Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nic.W

Pages: [1]
1
Apocalypse World / Re: The Limits of the Maelstrom
« on: August 10, 2015, 11:10:45 AM »
Augury is a really cool peripheral move, which has been used for all kinds of manipulation and use of the maelstrom in my games. It's been my go-to for a lot of this kind of thing.

2
Apocalypse World / Re: Interesting Place Names
« on: April 17, 2013, 02:16:00 AM »
Carneville, a nonoperational cruise ship that served as headquarters for a band of raiding cannibals.

3
Remember that it's prescriptive as well as descriptive. If you get a gang from an improvement, adjust the fiction to say that you have a gang. This will involve the MC asking questions, like with everything. And you'll find out what happens there.

If you're going out to treat with some savage biker nomads, "maybe they'll become your gang," is a thing regardless of you having an advance available, right? Because maybe you do butter them up and they agree to follow you for the rewards you promise, or you kill their leader and become the new one. You don't need an advance for that, yeah? Not saying you're doing this, but you need to be careful that you don't actually end up plotting ahead that they will win over the savage biker nomads.

4
The stuff about characters doing and having stuff regardless of moves is important. But there's setting-building and wish-listbuilding. The driver can have take a move to have a tank, but the gunlugger could easily make an apocalyptic-imagery-friendly backstory of travelling in a tank. Would that be allowed?

I would probably suggest the player play a driver if their vision is to be a bad ass riding a tank around the wasteland.

5
That's interesting, I guess I assumed it was standard and have been playing that way. It's actually led to some minor issues with one of my players who seems wary of having his Maestro'd change in a meaningful way. He's picked up every advance except change playbooks or retire, and the Maesto'd just sort of - hangs? He doesn't have a lot of things he chases after anymore. He's relatively comfortable compared to other PCs, and I feel a bit like the character has retired to safety and the player doesn't know it yet. He is also fairly immune to being enticed by offers of experience.

I suppose it's partly my fault, but the guy is pretty much satisfied as long as his establishment is secure, and I've been over threatening the establishment a million ways.

So I guess consider the fact that you could possibly have some PCs sort of stall out if you play this way, as I have. If I knew what I were doing ahead of time, I probably would have done something to head off the issue.

6
Apocalypse World / Re: Hoarders and gifts
« on: March 16, 2013, 11:00:43 AM »
It's pretty much just if it really fits the word, gift. Like, sometimes you totally do give a gift with the expectation of something in return, but the context and the way it's done makes it a gift. The test, if you're not sure, is to turn it to the group. Just ask out loud, "Is that really a gift?" You'll get an answer.

7
Apocalypse World / Re: Running AW at a Convention with Zero Experience
« on: February 15, 2013, 08:19:21 PM »
Don't get too caught up in the moves list to be honest. If you're up and you have an idea that is just solid gold, an idea that pushes forward the action in an interesting way, you don't have to verify it fits on the list of MC moves. It probably does, just run with it.

The list of moves is most useful when you're not sure what to do. Skim the list, find a move that makes you excited and flows with the fiction, and bounce back in with it.

8
Apocalypse World / Re: Threats that don't fit and Custom impulses
« on: February 13, 2013, 06:37:48 PM »
If she doesn't act through others or have crippled humanity (and ask yourself, after living in Apocalypse World, why hasn't her humanity been crippled?), then she is probably part of a Brutes threat.

"But she's not part of a group!" You might say. But think about that. A fully functioning human being definitely belongs to a group. If she doesn't, she's almost certainly a grotesque.

So think broader. Her family, friends, cult, team, scene, etc. I mean, she runs a bar, it's pretty easy to say the people there act as a family, or as sybarites, even a cult or mob. Maybe she doesn't like the difficult things they do if you really want her to be a saint, but that's part of the way Brutes threats can work.

9
That makes sense in terms of driving play forward rather than circling the drain, so to speak. I think this has really turned me on to the value of the countdown in terms of giving the threat teeth.

10
I had an affliction threat for the supply wagon of the caravan with a countdown for the consequences of not addressing the scarcity of food, and basically the ball has been dropped by the players. So now the last scraps of food are monopolized by a militant faction in the caravan, people are hungry, friends are betraying each other. So basically everything is great!

But what do I do with this threat? It feels like it's done, and split off into the various threats which are consequences of the original. Is this what other people have done?

Pages: [1]