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Messages - Amora

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1
Apocalypse World / Re: Hacking First Session: good, bad, or unnecessary?
« on: February 16, 2016, 09:29:44 AM »
Okay, so! There are two different things I could see you meaning with this and I'm not sure which one is right, so I'll comment on both.

If you're saying to play out the established HX choices (for instance, you've got a Brainer and they say that they've watched someone sleep, so you play out that scene):

I could see this being interesting, but it doesn't feel like it's particularly necessary all the time?

With some things it could be pretty cool, like "they left me bleeding and they did nothing," or "they got me out of some serious shit." I could see the appeal of going through and seeing what, exactly, those situations were like- and it would give the players a better understanding of how their characters fit together (or have done in the past); Definitive things that the other did, rather than knowing "this is what happened in a blank discussion and so my character does not like yours/is grateful to yours/ect." depending on how much detail the PCs themselves come up with; I've had PCs who spend several minutes in-session or time between sessions discussing how their characters knew each other and what happened specifically, just as I've had ones who keep it vague. Note also that there's nothing stopping you from asking questions in these stages as well, if you want to dig into the meat of it a little more! That, in many cases, is probably all that's needed.

For other options it might not be as interesting- "they've slept in my presence" can be interesting in knowing what context, but if one character unknowingly did so (and there's no other real twist or thing to it other than that) then it's probably going to be a bit boring to play out rather than just asking the PCs, "Hey, that's cool, so when did you do this? [Hardholder name], where were you that [Brainer name] could watch you? Or did they sneak in to do so? Did you ever find out?" and so on and so fourth.

Same with the Hocus seeing someone's soul- in a game I've been MCing, our Hocus and Angel decided that the Hocus had seen her soul just passing by.  A kind of "glancing at a crowd, seeing something that stands out strongly" sort of thing, which wouldn't have much basis for roleplay or anywhere to go to play it out. Other times, you could have that particular line be much more interesting- seeing their soul in a less physical way, or being in a situation where they saw who the person really is when in a dire situation. Those could be interesting to play out, depending on specifics.

For that option I could see it being cool, basically, on a case-by-case basis. Note that this would also be complicated by the fact that not all people will have playable scenes, or at least not playable scenes that would be interesting past a base-level of "this happened and these are the circumstances" (which should probably be established before going into the scene in the first place.) This can leave certain PCs out, and become boring for those that don't get any screentime.

If that was your intent I could totally see doing it, but I'd say you should apply it less as "play out all of them" and more as "play out the ones that tug at your interest, specifically" (and of course ask the PCs if they want to do so.)

If you mean scrapping the current HX system altogether to instead throw each PC in a scene together and watching it play out (or using the current HX system and spring-boarding off into a scene with those characters):

This could be alright as long as you know something about the character's histories with each other to begin with, or the PCs can tell you quite plainly how they work together.

Certain characters may be close friends (and would be suited to a scene that gives them opportunity to show how their friendship interactions are, or showing what they do for each other in times of need, ect.) others may only know each other through work (and would therefore not make sense to be shown in a scene outside this area) while others come together only with the presence of other people; Friends-of-friends and all that (so it would not make sense to put them somewhere where they were hanging out by themselves without a reason for it, at least not off the bat.)

I guess in short it depends very highly on the MC's understanding of what the PCs want out of their own relationships (which can be said even for starting up a game in general- always ask plenty of questions), and the PC's ability to even come up with this stuff on their own just based on what little introduction they've had to the other characters (assuming you're scrapping the HX system altogether, which is what I feel like you were implying? I might be reading wrong!)

There are also people who are going to be bored/annoyed with playing out things that don't have to do with the quote-on-quote ""real plot"" (which for some can be explained with "this is setup to the plot," but for others that will not be listened to) so that's something to keep in mind as well, if you're saying you're going to be playing out scenes that happened in the past.

In general I think a lot of it has to do with the particular group of players that you have; The HX assigning as it is now is very helpful to get things started, though, so I wouldn't recommend scrapping it completely (particularly for first-time players.)

