you and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1 forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard. [I THINK THIS MAY GO AS AN OPTION OR AN ADVANCE ON EVERY PLAYBOOK.]

'Off-the-book': Administrators have built up a number of personal assets over the years - people who aren't in the system, who can be consulted without alerting anyone else.

A move that gets them access to resources faster than others (or better resources, maybe).

Maybe Administrators have a stat like 'Rank'?


---   ---   ---

During the  first segment of each Threat Clock, the Administrator gets the following free moves:

Suction: They have a beginning of the session move that represents how much influence they have over a situation. Successes will give them suction with higher-ups or influence over subordinates or equals. Misses mean they are indebted, and someone they owe a favour to will appear this session.  It could also mean an enemy appears or is created, or there is inter-agency conflict.

New Objectives: Another beginning of the session move could involve 'Orders': new or additional mission objectives, additional resources (or being stripped of resources). Maybe the Administrator is able to set new objectives, and on a miss the GM gets hold to spend on setting new objectives during the session.


---   ---   ---

Oppositional moves:

I think they have to be good at ordering people into tricky situation that aren't necessarily in their best interests. Ordering people to make sacrifices for the good of the mission or the country. If they do it, they mark experience.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 29, 2011, 09:52:22 PM
Battle Moves.

I was sure there was an extensive discussion of battles in Apocalypse World, but I can't find it at the moment. In the meantime, here are a list of some links I'll need to dig into a bit further:

Seize by Force is a peripheral move (http://mightyatom.blogspot.com/2010/11/aw-seize-by-force-is-peripheral-move.html).

Is Fighting supposed to be Seize by Force? (http://apocalypse-world.com/forums/index.php?topic=1680.msg9659#new)

Anatomy of Go Aggro (http://apocalypse-world.com/forums/index.php?topic=944.0).

Seizing by Force and range issues (http://apocalypse-world.com/forums/index.php?topic=343.0).

Links to any other threads thinking about battles in AW would be greatly appreciated.

I'm thinking there are two types of move here:

When you attack with or defend against sudden violence.


When you execute a battle plan (which is like Seize by Force, with the option to spend hold from your battle planning)
Title: Re: Threat Level: A '24' hack
Post by: Simon C on May 29, 2011, 11:53:38 PM
Hey Steve,

What are gunfights like in 24? I've never seen the show. It would be super cool to make gunfighting moves that reinforce what the show is about. Here's what I did for my police procedural hack, which is all about how it's easier to be a bad cop than a good one:

When someone goes for a gun, roll +street
10+ hold 3
7-9 hold 2
miss, hold 1
spend hold, 1 for 1, to:
- draw your gun
- aim your gun
- shoot someone you're aiming at
- get a good look at someone or something
- get the hell out of the way
- get someone else into cover

I have a feeling 24 is more heroic though, yeah?
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 30, 2011, 12:20:35 AM
So the thing is: there really are two sorts of fights in 24.

In the first, the protagonists know there's a conflict coming. There's a known target or objective that's usually well-defended and problematic to get to, or an asset or location to defend, or there are two or more evenly matched squads vying for a common objective.

Fights like this have a clear geography and time pressures. There are usually multiple objectives to reach or multiple threats to fend off.

As an example of that first one, someone might have to sneak into a facility and plant a bomb, while another character is killing security forces guarding another area.

As an example of that second one, Jack and Tony are involved in a shoot-out in a harbour container facility: they're being encircled by two squads of gunmen while a truck loaded with nerve gas is being prepped to be driven away.

In the other type of combat, someone suddenly responds with violence - perhaps they don't want to be questioned, or Jack Bauer snaps and decides to incapacitate someone so he can question him more effectively. This sort of violence is usually over extremely quickly: either the combatants are unevenly matched or they're very evenly matched and things get extremely bloody and brutal as both sides apply every ounce of their skill with absolutely no mercy.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 30, 2011, 12:42:30 AM
You know what that second sort of conflict is like? It's like Escalation in Dogs - how far are you prepared to go to survive / get what you want / stay unharmed?

