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 - Serenity

Pages: [1]
1
Apocalypse World / Re: 2nd Edition and Seize by Force (and similar moves)
« on: January 25, 2017, 05:07:00 AM »
Munin, I will be doing things pretty much as you have laid out.  I 'd rather the spiffy new 2nd edition had clearly said that SBF 6- could still include a hard move.  Other moves do express that a hard move should be expected on a 6-, so ambiguity or purposely missing text opens the door for disagreement on how SBF is meant to work.  Probably not a big problem, but you never know how people will react when things happen to their character and they think the rules say otherwise.

On an unrelated note, I wish the playbooks contained a line in the box for the advanced moves saying when they become available.  New players always try to select one of the advanced moves, because there's nothing saying otherwise, and it seems like such an easy problem to prevent.

DeadmanwalkingXI, I apologize if I came across poorly.  I agree with your point about players being able to reduce the odds even further of getting a 6-.  In my mind, this only emphasizes the idea that a 6- should remain a potentially bad thing.  Not always bad.  Not a way to punish the character or player.  But, when it happens, it's my chance to figure out a way to make the character's life interesting.  I guess we'll all have a better idea as we get a chance to see the moves in action.

2
Apocalypse World / Re: 2nd Edition and Seize by Force (and similar moves)
« on: January 24, 2017, 12:06:08 PM »
Alright, it hasn't happened for you, yet.  But, even with a +3 hard, there's an 8 percent chance of a 6-.  For those with a +1, that jumps up to almost 28% chance of a 6-.  We aren't talking about something that isn't supposed to be part of the game.  Heck, the entire engine is built around 10+, 7-9, 6-.

A possible scenario.  Keeler the Gunlugger is given the job of driving the Hombres Gang away from the only well in 50 miles.  (Keeler has 0 advancements, he's a new character.  But,  she has picked NTBFW, Insano like Drano, Bloodcrazed and has a MG and heavy (2) armor.  She doesn't just look tough, she is tough).  Keeler has already killed the leader of the Hombres and several of his bodyguards, but not before they got a call out for the rest of the gang to come back and kill this crazy woman.

25 tough bikers roll up to the well (small gang, 2-harm, 2-armor, because they recently found a cache of kevlar body armor).  Keeler is just finishing patching up a cut on her arm and doesn't hear the gang until they are almost on her.  The gang sees its dead leader and open fire at the same time as Keeler unslings her still-warm MG and strafes the area.  Keeler rolls Seize By Force, because she wants to maintain control of the well and the Hombres are only getting paid if they hold onto that water.  Keeler rolls snake eyes and even with her +3 Hard, still just gets a 5.  Bad luck for Keeler.  Or is it?

Keeler doesn't want to lose this well.  This is her first job and reputation matters.  She chooses to maintain definite hold of the well.  Keeler does 4 harm to the bikers minus 2 because they are exceptionally armored.  They do 2 harm to her, but she also has 2 armor.  Keeler's roll of a 5 ends with many injuries, some serious and a couple of fatalities for the Hombres.  They have no leader, so they break and try to get out of there as quickly as possible.  Possibly to plot revenge, but if this is how well they managed on Keeler's unlikely roll of a 6-, things aren't looking good for them.  Keeler takes 0 harm and has to roll the harm move.  Granted, this can still go poorly for Keeler, but it's relatively unlikely.  (When she gets her first advancement, she can take the juggernaut move to mitigate this).   

On a roll of 6-, Keeler wins.  She kills some, hurts more, drives off the gang.  She's likely unhurt.  Shouldn't the failure on the SBF mean more than this, even for a tank-like Gunlugger?

3
Apocalypse World / Re: 2nd Edition and Seize by Force (and similar moves)
« on: January 23, 2017, 06:10:49 PM »
But, shouldn't the concept of failure still be there?  Do you still make a hard move as well?

It seems like if you have a big gun and armor/impossible reflexes, then it doesn't matter what you roll with the dice.  You either get a resounding success, a large success or a success.  It's the 6- triggering a hard move that adds an element of danger to fights for very competent combat characters.

The PCs were already much tougher than the NPCs, keeping some level of challenge is a good thing, imo.

4
If you don't trust the person running the game, there is no reason to be playing in their game, no matter the system. 

Making the character's lives interesting is not the same as shitty.

I love that as a player I can wrap my head around my character and just describe what they do and a story will happen.  Also, AW tends to incorporate what the players are actually interested in more than most games.


5
Apocalypse World / Re: AP: The Climbers
« on: June 17, 2015, 01:53:38 AM »
I've really enjoyed your AP reports.  Have you considered recording your episodes?

6
Apocalypse World / Re: Apocalypse World AP Recording
« on: June 16, 2015, 03:34:23 AM »
I'm downloading this now and I was wondering if there are more sessions?