A last note I would give is that there's not much stopping you from going through HX as normal and then doing this already- most starting sessions I see have that sort of feel to them. "Let's give a chance for each character to interact one-on-one" as the first session is often a well-used thing, especially because it makes an easy setup for things to come (whereas playing out past scenarios that may have very well happened years ago may not do much for you heading forward other than saying "hey, that's cool.")

I think that, in short (regardless of what method you're using) you should probably do this if you feel that it'll add something to your game, without taking away anything else. I'd probably go case-by-case instead of making a mechanic out of it, unless you really think it'll improve yours and your player's experiences.

That's all my thoughts on it, anyway! I hope at least one of those two inturpritations of what you were saying was correct, but if I was reading wrong feel free to tell me.

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Apocalypse World / Re: Feedback on a move! (Maelstrom Music)
« on: February 12, 2016, 04:43:07 PM »
Oo, I actually like that a lot yeah! And I can definitely see that as an issue with the move as a whole.

Your rewrite actually gives me way more ideas of how the players could use it practically, too. Reasons for why it should even matter to them, or why they should be interested in it in the first place. And also ways that Radiohead could get mixed up with PCs in general, especially non-weird people who are interested in weird things but can't seem to do it right, as is the case for one of the PCs playing.

"Custom moves should offer opportunity" is a tip that I should keep in mind while creating them, for sure.

Thanks a lot for the reply!

3
Apocalypse World / Feedback on a move! (Maelstrom Music)
« on: February 12, 2016, 12:24:12 PM »
So I had an idea for a character (I'm thinking Radiohead for the name) whose "thing" is making music from old scraps of recordings from the golden age, with chunks of the maelstrom ingrained in it; He's found a way to record vague sounds from the maelstrom, and incorporate it into his music. The maelstrom in the game he's going to be for is all about feeling and emotion; making people feel and learning from emotions. So he basically uses the sounds as a "booster for nostalgia;" something that evokes certain feelings of the past based on the sound presented.

I wanted the sounds to be a direct link to the maelstrom, where your weird effects how much you're effected. But in this case being TOO weird would cause it to be disorienting, dizzying, a direct link to opening your brain to a bad time (stand mesmerized and literally transported to whatever memory you're getting feelings from, maybe?) I figure non-weird folks don't have much reaction to most of it, because they're not tuned to the psychic maelstrom.

I kind of switched around the bad being at the very top because I wanted it to be a bit rarer/more likely for people who have high weird? The idea was that the average Apocalypse World goer is weird enough to get a little something-something from it, but most people are not quite weird enough to have any really bad experiences (usually.)

So here's the move, I've constructed it from least to most reaction just because that seems to make more sense to me when I'm reading it:

When you hear one of Radiohead's tracks (that you've never heard before), roll+weird. On a miss, it's just normal music. As normal as weird cut-up radio sounds can be, anyway. On a 7-9, the music brings up feelings; That gnawing of nostalgia at your gut. Feelings of a time long past, that you can't quite put your finger on. On a 10+, you get actual, literal sensations from that memory. Fingers on skin, the sound of someone's laugh in the music, words whispered from someone long dead and well-missed, the first sour taste of not-quite-ripened fruit you ever got to try, a shot in your gut and the smell of smoke filling your lungs. Whatever the most memorable moments from that memory, you feel them, hear them, taste them, smell them. On a 12+, you're overcome with the feeling of sickness. You know something bad's going to happen, if you stick around. You have two choices: Get out of there, right now, or treat it like you opened your brain and failed the roll.

Any feedback on this move? Does it feel awkward/weird or do you think it'd work out well enough? The only thing I'm a bit wary of is that the players might be confused about very high = bad in this case, like with the harm move, but I'd guess it'd be easy enough to explain.

4
I've never played a Hocus (or any of the playbooks, really, because I've only been an MC) but I can tell you how I handle one of my PC's characters that has this option (and what the context is to him belonging more to the cult than the other way around.)

In terms of ownership, Omosho (the Hocus in the game I'm MCing) has a situation going along pretty well with what Daniel mentioned. He was born into the cult, designated as a "Holy Child" by the previous leader before he kicked the bucket, because he knew that the followers of the cult wouldn't be able to do anything without some idea of a person to follow.

