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Messages - taraba

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Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 10, 2014, 09:22:47 PM »
Ok. I guess maybe taking a concrete example might have backfired. I was just trying to use something so that I wouldn't ask a question about how do people do "things" if they're not doing the things that are defined already. What's the best way that MC have found to handle when people move outside the basic moves? Quickly decide if they can or can't and then narrate? Make up a move right there and have them roll on something completely untested? Just find the closest basic move to what they're doing and use that?

As for the diamond bit drills, I don't think those are required. A hammer, chisel and crow bar are all that are usually needed to get in to a typical safe I think. I've taken one to a locksmith before.

The rules have a lot of moves for PC in combat, PC vs PC/NPC manipulation, PC & PC sex, etc. But there's nothing that I feel would resolve a PC vs inanimate object (low tech thing like a safe) skill check. Nothing that could be used to check if a character knows something.

Some things that might come up...

PC vs Inanimate object
 - The scene establishes that they've made it in to a gang leader's office and there's a safe in the corner. The player wants to attempt to open the safe. What is the action that the MC takes that's most effective? Narration / make up a move / etc. I feel like if I tell the player that they can't open it it makes their lives more boring and the book tells me to make their lives not boring.
 - For story purposes, I make the player's car break down in the middle the trip back to the holding. The player wants to attempt fix it on the side of the road.
 - A player has snuck in to an enemy holding. They want to open the gate and are trying to figure out how to work the mechanism and gears used to open it.
Does everything just become acting under fire?

PC knowledge checks and ingenuity
 Scene is established that a player finds a shack in the waste that has a generator running and a ham radio with Morse code coming over it. There's a chart that has letters with dashes and dots next to them.
  - If a player, who hasn't established that they are or are not literate yet, wants to attempt to decode the signal, should we assume that they're literate first? If not, do we just try to narrate via a flashback that the character was taught how to read? Do we make a move that figures it out?
 - If a player is established to be literate, we can safely assume they probably can't decode Morse code. The player wants to attempt to decode the signal.

I don't know how to crack safes either, but with a big enough car, a strong enough chain and a high enough cliff, I could probably get the thing open.
So then in your example, did your MC just narrate you dropping it off a cliff and if that worked or not? Did your MC make a move for you to roll if the cliff worked? If not, what basic move might the MC have used? Or was it something different than those?

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Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 10, 2014, 04:47:59 PM »
The character knows how to crack a safe?
Yes or no. I'm not sure. It's a mental exercise for me so I don't start flipping through a book during the session. Obviously a player that has this as a skill probably has a custom move, so I guess the character I would need to figure this out for is one who isn't skilled at opening safes. I'm just wondering if mostly people handle this in narration or just pull a custom move out of their ass for opening a safe without the skill or try to cram an existing move in to the situation.

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Apocalypse World / Safecracking in AW? How do I handle it?
« on: February 10, 2014, 04:23:48 PM »
I'm hoping to run a game soon. (Poor me found this game much later than a lot of you)

I'm trying to figure out how some scenarios are handled in the game with moves or narration. Combat and conversations are handled pretty firmly in the book. One thing I'm stuck on is something like safecracking. If it's established that there's a safe that's very hard to crack , do I just tell the player that they can't? Seems unfair. "You guys need to find a Saavyhead" or "you heard that some guy named TumTum can open things like this"? Make up a custom move? If neither of those, is it Seize by Force with the NPC safe designer having a standing interfere of -2? That seems far away from the rules since NPCs don't roll and that's granting an auto success to an NPC plus the dude isn't even there. Or are people who are good at seizing by force automatically great at opening safes too?

Thanks for the help

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