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Messages - Corey.lemoine

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1
Apocalypse World / Re: Combat issue during play.
« on: August 16, 2011, 11:49:58 PM »
This quote, also from 197 is what was tripping us up.

Quote
The victim may or may not be able to defend herself, that’s fine either
way — what’s crucial is that the victim isn’t defending herself
yet.

That seems to suggest to me that in a flat out fight, where the victim is actively defending himself, go aggro is right out as an option.  I understand that it is a mistaken impression based on Vincents own words and the prevailing attitude of those who game and of John Harper (whose opinions I really respect).

2
other lumpley games / Re: DitV Master Town Registry
« on: August 16, 2011, 08:21:06 PM »
Sure thing noclue.   I will put the link to the googledocs document.  The towns are numbered and named, but I havn't gotten around to putting a directory at the top.  Also I did not format them, just copied and pasted from the forums.

https://docs.google.com/document/d/182jOLHJ39Vj7E4ombEI650ZzQnUv9ArLHaWPI-gYtF0/edit?hl=en_US

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Apocalypse World / Re: Combat issue during play.
« on: August 16, 2011, 08:17:35 PM »
Yeah I kinda see that now, but it seems like the text almost explicitly says not to use it once the weapons were out and being used.

4
Apocalypse World / Re: Combat issue during play.
« on: August 12, 2011, 11:43:38 AM »
That makes sense Shreyas.  It should be noted that we are a traditional rpg group as a whole, with myself and MC having played a few sessions of Dogs and IAWA.  Bob's player in particular I dont think has played anything but DnD 2e.  I think that what I take away from this conversation in particular is to let the fiction drive play.

5
Apocalypse World / Re: Combat issue during play.
« on: August 12, 2011, 10:39:24 AM »
Aha, So Bob acts, gets his successful sieze, and we all look at the MC. This is the MC's chance to put bob in a spot.  It makes me wonder, could it pretty much be said anytime the players aren't sure what move to make, the mc should use that as an opportunity to make a move and give the PC's something to react to?

6
Apocalypse World / Combat issue during play.
« on: August 12, 2011, 10:19:37 AM »
So I hate to rehash a subject that seems to have been fairly well covered in the past, but I am still having a little bit of trouble with one issue during play.  What I am talking about is "combat" and what moves should comprise the bulk of it.  In the text, Vincent says of Go Aggro: Going aggro means using violence or the threat of violence to
control somebody else’s behavior, without (or before) fighting.  Which seems to preclude it's use during a fight that is ongoing, or least it's use against someone in the fight who is actively engaged already.

However it has been noted often on these boards that Seize by Force needs to actively be taking something, and that "victory" or "he life" don't quite cut it.  With that being the case let me present an example from play in our first session.

Bob the Gunlugger has spotted a fellow in the junkyard trying to hot-wire an old truck.  This interloper has also seen bob, and has a hunting rifle trained on him.  So Bob pulls his 9mm and is all "Drop the rifle son or I'll drop you"  The interloper sucks it up, and they trade some shots.    Bob wants to run to some cover, and the MC  says your doing it under fire, Bob blows the roll and gets shot to shit.  He decides screw it, this guy has the bigger gun and I want it.  So he charges the guy, slides over the roof of the truck, kicks the fellow in the face and wrests the rifle away from him.

Now the guy pulls his own pistol and the play at the table breaks down.  They are in a fight so Go Aggro seems out as pointed out in the text.  There is nothing to Seize, so what is the move?  We settled, as I think a lot of groups have done, for seize the guy's life.  

Thinking about it after the game, and after much reading here, I have come up with a couple of thoughts.  

1: Bob is simply acting under fire at this point, and the two trade harm.
2: No move is made, and the MC either chooses Trade harm as established, or deal harm, or something else entirely.
3: Go aggro is simply more versatile than we have given it credit for?

What do you guys think?  The issue kinda hovered around in play for the whole night, and was the only thing that kept the session from really flowing seemlessly.

7
So we played our first session, and an interesting thing came about in the fiction due to my Hardholder's age.  See Barbeque was born before the change, and his brain can comprehend a time without the psychic maelstrom.  So he is terrified of it, doesn't understand it, is sort of mistrusting of the savyhead because of it etc...

8
Apocalypse World / Re: AP: Waking up in a burning world
« on: August 01, 2011, 12:00:38 PM »
That was a fun read.  I hope that we get to see some more.

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other lumpley games / Re: DitV Master Town Registry
« on: July 30, 2011, 10:06:49 AM »
I've got a toddler, and a new baby on the way.  I work a ton of hours managing a cafe.  Needless to say that the time I used to spend on rpg's is but a legend lost in the haze of the past.  When I do get to play these days it is mostly AW, but I will always be a sucker for Dogs. Now I have a resource that I can use for inspiration whenever anyone wants to play a random game of something.

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Apocalypse World / Re: 15% of my job as MC is DJ:ing
« on: July 24, 2011, 10:14:26 AM »
I find that the soundtrack for Deadwood really gets me into that forlorn headspace that I love so much for AW.

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Apocalypse World / Re: The Operator
« on: July 24, 2011, 10:06:34 AM »
I will admit that the operator has been the hardest role to wrap my head around from a mechanical standpoint.  Most  of the other roles I was able to grok after just skimming over them a few times.  I think that I'm going to have to sit down and really read over the Operator a few times to get what they do.

That said, the concept of the Operator is very clear, and that sort of roguish character appeals to many people.  As for it being effective within the context of the game, I'll just have to trust Mr. Baker on that one as I have not seen it in play as of yet.

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other lumpley games / DitV Master Town Registry
« on: July 23, 2011, 10:31:44 PM »
So with the idea that the Forge may someday shut it's digital doors permanently, I decided that I couldn't let all of the creative force of the internet just wither away.  My plan was to go through the Forge archives and pull out all of the user created towns that I could find and save them to a word document that I could keep on hand for a virtual limitless supply of inspiration.

It took a while, even using the compilation thread in the archives.  I was shocked at the end by the amount of creative data.  Almost two hundred pages, seventy nine thousand words, seventy seven towns.  Good job assembled hosts of  Dogs players.  The internet truly is a wonderful resource at times.

13
I'm about to play a Hardholder named Barbeque who is around mid fifties.  The way I see it, he doesn't remember anything before "it".  But oh man does he have some memories from the bad times just afterward.  The time when there were way too many people and way not enough food.  The time when all the shit that got broke got broke.  Think about what it does to a child to grow up in that time...that's how you end up with a mean old sumbitch hardholder.

14
Apocalypse World / Re: Choosing names from the list
« on: July 20, 2011, 05:43:16 PM »
Thanks, much appreciated.

15
Apocalypse World / Re: Choosing names from the list
« on: July 20, 2011, 02:24:23 PM »
I like to choose names off the list myself, it makes me feel like I'm a part of things bigger than myself.  However, when my wife who has been pregnant for nearly ten months agreed to play with us I was not about to tell her that she couldn't choose her own name.   I'm not that suicidal. 

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