He's 12 years old right now, and has spent his whole life "leading" these people who are mostly older than him. It's an odd dynamic where the cult teaches him what is "right" and "good," and gives him rules to follow, while also following him in his decisions even if they're the obviously silly/not-well-thought-out ideas of a child. (This comes from the fact that he also selected the option that they rely on him for everything.) Ownership comes in the form of this being the only thing Omosho knows. It's the idea that it is the only option for him and that it is his absolute duty to do what is best for his people, but it also comes in the form of an inability to be separated from them. They need him, as far as they're concerned, and would probably follow him around and expect things of him even if he tried to disband.

Judgement in this case, for Omosho, generally comes as a response to him not being able to provide. Generally, if we don't know what the thing is, I as the MC will ask the PC "Why are your followers upset with you?" and he'll respond. Other times it's glaringly obvious- Omosho fainted, for instance, in a very stressful situation where he was expected to respond. It was very obvious the next session when the PC missed the start of session roll that his followers were judging him for not being able to do something in their time of need.

So far this has not had to have any mechanical "the followers will now do ____" consequences because the particular PC who plays Omosho has characterized him to desperately require acceptance and love from his followers, so when they are judging it very rarely gets to the point where they have to do anything, because Omosho jumps through as many hoops as he possibly can to try and get on their good sides again. Unfortunately on account of Omosho being a child and not very good at thinking things out from a perspective of someone with more experience, this usually just leads to even more trouble. It's an interesting dynamic altogether, I think anyway!

This option can, as mentioned previously, be played out in a number of different ways- that's just the particular scenario that ended up playing out with one character. I could see it going in a ton of different ways.

You could have a Hocus who belongs to their cult because their cult provides something for them that they need (whether through necessity, addiction, ect.) and they have no other way to get it, or no EASY way to get it, and maybe doing what they want from you is easier than the work it would take to get it otherwise. Judgement in this case could result in the loss of that thing, or further punishment, until the Hocus proved themselves/made up for it.

You could have a Hocus who is literally owned by their cult; Who is kept in shackles or followed around. Who literally can't escape even though they're terrified. Judgement in this case could result in physical harm, restraint from the outside world, death or destruction of whatever it was that let them "stray" from their path or inspired them to "rebel" against the cult. The removal of or punishment for whatever they're judging you for.

You could take it in a less literal direction; That the Hocus feels that they belong to the cult. That the cult has done something for them that makes them feel indebted. Or they feel like they have nothing else but the cult; The idea of not having those followers terrifies them. Maybe the cult doesn't actually need them- maybe the Hocus was chosen because they're someone who fits the bill, but there are others that the cult can find. And so when the slightest hint of their unhappiness with the Hocus' actions becomes known it's the Hocus themselves who reacts viscerally- judgement comes in the form of the Hocus perceiving that their position is slipping, and there is a fear of being abandon or unimportant so great that they do anything they can to make up for it, even if there is no actual danger of anyone leaving.

These are just some ideas off the top of my head, and I couldn't say with any certainty how well they'd work in play. But needless to say that any interpretation of it is probably fine as long as it actually makes sense in some form given the descriptor! That's what I'd think, anyway.

5
Apocalypse World / Re: How to handle unproductive characters?
« on: January 18, 2016, 01:52:20 AM »
Update: We just played a session for the first time since I made this thread! (Mostly because mom was sick and couldn't play for a few weeks.) All this advice really helped!

Grey, of course, had no qualms about leaving as soon as someone came begging for help, and has decided (a little bit surprisingly, actually) to not tell anyone why they're going just because Natascha asked her not to. This includes leaving her cousin (Orchid, another PC) out of the loop and... apparently traveling away from the holding while things are being stolen and there's word of people with big guns doing suspicious things out in the forest, which she's going to be heading directly into.

