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Messages - Fleuri

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Dungeon World / Re: Noob GM question about too concrete player moves
« on: July 28, 2016, 09:47:51 AM »
This seems like a two level resolution mechanic: The Volley roll determining if the shot hits at all and the damage roll describing how bad the hit was. This allows for some cool narrative too:

Consider that the volley roll would  hit for 10+ but the damage roll is terrible. In narrative you could tell that the Orc manages to just nudge its head out of the way and the arrow only scratches its temple. From there you can let the moves snowball nicely as the Orc flies into rage.

With a high enough damage roll that depletes the Orc's HP it falls down with an arrow in its eye. Fair and square. Brutal efficiency.

With the Orc almost dying i.e. it has only few HP left, you could as well have the arrow hit the Orc in the eye but surprise, it's not quite dead. Instead it staggers along the corridor screaming the agonizing pain, other hand clutching the arrow poking out from its eye and the free arm flailing around, trying blindly and desperately hit someone.

Rolls happen in the fiction and they create the fiction.

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Apocalypse World / Re: Some conflict about highlighting stats.
« on: July 26, 2016, 03:37:33 PM »
EDIT: Also remember that a player can ask to have their highlights changed at the start of every session.

Just to clarify: this is not optional, highlighting stats happens at the beginning of every session.

(Unless this is some 2nd edition thing, I guess?)
I've always played it your way, but per page 92 in the 1e rulebook (section header "Changing Highlights"):

"At the beginning of any session, or at the end if you forgot, anyone can say, 'hey, let's change highlighted stats.'"

Technically it's any session, not every.

Where do all these ninjas come from?

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Apocalypse World / Re: Some conflict about highlighting stats.
« on: July 26, 2016, 03:36:11 PM »
EDIT: Also remember that a player can ask to have their highlights changed at the start of every session.

Just to clarify: this is not optional, highlighting stats happens at the beginning of every session.

(Unless this is some 2nd edition thing, I guess?)

IIRC forcing the highlight change is a DW rule. AW rulebook states:

At the beginning of any session, or at the end if you forgot,

anyone can say, “hey, let’s change highlighted stats.” Any player,

and you can feel free to say it too as MC. When someone says it,

do it. Go around the circle again, following the same procedure

you used to highlight them in the first place: the high-Hx player

highlights one stat, and you as MC highlight another.

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Apocalypse World / Re: Some conflict about highlighting stats.
« on: July 26, 2016, 01:24:29 AM »
I have been choosing the highlighted stat based solely on the guideline 'choose one that is most interesting' and told that to my players. I present it to myself as a stakes question: "What would happen if Rache, Maestro D', a social butterfly would end up in a gunfight" and "How deep is the rabbit hole that is Nif, the Child-Thing" and that is why I highlighted Hard and Weird respectively even if Hard isn't Rache's main stat and Weird is Nif's. Now both Rache and Nif have an extra incentive to explore the sides of their characters I find fascinating.

EDIT: Also remember that a player can ask to have their highlights changed at the start of every session.

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Apocalypse World / Re: Custom Moves for a Metro-Inspired Game
« on: July 15, 2016, 03:15:03 AM »
Or to navigate tunnels, the navigator has to open their brain.

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Spoke about these questions with a friend earlier and unbeknownst to each other he also asked a similar question here: http://rpg.stackexchange.com/questions/83235/what-happens-if-a-character-has-more-than-one-gang

Feel free to answer to either of threads. I'm monitoring both.

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Apocalypse World / Bunch of questions: Maestro D' and her two gangs.
« on: June 27, 2016, 08:50:14 AM »
With right improvements the Maestro D' is able to have two gangs. (The real gang (3-harm gang small 1-armor) and cast & crew who are packing  (2-harm gang small 0-armor)). I'm not going to delve into Leadership or Pack alpha territory, as it has been discussed here: http://apocalypse-world.com/forums/index.php?topic=297.0

How would you play this situation?
Are the gangs clear separate entities? Do they overlap? Am I misinterpreting the rules?
Is 'the bouncer who knows his biz' also a clear separate entity or a part of either of gangs?
Can Maestro D' use other PCs as parts of her gang if they are part of her cast & crew and she's chosen that they're packing?

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roleplaying theory, hardcore / Re: Saving throws as analogy for moves
« on: June 10, 2016, 04:27:59 AM »
Kind of. The moves "trigger" by the fictional situation, not the other way around./quote]

Right, I'm thinking "to do it, do it", and if the MC doesn't know what happens they'll ask you to make a roll.
Some things have a rule to always be "uncertain" in this way so that the MC just can't decide something.

For example, there is some sorta corridor with a red/white checkerboard floor where the red squares are made out of very thin glass with poison pools under them. The MC tells the player about how the floor looks but not what it's made of. What do you do?

And the player goes "I'm scared, I'm just gonna run through it as fast as I can" and the MC says "after a couple of steps you hit a red square hard and it shatters, and you smell poison. What do you do?" and the player goes "I try to pull my foot up from there before getting hurt" and the MC says "OK, roll act under fire" because she doesn't know how successful the foot-up-pulling is going to be.
7-9 get hurt by glass, 6- get poisoned
But if the player described themselves as like throwing in some hard rocks in the corridor, there would be another outcome and another move engaged, or maybe no move would need to be engaged.

