Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cmarken

Pages: [1] 2
1
Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 09, 2013, 02:23:38 AM »
There is always the risk to miss a roll. Missing a roll is never pretty. :)

2
Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 08, 2013, 04:06:46 AM »
If you are going to look at which playbook which is the best in pure strength i guess a non-improved character is weaker and as you describe. But I choose playbook after what is cool to play.

I'll try to find some pros with the chopper in relation to the playbooks you describe:
* You have armor and a stronger man-on-man character than the hardholder i think. Your weapons are more powerful. Especially if you have the drop on him.
* You have a much higher hard than the battlebabe so your gang will be easier to control than his.

right? wrong?

3
Look forward to read it!

4
Apocalypse World / Re: read a sitch and ambushes:
« on: October 15, 2013, 04:45:16 PM »
In my opinion dealing harm like that bottle is a hard move from the MC. Since the Gunlugger hadn't missed a roll i'd go for a soft move instead. In this example i'd describe how the Gunlugger is holdning the fingers of the Chopper and is having the upper hand when he sees something in the corner of his vision or maybe hear how the crowd draws for breath. I'd then ask what he does. Maybe it's read a sitch, maybe it's act under fire.

Or you could describe how the NPC is grabbing the Gunlugger in a headlock from behind or something. Any move that sets up for complication but can be avoided with a move from the PC is fine.

But you guys are right. There is no such thing as a free read a sitch everytime some shit is blowing your way.

I do however think read a sitch can be used broadly. Either before the fight starts or during the fight. It's just a matter of scale.

5
Apocalypse World / Re: Artful and Gracious to stop brewing mob?
« on: October 10, 2013, 10:01:25 AM »
I like the idea with an act under fire. If you get a 7-9 you could make the Skinner choose between getting hit by some stones before the crowd stops and listen to him or letting the Brainer suffer the full attack and just watch =)

6
Apocalypse World / Re: Artful and Gracious to stop brewing mob?
« on: October 10, 2013, 07:01:33 AM »
Great discussion from all of you! Thanks!

If I got a do over I'd let the Skinner do a manipulate roll to get the attention. If successful, he'd be able to do the artful and gracious. He could then use the results to influence the ringleaders and a fight might have broken out among the crowd or something like that.

7
Apocalypse World / Artful and Gracious to stop brewing mob?
« on: October 09, 2013, 03:08:58 AM »
A situation came up during yesterdays play. Our brainer was doing a speech in front of the holdning on the behalf of the hardholder (who is now an NPC). The audience is not very fond of the brainer at all and have started calling her witch and other bad things, rightfully i might add.

So, the during her speech the audience is getting more and more agitated. And I describe how some people are staring to pick up rocks and stuff to throw. I'm just about to describe how the rocks get thrown when the skinner who is on the stage but in the background jumps in front of the brainer and start to play a tune on his fiddle. He claims he performs Artful and Gracious.

Do you think this is an ok application of the move? When I look at the results from the move all of them are about influencing individuals and not controlling a  brewing mob. The move I'd say is more applicable is the Hocus move Frenzy, but it wasn't available to the skinner.

Should I have done the setup differently as MC to avoid this situation at all?

8
Apocalypse World / Re: Give Advice on asking brilliant MC questions.
« on: October 05, 2013, 03:02:44 PM »
This thread is golden. Needs a bump.

Orlando, I'm with you on the small stuff. It gets the players thinking about the big stuff in new interesting ways. Sorta like Jared's idea of descriptively introducing people with just three things. It makes you interested and want to dig a little  deeper. Nice, mate.

Johnstone, that is golden. I Like the way you think :)

Daniel - Could you give us a few examples?

 I too like to preplan stuff. Last time i pre-planned scenes. But I'm interested in some examples from people.

9
I think the climate of this forum is one of the best i've encountered on internet. I never feel criticized in a bad way here :)

I'll have a go at explaning the situation with the battle. Feel free to comment!

The hardholder knew there would be an attack from the local warlord. It's been brewing for a long time. When there was shouting from the north of the island he ordered his gang to move there and defend. The attackers was led by the warlord and his lieutenant so i say the need to take 4-harm to break (strong leader present).

The hardholder made a 10+ on his leadership roll so he decided to stand fast against an attack. We rolled for seize by force for the confrontation (question: maybe we should have rolled for act under fire here?). I think the results where something like 1 harm to each of the sides. I did however forget that the hardholder should take as many harm as his gang.

