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Messages - twiztedtbone

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Apocalypse World / Re: How to run a good fire-fight
« on: March 05, 2014, 12:09:13 PM »
Wow, thank you guys for all the fantastic ideas! This is truly an awesome forum where people actually read the questions and give a shit about the fiction.

I'm going to try and incorporate this into my next session (my group is gearing up to take a fortress) and hopefully the fight will be much more epic!

Thanks everyone!!

T

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Apocalypse World / Re: How to run a good fire-fight
« on: March 03, 2014, 02:35:37 PM »
Awesome, Alex, thank you so much for the quick follow up!

The three scenarios you described make a hell of a lot of sense. I think my biggest problem was that I was trying to micro-manage waaaay too much (that, and my very D&D-centric thinking). I would be trying to think of everything at once rather than letting the battle actually flow from person to person, PC to NPC, etc. The way I was doing things wasn't organic, if that makes any sense; I was trying to make this AW battle into a turn-based RPG.

We may be playing again tonight, I'll update if/when all goes well!

Thanks,
T


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Apocalypse World / How to run a good fire-fight
« on: March 03, 2014, 12:08:03 PM »
A fine good morning to all of you.

I've been into t-tops for many years, and after hearing about AW I realized it was the game I had been looking for after years of D&D-alikes. The rules (imho) are much easier to follow and lead to much better storytelling and more relevant action.

I just ran my third session last night with a group of friends and, while everything is going pretty well from a narrative standpoint, I'm almost at a complete loss when it comes to a good fire-fight.

Specifically, I've got 5 PCs against a group of about 10 individuals. Since the 'gang' mechanics weren't clear to me, I tried running with psuedo-turns (a-la D&D), and given that there's no 'initiative' in AW, I found my PCs coming back at me with thing's like 'When is it my turn?' and 'Why did he get another action?'. And they were absolutely right. How the hell do I manage a nice, medium size gun battle?

A good example was, in the session, there was a big armored fucker with an M60 and a giant ammo cache strapped to his back (think Vulcan Raven from MGS2). I decided to myself he had 2 armor and his big-fuck-off-gun did 3 harm. Cool, right? Wrong...at least in practice. One of my PCs would say 'I jump up from cover and shoot at him with my 9mm.' With this guy having 2 armor, that shot didn't do any actual harm, but maybe it stunned him a bit. That's all well and good, but should I have made my PC roll to seize by force? Not to mention it seems to me that this guy would want to respond to that, but my other PCs want their turn and want to kill this guy...nevermind this guys crew of 9 or 10 other crazies with guns...Since this was already a situation where everyone is shooting at everyone, I didn't think so, however with no rolling taking place how am I ever supposed to manage who takes damage, who hits, who misses, what rolls they may or may not be taking, etc.! I want this battle to be epic!

Sorry if this is a total noob question; I've read almost the entire book and, at least as my immediate memory serves, I cannot recall a section where it tells me how to manage a gun fight, and it seems like this is a really important bit that I should have nailed down, as I've got a violent group who loves shooting...

Thanks!
T

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