I think this approach would be playwise very good, but IMO the part which differentiates this from a regular saving throw is the fact that the situation in which the roll is needed is a direct consequence from the deliberate choice the PC made instead of "You walk to a narrow corridor. A trap springs: Roll to see what happens".

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roleplaying theory, hardcore / Re: Saving throws as analogy for moves
« on: June 09, 2016, 04:21:38 AM »
I don't think it's completely analoguous. Stepping into a poison trap and then rolling to see if you get hurt does not happen in Apocalypse World as the moves correspond to real actions in game's fiction. What could happen though:

GM: "You see a narrow corridor in front of you, void of anything remarkable. It is jarringly different from the other corridors you've walked through before reaching this point. (Announce future badness)"
PC: "I have a bad feeling about this. I try to navigate the corridor very carefully and treading lightly.
GM: "Ok! That sounds like doing something under fire. Roll+cool"

Then results would be something like:
10+: Navigated without problems
7-9: Getting through with slight complication e.g. scraped by a dart trap or not getting hurt but triggering some sort of an alarm.
Miss: Getting hurt, getting stuck, getting separated from other PCs by falling through a trapdoor on the floor.

My two cents.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: May 05, 2016, 11:28:02 AM »
Coughing up doesn't have to make sense, no. It's the show's choice; if they want it to make sense, they can choose accordingly.

Strange. I assumed that if they chose a higher barter amount than the crowd could reasonably have, they are basically forcing people to destitute themselves in order to cough up in a sort of frenzy of fandom. Like, handing over their only pair of boots, or the community's one gun, offering to give over their children, etc. The Show strikes me as very closely aligned with Johnstone's Four Horsemen playbooks, or an exploitatively-played Touchstone.

In any case that will be how I'll run it, if I ever have to MC someone picking the playbook (which, ugh, just not my thing.)

I love this. Imagine, what measures a small audience giving 10-barter has to go!

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: April 26, 2016, 09:09:08 AM »
Good questions!

I think you'll find that cracking open the world basically never resolves anything. It'll occasionally be useful in battle - not overpowered, just useful - but outside of battle, it'll usually only stir things up, not settle them. So no, I wouldn't take away the show's stuff any more often or prejudicially than anyone else's.

Coughing up doesn't have to make sense, no. It's the show's choice; if they want it to make sense, they can choose accordingly.

You'd choose 1- or 6-barter whenever you don't feel like giving the person who holds your leash 10-barter. The barter you generate by pandering to your audience doesn't benefit you directly at all, so you can use it as leverage over the person holding your leash.

-Vincent

Thank you for the clarifications! It is much appreciated.

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Apocalypse World / 2nd Edition Kickstarter: The Show
« on: April 26, 2016, 05:43:00 AM »
The new playbook is a weird one.  It has a very cool premise and possibilities but there are also things that concern me and things I don't understand.

Crack Open the World is wicked: The open-endedness allows for some fuckery on MCs part but is also super powerful. I fear that in the worst case scenario the Show just gallops into scenes, strums their instrument and resolves it in one way or another. While the outcomes will certainly differ, this modus operandi repeating enough times is likely to get stale fast. Is it intended that the Show's rig limits this behaviour? Like, the Show needs to have their Apocalyuitar amplified in order to make sound of any kind or is this just up to players' discretion? I can see myself as MC taking away Show's stuff quite frequently just to mix it up a bit.

Then pandering to your audience. Does the cough up have to make sense? Can a single hobo  as an audience hand the leash-holder 10-barter just like that? If so, why would you ever go for anything but 10? Why are there even other options? If you can't tell, I'm a tad bit confused.

BONUS: While probably a non-issue in AW, I kinda like mechanisms in some other more dice rolling heavy RPGs which allow the GM to reward players for good role-playing. Is something similar even considered in the 2nd ed.?

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Apocalypse World / Re: Passive moves
« on: April 08, 2016, 06:05:07 AM »
Thank you for the insight. Now I have a better view of the mechanics of the game as well as many new ideas to run different scences. :)

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Apocalypse World / Re: Passive moves
« on: April 06, 2016, 05:50:41 AM »
Sure, I guess I'm suggesting your choice #2. If the goal is to surprise them with an ambush, I'd rather start blowing stuff up and then ask the players what they do about it. Starting them at a canyon that pauses the party and causing them to detour and upset their employers seems less grabby then just blowing up one of the cars, killing Bricker and blowing Anthrax's leg off, then opening up with a 50 caliber on the hill, bullets everywhere. Anthrax is screaming "My leg! My leg!" And you turn to the battle babe "So what do you do?"

So, I'd just turn to one of them and ask a leading question, like "where are you when Monarch's rig explodes?"

I really like this and am probably going to use this, but my goal was to give players a chance to prevent being ambushed while simultaneously avoid laying out the ambush right out of the gate. Your approach will come handy though, if there hasn't been enough action in a while.

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Apocalypse World / Re: Passive moves
« on: April 05, 2016, 04:29:35 AM »
Why don't you just start the game by asking them which vehicle explodes?

I don't know what to make of this. Care to elaborate?

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