It also occured to me that if you totally outclass your opponent, then you win. An outclassed opponent has to gain leverage through hostages, having a gun, some sort of distraction, or something similar to even have a chance against a Field Operative.
Title: Re: Threat Level: A '24' hack
Post by: Simon C on May 30, 2011, 12:56:00 AM
That last bit is very interesting! I want to see the moves that make that true in the game. Maybe some no-roll moves?
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 30, 2011, 02:57:40 AM
I double-posted before you replied, Simon. Which last bit were you talking about?


---   ---   ---

I did a bit of reading about Seize by Force, and had a bit of a think about using it in Threat Level. (I haven't thought about the ramifications of your police procedural move, yet, Simon.)

Here's what I came up with:


When you're involved in sudden, no-holds-barred violence against an evenly-matched opponent suddenly involved in a brutal fight, decide if you and your opponent are evenly-matched.

If you're evenly-matched, roll+force. On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2:


If you're not evenly-matched, the combatant with the advantage ... [I'M NOT SURE WHAT, YET.]

This is the everything-on-the-line move, when a character charges towards their goal with no concern for their own safety: no-holds-barred violence is the easiest way to do harm (and maybe kill) someone, but it also means you will definitely get hurt doing it.

'Unevenly matched' means unskilled, unprepared or incapacitated in some way. Note that a character can change from being unprepared to being prepared after you've attacked them - it just means you had the element of surprise. An opponent can become evenly matched by gain leverage (such as hostages, more firepower, some sort of distraction, or gravity).
Title: Re: Threat Level: A '24' hack
Post by: Simon C on May 30, 2011, 05:21:34 AM
By "last bit" I meant the bit about Operatives just winning against all but the best opposition.

Maybe you could check out Ghost Opera? I'm thinking about a hierarchy that tells you who is at an advantage in a fight, or if you're evenly matched. I did a similar thing in Dungeonfuckers.

Something like:

Are you outnumbered more than 3 to 1?
Are you caught off guard, ambushed, or compromised?
Are they highly-trained, specially equipped, or very well prepared?

If you answered no to all questions above, you succeed as if you'd rolled a 10+. Otherwise, roll the dice.

Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 30, 2011, 05:41:51 AM


I've got another move: I'm thinking I might combine Go Aggro and Manipulate to create this ...

When you try to get someone to obey you, tell them what you want and give them a plausible reason to do (including the threat or actuality of violence).

Roll+command

For NPCs: On a 10+, they have to choose: force your hand and suck it up, or do what you want as long as you them promise something first (whether you keep your promise is up to you).

On a 7–9, they can force your hand and suck it up, or do it as long as you them promise something first and give them some concrete assurance right now that you'll keep your promise, or they can instead choose 1:

For PCs: on a 10+, both. On a 7–9, choose 1:

What the PC does then is up to them.

Hmm. Do I even need the player to roll if they're trying to get a PC to obey them?



I'm musing on some ideas for battle moves, now.[/list]
Title: Re: Threat Level: A '24' hack
Post by: Simon C on May 31, 2011, 12:07:56 AM
Rolling Go Aggro and Manipulate together makes sense, I think. What are they "sucking up" though, when they force your hand?
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on May 31, 2011, 05:42:57 AM
I think they're sucking up the consequences of the plausible reason that you gave when you gave them an order.




"Do it or I'll kill your daughter, Mr Secretary."

"... Then do it. ... I'm sorry, Audrey."

---   ---   ---

"If you don't issue me with that full pardon, Mr President, I'll have no choice but to allow the attack to proceed."

"America's weathered worse. And I will not compromise the values of this Office by excusing what you've done."

---   ---   ---

"You do this, Jack, and you're dead to me."

"It's been an honour working for you, Sir."




