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Messages - czipeter

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Dungeon World / Re: The Psion - My First Try
« on: October 03, 2012, 09:28:16 AM »
One more thing: I don't know where to look for the special items amongst the Gear options. My player is really interested in those things, but he doesn't want me just make up stuff based on the names.

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Dungeon World / Re: The Psion - My First Try
« on: September 25, 2012, 06:35:10 AM »
2 questions and 1 observation:
 - What does "you are harmed" mean under Manifest psionic focus? Does this harm come from an outer source (monster, trap, etc.) or can it be some self-inflicted bodily stress? If yes, how much is it?
 - What is the Damage of the Psion? It's playbook says d6, but also an advanced move "improves" it to d6 when they have focus left.
 - The psionic power moves usually come without a roll. This means that after you got your foci, you don't risk anything directly when using them up. Am I right? It's a bit hard to accustom myself to, but that's all.

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Dungeon World / Re: The Psion - My First Try
« on: September 15, 2012, 05:22:05 PM »
Wow, you have done a huge thing, dear sirs! Thank you very much!

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Dungeon World / Re: The Psion - My First Try
« on: September 14, 2012, 02:38:08 AM »
I'm so much interested in this playbook, as I let one of my players choose this playbook. I think there is not so much left. If it had Gear, I think this would be full-fledged. The one power move at first level and chose anything (new power or not) at additional levels seems to work fine. Though, my player is urging me to make Psychometabolism / Biofeedback available. Can we manage Gear and Biofeedback soon?

I'm dumb to Gear right now, but I tell what I have in mind for Biofeedback right now. I think the hardest thing is to balance this between the D&D magicky feel where psionics produce lots of obvious effects and the more sci-fi, real-world thing when psionics is just good self-discipline and self-control.
I sadly don't know the Battlemind or the Psion's advanced moves yet. We should evade stepping on the advanced moves at least.
I will soon come up with the move when I read all of the advanced moves.

A basic AW newbie question: what about the individual uses, spending of the holds? Can they require a roll? If I throw a cart at some charging orks (using some highly buffed Telekinesis), what happens? Can this trigger a move? Or do all these hold expenditures work on the basis of GM fiat?

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Dungeon World / Re: New Class: The Artificer
« on: September 10, 2012, 03:55:29 AM »
Hi people!

I'm relieved to see the Artificer here. I didn't expect it to already exist. I am not much of a playbook-maker, so it's much easier for me to have your nicely crafted one, guys. Probably this will be the first big step of convincing one of my stubbornly tradgamer friend to find her interests in "simple" games. (Yeah, it's simple, but not just because of the math and the shorter list of mechanically different, specific combat options, which she are conditioned to be aware of (her favourite is D&D3.x).)
So thank you again!

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roleplaying theory, hardcore / Re: Stepping on Up to the Investigation
« on: March 03, 2011, 10:59:03 AM »
I read the GNS-Big model-people's thoughts on it every now and then, but I still don't know if I catch all Ron's and the others thoughts well. For me, your thing is gamism vs narrativism. "Can the PC players solve this module if they really try?" is clearly about gamism for me. Or at least not narrativism. I think I can hardly percieve simulationist agendas. (This connects with I don't really believe, such a thing exists.)

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roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 03, 2011, 10:42:32 AM »
Mike:

I don't think wanting to get the highest total on the roll (wanting my character to succeed to have more control (or is this really more or just an ephemeral stroke of feeling powerful?)) and acting purely on my vision of him/her and the situation produce the same thing (the same move or non-move action) every time. Is this one any clearer now?
In other words, I think, they have more to them ("real people" and AW characters) than their stats to base their decisions on.


Stefoid:

Why have a psychic maelstrom?
I think that's mainly for color reasons and whether it exists or not doesn't have a major/direct effect on resolution or the things I'm currently probing into. So I can't answer your question yet.

I think when you campaign, and this is a game supports campaigning, the general theme is one of rising stakes, rising challenge.  For balance, you want your characters to improve at the same rate the challenges do.
I don't think campaign play must groove on this thing which is a strong contender nonetheless. I may be mistaken, but I have a feeling about Improvement not being about balance, not on purpose, at least. (Though it could be as it can fill some permanent stat damage gaps.)


John:

Good one about escalating stakes, but I don't know if/how Improvement brings this to us.

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roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 02, 2011, 05:41:22 PM »
Shreyas:

True as hell, I guess. It's just my bad connotations of the word "testing". Like a good thing couldn't be tested. Or a test couldn't be interesting and fun. Hopefully, I'll get over these. I'm already a bit relieved for writing these down, so thank you.


Paul:

Sorry, I couldn't get the D&D thing before, but now I understand. My concern is that long-term cycle interferes with other things for me on the short term as well, and those are more important to me. Perhaps this is for not being able to choose and play games too much. So I never had the time to feel bored.


Mike:

First, a question: you are still in-character somehow, want to help your characters, or is that gambling (alea)? As for me, I am not playing her/him like a real person when I roll die.
I meant rolling high with dice and Stat added. I assumed, they (the characters) don't know the rules of the game. If they do, then your second question is not applicable, I think. (Of course they want to be better than everybody else.) Otherwise, my answer is "yes."