It actually surprised me that she had such little problem with packing up shop to help one person, and although she has an infirmary with some helpers, it's still no secret that she is The Angel and generally the most well-versed in medical things. Not to mention that she's taking one of her assistants with her, which means there's... one medic left in the holding?? Technically two, but one of them is part of Omosho's cult and only really has a basic understanding of herbs and how to help people when they've got little problems, not how to stop people from fucking dying. (And, funnily enough for me, she's happening to leave the one assistant that has a morphine addiction with some of her supplies, alone. THAT'S going to be interesting when she gets back, anyhow.)

It's really interesting, but I'm also not entirely sure how I'm going to juggle all the horrible things that should come about from all of this short-sighted decision-making! And I don't know if it would be in bad taste to punish her for taking up the situation that I presented her with, even if she was entirely capable of denying it or trying to think out a better way of doing things.

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Apocalypse World / Re: How to handle unproductive characters?
« on: January 03, 2016, 04:55:47 AM »
Omosho is PC? He just went out into danger?

Yes. Omosho is basically a 12 year old kid who was raised by a cult who believes he is "The Holy One," and all his life has only been around people who loved and adored him and believed that what he did was what was best for them.

So he's been really upset confronted with the people of Orchid's hold, who do not like him (and are generally annoyed by his "greater than you" attitude.) Naturally, Omosho wants people to like him, and believes that going out and doing this will prove to them that they would be happier under his rule as a religious leader. So that'd be why he went into danger on his own (or, on his own other than a few of his followers, anyway.) He thinks it'll prove something to the people.

NPCs are all threats with simple motivations right? Start having NPCs make demands that she can't shrug off without consequences. She's the Angel. She can't very well ignore people in need without folks getting worked up. Don't throw her things she "could help with." Throw her things where helping and not helping both have consequences. Put her character "on the spot."

And remember, Grey's not an angel, she's The Angel. The hardhold? It's the Hardhold where The Angel lives.

That last line is something I do need to remember a little more.

Better yet, force the issue. Six dudes carrying a bloody, dripping, almost-corpse bust into her infirmary. The biggest one sticks a sawed-off shotgun in her face and says, "Fix him. Now." Which you of course follow with, what do you do?

Does she have hired help in her infirmary? These NPCs are people, with their own wants and desires and foibles and fetishes. Maybe she notices her medical supplies start to come up short, or critical tools go missing. Who is responsible? How can she catch them, and when she does, what will she do about it.

The important thing to remember is that the Angel exists to do more than just fix people. Yes, they're really good at fixing people, but just like any of the other characters, you need to find where she's not in control and push there. Put her in situations where passivity is the worst of all possible choices.

This is helpful advice in general! Although I don't think I'll be going with anything quite as extreme as the first example in the quote I'm replying to. At least not right now; I can imagine an opportunity for something similar, but I feel like it'll probably take a few more sessions to set up, if it happens at all. (Then again that is never a definite- a lot of times possibilities end up hurling toward the players way quicker than I ever thought they would, or things that I had planned end up being completely destroyed and thrown off into an entirely different direction, which is probably one of my favorite things about this game.)


Yeah, like the others said, try to stop giving her 'opportunities to help' and start giving her 'problems that need a response'. The difference doesn't need to be as dramatic as a shotgun to the face.

If the character is known never to pry into other people's business, then maybe it's time for some NPCs to start confessing truly alarming things to her, blithely assuming she would never get involved. If she always helps when she can, maybe it's time for someone to ask for help who might not deserve it; who might do upsetting things with it.

This, I think, is more in line with what I want to do to get Gray into things- partly in line with the last one (I.E. I feel like it might take a few sessions to get up and running.)

I did have an idea, though, of what I might do next session. I was considering having Omosho's mother (Natascha) come to her. The cult has never been without Omosho (who has decided to go off with only two of his followers) and have the option that they rely on him for just about everything. We've set them up to be people who listen to what he has to say even if they're uncomfortable with the commands (at least at a general level,) but I note down all the NPC's modivations and her's is simply "Does whatever lets her remain closest to her son, despite religious or moral obligations."