Yeah?
Title: Re: Threat Level: A '24' hack
Post by: John Harper on June 02, 2011, 05:32:35 PM
Hi Steve,

You might want to check out the battle moves we're working on for The Regiment. They're not exactly what you need, but there's some similarity and maybe they'll spark an idea or two.

The Regiment: Elements (http://mightyatom.blogspot.com/2011/05/regiment-moves.html)
Title: Re: Threat Level: A '24' hack
Post by: Simon C on June 02, 2011, 06:47:42 PM
Steve,

That looks good! I like how it gets around the "crappy leverage" problem. If the threat is weak, they'll just suck it up. What do you do when the PC is bluffing?

Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on June 04, 2011, 04:52:55 AM
Simon, your question threw me for a loop: I forgot how moves like these are PC driven - in this genre, a lot of the orders that get given are from powerful or villainous NPCs towards the PCs. Bluffing often doesn't come into it.

I'm going to have to think on that for a bit.



John, that Regiment stuff's great. I will think about it.

In the meantime, I've taken a lot of inspiration from Burning Empires' rules for Firefight and I'm going to throw that into the mix.

When a battle or firefight or infiltration/extraction is imminent, the GM draws a rough map of the location.

The players establish the objective of the operation.

Any analysts can use a to-be-created move to add data to the map (advantageous entrances, information about security systems, etc). I think it'd be cool if there's a certain amount of information to be uncovered (say, 3 bits of information), and on a miss the GM gets to use those against the PCs. That feels like it'll give the fiction some integrity.

Now it's time to apply the 'Prepare a battle plan' move. I think I'm going to add to this: on a 10+, the GM gets 1 surprise to throw at the PCs. On a 7 to 9, the GM gets 2 surprises. On a miss, the GM gets 3 surprises.

Surprises include:

- advancing the combat clock 1 segment
- triggering a boobytrap or ambush
- flanking the PCs
- making a hard move
- extracting 1 NPC to safety, along with 1 item.
- NPCs gain first move advantage
- ... maybe some other stuff.

As part of all this, there might be some Burning Empires-style establishing advantageous positions and cover, and a Contact/Surveillance roll to establish enemy positions and who gets the first move.

That's all set-up, and I think it's a start towards creating the tense planning feel I'm looking for. Now I'll have a think about the actual heat of battle, but for a start I think there are moves like:

- Leadership
- Fire and Maneuver / Covering Fire
- Hold a position: using Maintain an untenable position (from AW) and Hold Fast (from the Regiment)
- Evade or Infiltrate
- Observe / Gain Intelligence (Assess the Situation from The Regiment?)
- Stay the fuck down (from AW)
- Brutal Assault, up close and personal
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on June 04, 2011, 05:53:25 PM
Oh, and on a tangent, here's my mini-playbook for the Mole. Like everything else, it's a work in progress:


Mini-playbook: the Mole

When you’ve been revealed to be working against the Agency, add this playbook to your own.

One Step Ahead (from AW)
When you declare retroactively that you’ve already set something up, roll+insight. On a 10+, it’s just as you say. On a 7–9, you set it up, yes, but here at the crucial moment the GM can introduce some hitch or delay. On a miss, you set it up, yes, but since then things you don’t know about have seriously changed.

Take two
When you’re trying to maintain your cover, you can make two moves in a row even if it would normally feel right to switch to being someone else’s turn.

Hyper-sensitive
When someone’s suspicious of you, you get a good chance of noticing it. Roll+insight.
On a 10+, you notice and can take action (against them, to cover your tracks, to escape).
On a 7-9, you notice but / and [I NEED TO COME UP WITH SOME OPTIONS FOR THIS]
On a miss, you notice what’s going on just at the last second.