7
Apocalypse World / Re: Playbook: The Rat-Pack
« on: June 11, 2015, 03:07:14 AM »
I'm unclear on this issue as well.  Let's say you are fighting as a gang (2 elder, 5 middluns and 2 pups) against a gunlugger (effectively small gang vs. small gang).  The gunlugger inflicts 4 harm to your gang.  How is that applied?

Looking at the gang countdown clock, this would normally incur widespread serious injuries and many fatalities.  It seems though that this is ignored (at least in terms of death) for the Rat-Pack as it has been stated that kids only die when you past 12.  Are a couple middluns and an elder injured and your gang is now at 10 o'clock and 2 harm away from having the first kid die?  It doesn't seem you can say a pup is (really) injured, because 1 harm kills a pup.  If the fight breaks off at this point, does it then become individual damage to be kept track of on each individual kid's harm wheel?  Who decides how the harm is allocated?

It would be great if someone could detail what happens if a full Rat-Pack gang takes 4 harm twice, both in the combat and then what that looks like to the Rat-Pack after the combat is over, in terms of how injuries are applied.

Thanks!

8
Apocalypse World / Re: Signature Weapon (Operator)
« on: March 08, 2015, 03:09:06 PM »
Vincent, that sounds like an entirely adult way of looking at things.  I do want my MC to be excited about the game and my character.

9
Apocalypse World / Signature Weapon (Operator)
« on: March 06, 2015, 01:39:42 PM »
What are the limits of a signature weapon?  I wanted my Operator to have a harpoon gun with a winch.  I didn't care if it did a lot of damage and was fine with it being slow, due to +reload.  I was excited about the idea of harpooning someone and then dragging them to me.  My MC felt that a signature weapon was more of a fancy-looking standard weapon and shot down my idea.  I didn't see any examples of what was allowable, but perhaps I missed them.


10
Apocalypse World / Bleeding - How to Handle
« on: April 10, 2014, 11:50:24 PM »
My group's Hardholder goes down in a spray of gunfire (taking a hit in the upper chest and one in the thigh) and ends up at 9 o'clock ((edit: faulty memory)  she was actually at 10 o'clock) and bleeding.  Her gang manages to get her out of the fight, but they have almost a day's trek pulling her on a sled through the snow to get home and are without their angel.  Nobody there knows anything about healing, beyond put pressure on a bleeding wound.

Her second-in-command is 'That kind of guy' and is making comments about not minding putting his hands on her boob, but is actually trying his best to keep her alive despite his own wounds.  The Hardholder player decides to push the hands off of her despite my warning that the blood begins to ooze out more quickly and takes no action to slow the bleeding. 

I'm interested in knowing what other MC's would have done in response to this situation?  Does she keep bleeding despite the cold?  Do I continue with warnings (tell them the possible consequences and ask) and deal 1 harm at a time until she dies or perhaps is almost dead when the angel reaches her side?

11
Apocalypse World / Re: Runaway Weird
« on: March 19, 2014, 12:43:20 AM »
Thanks for the replies.  She's certainly interesting to me, much of my conflict so far revolves around her and her cult and their dealings with the PC Hardholder.  The Hardholder is nervous as she faces threats from the outside, problems on the inside and the frictions caused by the cult.  I have plans (Front) for how the established religion will react to her recent portrayal of Healing Touch as a miracle.  I will play to find out.  I've been nervous with my first time MCing AW and my first time running any game in a long time.

If the Hocus doesn't have the follower option that gives +growth, but is doing a good job at being charismatic, how would you handle the possibility of acquiring new followers?

12
Apocalypse World / Runaway Weird
« on: March 18, 2014, 01:44:28 AM »
The Hocus in my game has her Weird up to 3 and is using moves so that she primarily uses her Weird at all times.  She has Charismatic so that she reads with Weird, Augury, Opens her Brain and now has Healing Touch from the Angel playbook.  So far she's gotten about twice as much experience as everyone else.  Her roleplay has been great, I'm just a bit worried about the other players getting jealous of her progress.  It seems like every scene she can at least Open her Brain and with a violent world there are a lot of wounds out there to heal with Healing Touch.  Perhaps I wouldn't be worrying about it so much if she wasn't getting a 10+ on every weird roll.

I'm not planning on Highlighting her Weird for awhile, but the other players might.  Any advice or should I just ignore it and keep rooting for everyone to be awesome and interesting?

13
Apocalypse World / Re: PCs improving too fast?
« on: March 02, 2014, 10:51:47 PM »
Munin, that was a beautiful explanation and helps a ton!  I mostly understood that before, but you made it feel crystal clear.

14
Your game sounds very interesting!  Mostly, I love how excited you are.  I think it sounds like you are in a great place for some fantastic RP experiences with your group.  I hope you'll check back with some updates on how things are going.

Pages: [1]