She's going to need help getting out of here and after him- she's never had to deal with the spores before, you know? (The spores are nasty things that go off in the summer, and do awful things to anyone they touch. Omosho and his cult all go underground in the summer to avoid them.) And it's not like she has any way of getting the masks and suits needed to resist them, not on her own. She can't ask the other followers for help- as far as she's concerned, it will be considered blasphemous, and the other followers may react very badly.

So I figured who better to ask than The Angel? The only one who's gone out of her way to be kind to Omosho and his followers, the one that she's heard so many kind things about, and the one whose job is already to help people in need? (Although in an entirely different way.)

I figure there are consequences either way. If she helps, she'll be leaving the Holding and (if she does it the way Natascha wants) will not be able to tell anyone where she is going or why. Or at the very least, will have to lie about it (again, if she does things the way Natascha pleads for it to be done, which I can see her going either way on.)

If she doesn't help her, well, she's desperate right? None of them have ever been up top while the spores are in full effect. She doesn't know what will happen, and even though she probably can't help, it's her natural instinct to think her being there will somehow protect him. So maybe she makes a not-so-trustworthy deal, or steals something, or panics and has to figure out what to do. And that panic leads to some other undesirable situation.

There are a lot of possibilities depending on where play goes, so I think I like this idea! I'm mostly writing it all up to see if this sounds good to other people or not, because I definitely need to get better with giving consequences to things.

7
Apocalypse World / How to handle unproductive characters?
« on: December 30, 2015, 11:26:34 PM »
By "unproductive," I mostly mean characters who seem to not do anything of interest when not explicitly sent out to help a different PC.

I'm having a lot of trouble, specifically, with my mom's character Grey- an Angel. She has the move Healing Hands as well as a workshop like a savveyhead's. And the thing is that she's super interesting when she's interacting with the other PCs and helping them with their problems! But, as it happens, when I throw anything her way that is supposed to be "all Grey" (because at this point in play, both the other two PCs- the Hardholder Orchid and the Hocus Omosho- are off doing their own things) she just kind of... Pawns it off to someone else.

A good example of this is a character in the holding, Clint, who has a busted arm and needs a prosthetic piece to get back to his normal every-day life. (Or at least as close to it as he can get.) I gave her a list of things she'd need to make it (per the workshop) and she immediately went to seek out Omosho to go out and find things for her (without accompanying him on the search, although that has some reasoning behind it.)

Since then I've tried throwing several other characters and scenarios that she could help with outside of the other PCs, who are doing things that she either has chosen not to help with or that they don't feel they need her help with. But each one gets batted away, usually with a statement of "Well, I don't want to pry into their lives, so I won't concern myself with it."

I'm at a loss for what to do, and whether I am at fault for it or not. Either way it's getting frustrating for me and for her- on my part for me trying and failing time and time again to get her into something interesting, and on her part for feeling her character has nothing of worth to do.

Has anyone else played with characters like this? Is there any good way to get them into the action without having to shove them into other PC's business "just because?" Or is that exactly what I should be doing?

Thanks preemptively for any responses!

8
Apocalypse World / Re: Spores and ideas for them
« on: August 01, 2015, 09:28:35 AM »
It could always be even personalized. When someone inhales the spores, their brains are forcibly opened to the maelstrom. When you ask your question or two, use those questions to prompt the next step. If the first question's answer isn't enough, use the second question to build on it.

Example
Question1: If you had to name the emotion that you feel most, right now, what would it be?
Answer: "I'm really nervous."
Question2: Why?
Answer: Because the last time I inhaled these spores, it made me really sick.

Oh, I love this idea! As well as the other one you presented, I actually have some things like that already on the table (the maelstrom asking questions, as ever, of course, but applying the answers to the spores as well,) but I'll probably build off it even more as a general "rule" for when you breathe in spores, as well. Adding it together with my plan to "tweak" the exact outcome given different characters and situations, this should go even further toward it!

Thanks!


Sounds like your mom has some trust issues! I mean, regardless of the spore thing, it's probably worth bringing up that this is a collaborative game, not a competitive one, and that you are there to help each other tell a rad story, not do unfair things to each other.

