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Messages - runester

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Apocalypse World / Re: Increasing difficulty? PC's never fail?
« on: July 04, 2012, 04:26:37 PM »
One of the fronts I used was a disease. But, this being post-apocalyptical, there wasn't actually that much sympathy for NPC's. So, rounding up the sick and using them on the front-line of a military action on the nearby hardhold and then quarantining the survivors was how they resolved that. They were willing to work on improving their (the sick) living conditions and trying to get them some medicine, but they weren't going to shed any tears when they had to start stacking and burning the bodies.

Also, without the "we give a shit about the lives of NPC's" then having a PC-NPC-PC triangle becomes problematic. "Hey Cutter, the woman you took on as an assistant medic has been secretly seeing the Touchstone and reporting your secret medical experiments to her." - "Oh, really? I blow her fucking head off and turn to the rest of my assistant's with a warning, 'Keeping your gob shut you gits!'"

Further, in a setting in which there is no law and order or a well organized and effective martial force, then being able to punch people in the face and take their stuff is a pretty effective way to deal with need. Let's be honest, the primary reason why anyone, anywhere, negotiates or manipulates or seduces, is because "taking by force" is too expensive and risky. When you're at HARD+3 with an extra +1 from someone else's move then you're only going to miss getting a '7' on a roll of 2. Some armor, a medium sized gang to back you up, and a couple of badass PC's to help you out - and suddenly you become a lot less likely to negotiate with the farmers in the next valley or the savvy heads sitting on a stockpile of antibiotics.

---
In the end, I'm just not good enough at GM'ing to deal with this. Maybe I'm too brain damaged by years of traditional game systems and I'd probably need to sit in and play in an amazing long-term campaign of AW to learn how. In any case, this campaign is over. We pulled the plug last night. Maybe we'll pick it up again in a few months or a year, and someone else can give it a go.

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Apocalypse World / Re: Increasing difficulty? PC's never fail?
« on: June 29, 2012, 02:55:42 PM »
Quote from: Antisinecurist
So, there's the mechanical way, right, which is like...
"Balls is fuck-off weird and you can't get a grip on him; when you read him, it's at -1."

OK, this I can use to make some situations or villains a little tougher.

Quote from: Antisinecurist
There's the way where you get people to use stats that aren't high for them (say a high hard character wants to shoot someone, but has low or mediocre sharp or weird...)

This one would require that I have a list of everyone's strongest and weakest traits in front of me, so I can position the conflict towards one and not the other.


Quote from: Antisinecurist
Another thing is, if they couldn't possibly do something, there's no roll at all since the move isn't triggered. So, like, the psychic mutant dragon thing has skin so hard bullets and knives just bounce off, so how the hell are they gonna seize by force or go aggro? It's not scared of their puny weapons - so maybe they need to get a workspace, put themselves in danger, and craft a new type of weapon.

This one I like a lot ... but I'm going to have to think of a good way to bring this type of situation into the game.

Quote from: Antisinecurist
Keep in mind your job isn't really to worry about the players failing and even at a +3 they will fail at least some times. They will also get 7-9 just as often as anyone else. If you push to hard to make things difficult or get failed rolls, it just isn't very fun.

We've had whole sessions in which only a single player failed a single roll. This leads to the session not feeling like it was challenging and leads to the PC's running roughshod over everything because they fear nothing - which isn't very apocalyptical. They wanted it to be gritty and dangerous and deadly - but if it's nearly impossible for any of them to fail and for nearly all conflicts to be based on PC rolls and not the GM rolling dice for NPC's ... then I'm not sure how the feel and challenge level are supposed to be maintained.

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Apocalypse World / Increasing difficulty? PC's never fail?
« on: June 29, 2012, 12:33:54 PM »
Hello;

I'm running a campaign of AW for one of my gaming groups. We're maybe four or five sessions in. Most of the players have figured out how to use their moves in concert to get a lot of XP and therefore a lot of advancements and therefore a lot of +3 stats. The result, is they rarely ever fail at any roll. I can set stakes as hard as I want, since they never fail it never matters.

Is there a way to increase the difficulty level of conflicts? Or, how is this handled in other AW games that run longer then a one-shot?

Any assistance would be most appreciated.

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