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roleplaying theory, hardcore / Re: Non-MC Players' Agenda?
« on: March 02, 2011, 11:34:35 AM »
Nathan:

Nice explanation, thanks! I think this is kinda cool, but I couldn't decide if this is at odds with "Play your character like they're a real person" for me. I will ponder over this post of yours for sure.

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roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 02, 2011, 11:23:12 AM »
Nathan:

I think the reason for I can't accept this perfectly is that I'm unable to act on two different things simultaneously. Being true to the feel/my assumptions of the character till then AND wanting to roll high. I could probably accept this for a game where the motivations of actions are not in the focus but AW seems so much more for me. ("I am harder than weird, so I do less weird stuff than hard stuff" is very limited in my opinion.)

I must agree with your second point to a certain degree. This descriptive (or so to say, prescriptive) function has meaning for me, but sadly not too much. The PCs can be casually compared in terms of Cool-ness, Hard-ness, etc., but this is not too much of a bonus. I mean, I can't see too much of a point of it.
I don't get the meaning of the scaling in absolute values. (Does Hard-1 mean I am puny and/or fragile? Is Weird-1 "normal"? Hot-1? Plane Jane or six-pack?)  This gets even stronger when I am curious about [Stat]+0 or the difference between two positive values or two negative ones. I can make a Driver with a strong body and Hard-2. Probably he/she was not enough agressive, so he became a bodybuilder to compensate.

The words are appealing, anyway. I guess glancing at your character sheet and seeing words like Cool, Hard, Hot, Sharp, Weird is a fascinating thing which can make your experience better, the game more focused and fun.

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roleplaying theory, hardcore / Re: Stats, Advancement, why?
« on: March 01, 2011, 04:37:18 PM »
To tell you the truth, I was in a hurry when writing the OP. This is maybe the cause of the shortness and baffling, unexplained nature.


Shreyas:

Do you?
In practice, I have played that way some times and I will do so again. Probably in my case trying the basic game would be the way, but 6-7 sessions is a bit too much for me to spend with a playtesty feel.


Jonathan:

The first one: what is the goal of the PCs having different levels of the stats (so the existence of the stats, fundamentally)?

The other one: I don't know the early version of AW. How was that different? As for the new character -- improvement -> retirement cycle: this is not so important for me and probably this is the reason for I'm not being able to fully get the whole stuff behind or connected to this.

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roleplaying theory, hardcore / Stats, Advancement, why?
« on: March 01, 2011, 07:44:41 AM »
These are two questions, I think. If they are so unrelated (there is not only one answer for both), then say so and I'll separate them.

Why do people need different chances to not loose control/ground/etc. while making certain Moves?

Why do you check stats and why do you get "better"? I mean better in gamist terms is just better. But here we can see them just not interesting when they wont't roll a 6-.

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roleplaying theory, hardcore / Re: Non-MC Players' Agenda?
« on: March 01, 2011, 07:18:29 AM »
Paul:

Are these from the book? They're neat, anyway.


Michael:

Smart. I've started to think about looking up them, as I remembered they're good, too. And they're more for my personal taste as they're listed in the same format as the GM-s things.


Nathan:

Sorry, but I don't get it. Is this related to play passionately, make hard moves and take risks? Or do you think this sentence of yours encompass even more? And more of what? Advice from the book or from your preferences?


D. Anderson:

Those Principles and their explanations are just great! I'd really love to see your whole work.

By the way, I think Principles are Agenda on a lower level, so they can be confusing, yes. Perhaps Agenda is more "why to play?" and "how to play?" while Principles answer the question of "how to achieve this?". And of course Moves are even lower level/basic/fundamental tools.
In a sentence, you follow (and hopefully reach) your Agenda by making Moves guided by the Principles. I'd like to think about Principles as this kind of link.
I hope, I'm not just inventing these relations...

"(...)the tools to engage and guide the players are built into the character playbooks at a conceptual level and expressed in the details of their looks and moves.  This kind of precludes the need for an explicit agenda for players, for AW."
I know I have seen or heard something like this from Vincent himself, but I can't agree on this. How could an explicit explanation ruin the thing? I always felt people will never use the game as a language better than their mother tongue.

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roleplaying theory, hardcore / Re: Non-MC Players' Agenda?
« on: February 22, 2011, 04:39:34 AM »
Thank you Mike, this helped me a lot!
For me, these "what to do?" things are very important so I'm a bit sad for this is not in the same format as the MC's job and not handed out for every non-MC player.
But that's just me whining. At last, I have what I wanted.

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roleplaying theory, hardcore / Non-MC Players' Agenda?
« on: February 21, 2011, 05:36:01 PM »
Hi Folks,

I think I am nearing to catch the basics of narrative GM-ing in the form of MC-ing Apocalypse World. But the non-MC player side of the gameplay still troubles me.

I've read (or heard) somewhere that Vincent thinks there is no need for these but I feel a crying need for Agenda and Principles for the non-MC players as well.

Did I miss something already in the book? Please, help me out.

All the best,
Peter

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