In any case I think seeing what the Maelstrom is like, and leaving the effects of spores relatively open-ended in the first session, is going to be the best way to go. Once you are done the first session (and asked a bunch of spore-related questions as part of it, no doubt) and are working on where the Maelstrom and the spores fit into your Fronts, it will probably become easier to figure out how to characterize their effects.

(Actually reading your post again I realise maybe you have already played the first session? In which case whoops, but also still: look to the threats/fronts for guidance.)

Yeah! We already played the first session, which gave me a bit of good material to go off of already, because two of the three characters (Omosho and Grey) both opened their minds and got to answer some questions, not to mention general questions of "hey, this guy's been exposed to the spores before. What kinds of things happened to him? Can you even tell?" ect. ect. ect.

And as for my mom and trusting this stuff, I'm pretty sure she's stuck in the mindset of "we're an adventuring party, playing against all these bad things the GM is sending at us." The only roleplaying game she's played before is D&D, and from her stories about it, with a rather "I want to win, have these monsters you aren't ready to fight yet" kind of GM, too! So I think she just believes that's how all role playing games go.

I'm hoping as time goes on she'll get, "Oh, okay, you're really NOT out to kill us." Because as it's been said time and time again, that's boring. No one wants to play a game of "get stuff thrown at us with no preparation or forewarning, die a horrible death, the end."

9
Apocalypse World / Re: Spores and ideas for them
« on: July 30, 2015, 03:32:34 PM »
Yeah, you've definitely got a point! I think that why I went with the "random rolls" is that my group is still kind of stuck thinking it should all be random. Particularly my mom, who has already complained it's not fair that I get to make "as hard a move as I like" when they give me an opportunity (such as missing a roll.)

I think maybe I'll do something along the lines of randomly pulling 3-5 from the table (to appease the "we need it to be random!" comments she keeps making) and decide from those, or otherwise figure it out along the way. I think I might also make little tweaks to the effects as I pull them, based on the situation and the state of the maelstrom and all that cool stuff. Maybe make the things on the table a guideline to follow, which I can tweak and change to fit my and the maelstrom's agenda. I actually quite like that idea, now that I think about it- a decent compromise between the ideal I have and my mom's want for everything to be "random."

I might even drop the randomness altogether later, if I deem it appropriate and the players are alright with it, too.

Anyway, thank you so much for your response! It gives me a lot to think about and good ways to change things for the better, not to mention cool insight and ideas for the maelstrom itself!

10
Apocalypse World / Spores and ideas for them
« on: July 30, 2015, 12:47:51 PM »
So, it's my first time MCing Apocalypse World and I figure, well, the best way to get the players (particularly MY players) pumped for the session is to give them some input in what this whole thing is about.

I had asked them all beforehand what playbooks they were interested in, so I knew what to print. My sister knew she wanted to be the Hardholder from the second I told her about them, my mom wasn't sure between Angel or Savvyhead, and my brother wanted to look through a whopping 4 playbooks (Chopper, Hocus, Gunlugger, and Driver.)

We ended up with Orchid the Hardholder, Grey the Angel, and Omosho the Hocus.
But before we even get to character creation, as I'm handing out the playbooks, I say "Alright, guys, here are the playbooks you were interested in. Look through 'em, but keep this at the back of your head- before we start, I want you each to give me one or two things that are different in the world now than they used to be. A way things are done, or a literal change to the way the world actually works as a whole."

This yielded amazing results, for me- my brother decided "Well, there's spores. They go off every morning in the summer, and effect everyone differently when they breathe them in." and then my mom added on "Yeah, everyone went underground at some point. The spores have changed everything, warped the way the world grows. Up until about 5 years ago we didn't know it was safe to come up, so we've just been hiding in our caves until then."

The group decided to change it to 7 years, and that we'd start out in the summer, because that's when Omosho goes down into the holding. My brother wanted a reason he could have his weird cult make people uneasy.

This left me wholly excited- But that also meant I had to decide what happens when people breathe in the spores, or let them touch their skin. And of COURSE I decided "they effect everyone differently" meant I was going to go through the most complicated, convoluted route I could possibly imagine.

