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Messages - RHP

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Apocalypse World / Re: Questions on a few move rules
« on: April 23, 2014, 10:52:55 PM »
Thank you your input and thoughts helped me pan this out, session is about to start! time to roll! :D

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Apocalypse World / Questions on a few move rules
« on: April 23, 2014, 06:46:39 PM »
Hello, I am relatively new to this game, but have pulled off 2 sessions so far as MC and it is going well. I am reviewing some of the rules and am not quite sure how to use them:

Question 1)

Quote
Bonefeel: at the beginning of the session, roll+weird. On a 10+,
hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can
spend your hold to have you already be there, with the proper
tools and knowledge, with or without any clear explanation
why. If your hold was 1+1, take +1forward now. On a miss, the
MC holds 1, and can spend it to have you already be there, but
somehow pinned, caught or trapped.

The 1 hold can be used by the MC without the player's consent as he sees fit?

Question 2)

Some playbooks give you the option to "get a gang and Pack alpha" while others don't.  Does this mean they cannot get a gang or pack alpha?

Same thing with stat boosts, if they don't have an option on their list to choose say +1 hard, can they choose a "move" from another playbook that gives +1 hard?

Question 3)

Finally, I have an operator, that has a crew, so far in session 2 he used them basically like a gang IMO since they were all in the same place during a surprise raid. One of his crew is a PC the other 2 are NPCs. He was giving them orders etc. I just went with it since it seemed logical they would cooperate with him. However if this is fine, why would they want to take Pack Alpha since it would force them to roll and possibly allow them to fight back? And does any of this matter if the operator wants to use his crew as a weapon?


Thanks

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I won't really say 'sell me on', because I'm not sure I want to be. It's been cropping up more and more lately in its various incarnations as a recommended system, so I did some looking around to find out more.

When you post on a forum Nitishajack inquiring about AW, please roll+Weird. On a 10+ you'll get good information and maybe Keeler won't come looking for you, 7-9 Keeler certainly is looking for you but before she finds you, you learn more about AW. On a miss, damn I was about to tell you about AW but it looks like Keeler already found you...I'll get the mop.

Nah I'm kidding, I am actually a pretty new player to AW and thought I'd at least give you my thoughts on your inquiry. If not for you at least for others that may be wondering too, from a newbie's perspective. The above scenario and custom move is a basic demonstration on how certain scenes would play out. The results are very easy to interpret using 2 d6.

What drew me to AW was first, it's simplicity in some respects. Don't get me wrong, there are still things I just don't understand quite well just yet  because of its abstract nature, (which is why I am going to ask about vehicles and the operator's crew shortly after this post) but what I've seen is, once you get the system or a certain mechanic or how a certain abstraction works, you don't have to look up the rule a million times anymore. I experienced this in other RPGs where the mechanics were so specific or complicated that I would have to continually refer to the rule over and over even after understanding it. Interestingly if you do look up a rule or a move you are normally looking it up to refer to a pre-outlined list of options for certain moves, it doesn't really slow down the game very much.

To me, while it can be, it isn't a combat oriented game. If you really want your players to roleplay more than roll dice continually for everything they do, try this game. If you enjoy narrating but not predetermining everything, try this game. If you want number crunching to a bare minimal, try this game.

You mentioned the sex moves, yeah they exist. However it isn't the main part of the game, nor do you even have to use them, which brings me to my next point. This game is one of the more friendly games I have ever played that made it so easy to customize, sometimes even on the fly. I personally don't use sex moves but I did customize them with something else (mainly because of some of my players, I don't want to make uncomfortable, nor do I really care to narrate such scenes myself), this is why you see so many "hacks" based on the system. It is easily customizable and skinnable.

Lastly, I enjoy that you truly don't need much other than dice, paper and pencil. Many newer mainstream RPGs require special dice, miniatures, grids, status trackers, initiative and HP trackers etc etc. I got really tired of that crap personally, some enjoy it, but it is high maintenance and I have a family--I don't have time for that stuff anymore. Prep is pretty light compared to say D&D and other d20 variants. My d20 games take an entire box to store, AW all I have is the print outs and dice, the paper all goes in a neat notebook. :)

Anyway peace.

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