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Messages - Vernon R

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roleplaying theory, hardcore / Re: Stepping on Up to the Investigation
« on: March 03, 2011, 01:44:08 PM »
I think you are explaining yourself well.  You want an investigation game where the investigation is the challenge and yeah that's possible, heck I'm sure it's been done with Call of Cthulhu by some groups I've played with.  Often it ends up shifting away from the challenge though, the gm doesnt plan for failure rather he just lets the players mull around until they do solve the puzzle and find the right clue which leads to the next step.  

What you are looking for is a game where failure is an option and it has consequence.  You just have to keep that in mind when preparing (or designing) your game and in the moment.

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roleplaying theory, hardcore / Re: Stepping on Up to the Investigation
« on: March 03, 2011, 12:20:40 PM »
You are talking about a different type of play than what Vincent is.  Your werewolf play can be interesting if you are interested in the challenge of beating the werewolf, you are proposing a very much gamist game.

Vincents proposition turns the play around, it's not obvious you kill the werewolf.  There may be little challenge in figuring out who the werewolf or it's weaknesses but deciding what to do about it is where play shines.  Do you try and kill the werewolf or try and cure the innocent victim?  

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roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 02, 2011, 04:09:53 PM »

I think it relates to a couple of the principles.

Stats are there to make the world feel real.  They are descriptors of the characters, give you a feel for what this character is like.

Advancement is there because there is no status quo in Apocalypse world.  Things are always changing, it could be stats it could be other things like a new character showing up. 

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roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 24, 2010, 12:45:10 PM »

I'll just echo the experience of playing D&D like a board game, although in my case there was no Step on Up involved it was all Right to Dream.    Characters never died, unless the player wanted to try something else or made up silly characters like Gary Gnome (pronounced Gun-nome) the gnome with an 18' pike who intentionally pole vaulted right into a dragons mouth.

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roleplaying theory, hardcore / Re: Tactical Combat vs. Violent Conflict
« on: September 15, 2010, 05:38:40 PM »

Chris:  I'm not sure I understand your example, who are the PC's in that scene and what impact did they have on what happened?

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brainstorming & development / Drug World?
« on: September 14, 2010, 01:14:21 PM »

Anyone thought of doing a hack to make something like The Wire?  I know it's not an immediate connection but I was rewatching an episode last weekend and I couldnt help but pick out the various character types, Omar as a Gunlugger, Barksdale as a Hardholder, etc.  and its not damn hard to barf forth apocalyptica about some of those old boarded up shacks that passed for neighborhoods overrun by the drug trade.

Not sure how or if the police would fit into the game.

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