Now there is commotion for the center of the island where the holders live. An old enemy siding with the warlord have gotten behind the lines and started infecting people (we play a zombie game). The battlebabe handles the situation and starts following the old enemy.

Back to the fight between the gangs. The warlord and his troops have digged in among the rocks and there is some fire exchange. The chopper and his gang attack from the flank on their jetskis and smash into the ranks of the warlord with full force. We roll a seize by force (i don't think i used pack alpha here, maybe i should?) and harm is exchanged (1-harm to each side).

So now we have 3 gangs, 2 for the PC (chopper and hardholder) and 1 for the attackers (warlord). The warlord's gang has suffered 2 harm.

Now someone brings out and RPG in the warlords gang and aims it on the palisade. I think the battlebabe tries to hinder him but he misses his roll (act under fire i think i used). And the shot is fired. Hardholder rolls for act under fire, don't remember exactly what the result was but he suffered 2 harm i think so it must have been a miss. He lands on his as and there is splinters and debris everywhere :)

The hardholder gets all crazy and orders his troops to make an hard advance screaming from the palissade (he's got 2 holds left from his leadership roll). He rolls another seize by force and both sides suffer 1-harm. While this is going on both the battlebabe and the chopper moves for the lieutenant and the warlord. Lieutenant is dropped in an exchange by the battlebabe but the warlord gets away on a boat. I think this was from a missed act under fire roll and some goons get in the way due to that.

A boat chase commences where the chopper and one of his gang manages to catch up with the captain while he fires away with a SMG (successfull act under fire). The chopper boards the boat and a fierce hand to hand combat commences.

Anyways, this was about the gang combat. I don't remember where all the harm to the hardholders gang came frombut i did roll seize by force 4 times with them suffering 1-harm each time. It was in the spirit of this example. But the gangs had a strong leader present, so they fight to 4-harm, right? Maybe someone should have taken definite hold of the whole battle, but each roll we made where for a part of the battle, not the whole one.

10
Maybe we overdid the battle. It was the major showdown between the hardholder and the local warlord who tried to invade the hardholders island. Every roll some of the battlefield shifted owner. I did want to have a longer scene. Not sure i handled it the best way.

11
I made some custom moves i'd like you to take a look at.

Getting bit
When you take harm from a zombie roll +Cool.

10+ - Both
7-9 - Choose 1
You didn't get bit
You didn't alert the horde

Fighting some Z
When you fight few enough Z to handle without a lot of trouble roll +cool:
10: no troubles
7-9: choose 1
You didn't alert the horde
You didn't get hurt

Running away
When you try to escape from the horde roll +cool:
10: you get away
7-9: choose 1
You didn't lose something or someone
You didn't get lost

What do you think about this? Too many cool-rolls? I figured a cool head is the most important thing when dealing with Z.

12
Apocalypse World / Re: Playbook focus: The Chopper
« on: October 01, 2013, 05:37:31 PM »
Nice write up. I got some stuff to think about for my session on saturday where i GM a chopper among others. :)

13
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 22, 2013, 06:33:26 PM »
I'd say yes. And if the PC is the leader of the gang, they take the same amount of harm.

I thought so. But i forgot about the PC takes the same harm. Ouch. Thats a lot. Have to think about how to handle that. Thanks!

14
Apocalypse World / Is harm suffered by gangs cumulative during combat?
« on: September 22, 2013, 05:01:34 PM »
During our session yesterday a question came up about how gangs take harm.

The PC's gang was doing a prolonged battle and the opposing gang managed to do 1-harm four times before they where defeated. We did describe some of the people getting killed but one of the PC's felt like the harm done their gang didn't correspond with it taking a total of 4-harm ("widespread serious injuries, many fatalities").

So, is 1-harm x 4 = 4-harm?


15
Either version works fine: a custom +hard move or plain old Under Fire. Just ask yourself, "if this was a movie, how would I present the zombies? What does it look like when protagonists fight them? Is it cool or is it hard?"

Good point. I'm also thinking about an Apocalypse Zombies game, and am leaning toward using a Dungeon World style "do something under fire" move for dealing with Zombies. That is, the first question is "how do you act under fire in relation to the zombie threat?". If its by powering and pushing through, then roll +hard. If its by keeping your head calm and avoiding their bites, then +cool.

Thanks! That is a great comment!

Pages: [1] 2