So, the way it works is this- you've got to roll+weird (I quickly determined the spores were a part of the maelstrom. A way that the maelstrom kind of makes itself physical. For now I'm working off the vague idea that it's got a desire to be real, but all it knows of living is emotions, the things humans give it when they enter.) Depending on how well the player rolls, they get to pick options from a list- some of which providing "there are no long-term harmful side effects" and "there's some positive side effect," ect.

So for what the effects actually ARE, there are three categories. Positive, Neutral, and Negative. Each category has 6 columns, and under each column is 6 different options. The idea was, "oh, it'd be cool to go off the two-dice theme to figure out what you get. You'll roll 2, and the first die will be the column while the second is the option under that column."
Which, with 3 different categories, meant making 108 different effects altogether. GREAT.

My players were enthusiastic about how cool this was, so I can't really COMPLAIN, but it turned out to be a lot more work for me than I thought it would be.

I've nearly filled out the Negative and Neutral categories, but unfortunately Positive is a little harder to come by. Partly on the fact that I can imagine SO many things that could go wrong, but also it's hard to try and figure out what sort of positive effects wouldn't be overpowered or too similar to moves already present in other's playbooks, for instance. I might do a writeup of all the stuff I've got so far at some point, but for now I thought I'd just ask if anyone's got some good ideas for some effects the spores might have!
They can be physical (there's one NPC that's literally rotting. They thought he was immune, but it's too late to easily stop it now) or mental (there's one effect that is basically "pick a thing, you now mark experience when you go out of your way or against your own interests to protect or better this thing. Work under the impression that you've got a feeling it's more important than everything else, somehow.")

So, yeah, if anyone's got ideas, this is the basic idea I've been using to categorize effects:

Positive = Something good for the player or the character. Could be a new move, experience, or a boost to a certain roll. It can have a little bit of a "bad" effect, but if it does it shouldn't be a mechanical one (unless it's a new move under what happens if they fail, of course), and should be overall basically good for the character.

Neutral = Neutral can be a few things. It can be things that can end in good and bad results (maybe you get some new information, but you also take harm, things like that.) It can be that the effect literally doesn't do anything that effects the character in a good or bad way, like your hair starting to fall out or something. Or it could be something that's definitely bad, but won't actually effect the character for a long, long time, so it might as well not matter for now.

Negative = Something undoubtedly negative, with little to no good side to it. Skin peeling off, prone to seizures, can't stop puking their guts out when they're in the presence of something specific, things like that. There's one in particular I REALLY like, goes something like "Your skin feels itchy. Won't stop, even when you tear out the skin. At the start of the session roll+cool. On a 10+ you keep from scratching and can ignore it. On a 7-9, you keep from scratching too badly, for now (in which case I will periodically ask them to roll again throughout the session.) On a miss, you couldn't help it, you tear out bits of your skin wherever it itches most. Take 1 harm."

Anyone have any suggestions? Or just comments about this whole thing? Thanks!

11
Apocalypse World / Re: One NPC in two threats?
« on: July 27, 2015, 11:50:56 AM »
Hey, thanks for the responses! This makes my MCing a lot easier, then, when trying to figure out who should be where. We should be able to play again within the next few days! So that'll be fun.

12
Apocalypse World / One NPC in two threats?
« on: July 26, 2015, 11:52:03 AM »
So, I was curious about this- I've recently started GMing a game of Apocalypse World for my family, and we've just cleared the first session. I'm at the point now where I'm making all the NPCs who were introduced into threats- only there's a bit of an issue!

A brother and sister, Spoon and Fork. They're part of a cult. But, thing is, they're also in another group of brutes- I don't think that it was ever addressed (at least as far as I've seen, if it's in the book and I missed it then sorry for this, of course!) but what should I do in this situation? Can they be in more than one threat at the same time, or should I just pick to stick them in one and not the other?

I think the way I would naturally do it is just to go, "okay, yeah, they're in both threats. Maybe even in different fronts, if it applies. That just means they've got some conflict of interest, if they've got to choose between one or the other- cool." But I'm not sure if that would work mechanically speaking, so I figured I'd get a second opinion from people who've been doing this longer than I have.

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