Speak softly (I think this is a no-roll move, but I need to work on it)
When you try to talk to others in the conspiracy, you do it but choose one:
- you’re noticed
- you arouse suspicion.
- you leave a trace
- it affects enemy behaviour in an otherwise inexplicable way
- you create a problem by neglecting your day-job (multi-tasking

Carry a Big Stick
When you lure someone to their doom, if they have no reason to suspect you and you come up with a plausible reason, then they follow you.
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on June 05, 2011, 07:10:11 PM
All right! I've nearly written every thing I wanted to for this first brain-dump draft. Here's a couple of things.


Threat Clocks

These are equivalent to an episode of 24. They centre around a specific crisis, and describe the 'What would happen if the threat isn't dealt with'. (Threat Clocks are inspired by Mystery Clocks in Monster of the Week.)

Here's an example of a low-tech terror threat. Taken pretty much from Bruce Schneier's amazing 'Movie Plot Threat (http://www.schneier.com/blog/archives/2006/04/announcing_movi.html)' competition.

A series of sniper attacks have occured in a major metropolitan area over the last month. So far, there have been 12 fatalities.

The ‘sniper’ is actually a two-man team of sleeper agents, who both appear to be quiet men who live alone and have normal domestic lives. They are part of a bigger terror cell.


This episode gives the PCs plenty of room to gather intel, prepare for and participate in the raid, and then follow-up on the consequences of the raid (regardless of its outcome).

I see this Threat Clock as part of a larger 'Conspiracy Clock' (equivalent to a half-season of 24) involving a domestic terror plot executing a series of on-going, low-tech and devastating attacks in multiple locations designed to trigger a shutdown of federal government.



Torture and Enhanced Interrogation

I already mentioned that I feel really uncomfortable with 24's (and potentially this game's) frequent use of torture and enhanced interrogation to advance the plot.

I definitely don’t want to fetishise the details of torture - which is a little at odds with the AW philosophy of describing the fiction so that you can describe the consequences and to do it, do it.

I want make torture a lot more dangerous and problematic than the TV show presented it. I want to emphasise the downsides of these techniques: false intelligence, creating enemies, alienating allies, the moral cost on the torturer, and harm.

So this is a work-in-progress:

When you extract information from someone using torture, tell the GM what you want to know.

The GM decides how tough it will be to break the person you’re interrogating and chooses 1 to 4 options from the following list.

- inflict 1 - 4 Harm on the person
- you'll need to threaten someone the person holds dear
- you need to take the Post Traumatic Stress condition
- an NPC you hold dear needs to be involved in or witness the interrogation and is alienated from you
- you’re going to need __________ to help you with your interrogation
- you’re going to have to cross a line you swore you never would
- you'll need to plausibly threaten or intimidate the person you're interrogating
- it’s going to take an extra 1 / 2 / 3 segments to break the person

The GM might connect all of these options with an “and”, or might throw in an “or”.

Each option (except the last) takes one segment to enact. You can’t do anything else during that segment.

Then roll+??? Force? Command?


The GM spends the Hold on the following options:
- the appearance of compliance
- compliance
- false intelligence
- creating an enemy
- triggering a crisis
- SOME OTHER OPTIONS I HAVEN'T THOUGHT OF YET
Title: Re: Threat Level: A '24' hack
Post by: Steve Hickey on June 06, 2011, 05:22:31 AM
I just wanted to say thanks to Mike, John and Simon for all the help you've given me in this thread. I've compiled all this material into a google doc and my next step is to refine that by doing some solo playtesting of char-gen and the battle rules.

Best,
Steve
Title: Re: Threat Level: A '24' hack
Post by: John Harper on June 06, 2011, 06:11:14 AM
My pleasure, Steve. I'm excited about this hack, and I'm very interested to see where you take it.

Regarding torture, if you want to avoid fetishizing it, and keep it mostly off-screen, maybe consider a simpler move that is over and done, leaving the consequences as the thing to deal with, rather than the act itself.
Title: Re: Threat Level: A '24' hack
Post by: John Harper on June 11, 2011, 09:22:48 PM
Reading my comment again, I'm reminded that that's how the sex moves work. The sex act is on-screen as much or as little as we want, then the move sets the consequences.