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Messages - sirien

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1
Apocalypse World / Advance Manipulation - too many allies
« on: October 14, 2020, 06:54:27 AM »
I've tried to search for previous thread on the topic, but didn't find any. If there is one, sorry, just point me to it.

So, my beloved skinner upgraded her Manipulation (naturally) and she's got Hot+3 (naturally) and she just loves to manipulate and seduce people around her (naturally).

She is stacking allies like crazy cat-woman collects her pussies. (Naturally - her statistical chances of rolling 12+ are over 25%) That involves random NPCs as well as important/influential NPCs.

Now... this HAS to be wrong. Allies do not seem to be something one should be able to get by easily. The fact that Battlebabe does have "take an ally" - meaning ONE ally - as a whole one advancement option shows the relative intended scarcity of allies. And yet, my skinner's got... I don't even know :D ...about five? Just because she didn't even bother to take some she could and as a metagame decission passed on an opportunity to take about two other very powerful/influential NPCs as allies for game logic/drama purposes.


Now... I do not really need help managing this, I'm pretty fine juggling her allies around as needed and if it went off hand I can just agree with the player on how to handle it. But I have to wonder, just out of curiosity... this had to came up before, right? I mean - 25% chances to ally somebody - with some randomness on dice, for some players it will mean about 1/3 rolls or even more (at least for some period of time) ending with turning NPC into an ally. Some of these can be very powerful (warlords, gang leaders, hardholders...) - were there any in-system solutions / limitations found or suggested? (from AW logic alone or as house rules). Or is this how things are supposed to work (in that case - what about that battlebabe advancement)? Or is this because our game is now over 20 sessions long and it goes on with pretty much the same set of characters which started it (and AW was not built for such long-lasting campaigns with the same characters)?

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I can confirm that everything above really applies in the real game, even just on its own.

One of my players took Child as a second character and without anything else, she immediately ran to other characters asking for help with The Bugs (= her perception of wolfs) which integrated her quickly (and weirdly) into the group and its dynamics.

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 03:00:32 PM »
Perfect, thanks.

So... until next time :D
Have a nice rest of the week :)

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 02:44:11 PM »
I see :)

I'm sorry but one more follow-up, just to by crystal-clear sure about it. Regarding Jerson's question on battlebabe's custom weapon's mix. Is it:

a) that battlebabe gets 2 custom weapons, period. If it is 1 firearm and 1 hand, or 2:0 or 0:2 is only up to battlebabe's player.
OR
b) that battlebabe gets, by default, 1 custom firearm and 1 custom hand. But it shouldn't be problem for MC to allow otherwise, if that is what the players wants.
?

(originally I thought that it is B, since player is supposed to "circle" the options and logically s/he can circle-out one column only once, but now I see that "Creating / Gear" says only "yout get 2 custom weapons" without further specification and that under the columns, there is a field for write-down, so I got it wrong and it is probably really A?)


EDIT: belt-fed magnum sounds awesome!

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 01:45:28 PM »
Lumpley: once again, clarity of your answer is amazing, thank you!

5 - absolutely, that's clear.

4 - that was what was originally primarily on my mind. I see I really DID focused too much on terms used, exactly as you've guessed. Now I feel I got much better grasp of it and it makes much more sense.

3 - ...and this blew my mind a little, the paragraph on how "reload" is not meant to apply all the time. As I understood it up until now, I took it literally as a restrain on the weapon (as the tag is listed as such), basically saying that every time you roll a move with the weapon, you have to reload afterwards. Meaning at detail zoom: you pull the trigger once, then you have to reload. At broader zoom: you can shoot several times while "rapidly" reloading (for example from pre-prepared ammo-belts etc.), but then you have to go down and start reloading "for real" (...taking ammo out of pockets or backpack and stuffing it into the weapon and your ammo-belts etc.) I was fixated to this interpretation too much to see that what applies everywhere else should apply here the same - that it is something to remind things in the fiction and to call up as an interesting justification for failure, not as a real mechanic limitation. My bad completely, thanks for noticing it and pointing it out as well.

1 & 2 - check, clear, thanks.



btw. - no matter that I wouldn't personally limit battlebabe player if s/he really wanted automatic weapon - did I saw correctly that NOT giving battlebabe automatic weapon by default was your aesthetic choice for the playbook (and just may be also to give gunluger a little more niche as well) or was it just a false pattern? Just out of curiosity :)

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 06:49:19 AM »
Himalayan Salt: well, no offense(-ivness) meant, just as a point to the discussion: "having played" is not that strong of an argument - by my experience, what people know from their own games do not necessarily translates into other people's games and what is (not) common for players on discussion boards is not necessarily what is (not) common between players at large. I see this when I meet and talk to people at gaming conventions - or with players on other non-gaming conventions. The problems THEY face in their games and the way they deal with it (and the options they have to deal with it) are often significantly different from what is being talked on boards. And these people from conventions are still "biased sample" - players who are not active in community at all are even more shifted from "us" (as we all could see in practice during DnD 5e development, where truly wide form-feedback which hit these otherwise passive players differed vastly from feedback from boards and active community; developers even made few comments on it back at the time).

The point being - when you are "stuck" with one group of players you don't want to leave or break (since you are all friends and this is your mutual activity for many years and many years to come) and when there are players in your group who will give any rules "hard pressure test" (for whatever reason - legitimate (!) power playing, guidance-seeking, annoying rule-lawyering, tendency for spotlight self-centrism, curious experimentation... and so on), then you need a "slightly" different kind of advice than people who are "hardcore RPG nerds". "Do whatever the player wants" in regards to something what directly affects power-balance not just in the game but between PCs is usually not the kind of advice they find helpful, because the balance of the rules themselves is not the thing they need and seek - they need and seek the rules providing them with tools to keep the balance around their table. (DAMN - this is a thought I've been dancing around for some time now and finally I managed to formulate it clearly! Cheers for that opportunity!)


Regarding PvP: yeah. Battlebabe can start with 4-harm ap and Ice cold (= 5-harm ap) as well and with Impossible reflexes (ignores opponent's ap) and can easily take NTBFW (6-harm ap 3-armor ap-resistant) as the first level-up. (And I suspect that the players I'd be afraid of in this regard are exactly the players who will do it like this). And that is with all playbook restrains (use only listed base weapons, choose only 2) in place. It is strong, but manageable and somewhat balanced with some drawbacks which give gunluger the edge and (mainly) the niche and specific-spotlight (Battlebabe still has low HARD and there is no "autofire" option for custom weapons etc.)

Now with the boundaries erased... actually, now when I think about it in the context of spot-light and paybooks protected niches in the game, the possibility to go with 2 firearms (no matter that the playbook is formulated in a way suggesting you have 1 and 1...) is even more worrying than the question of the tag itself on its own. I mean - Battlebabe could already create some crazy strong weapons, so giving it a little bit more of a boost doesn't make THAT much of a difference. But when you can create 2 such boosted weapons - then you can really have 2 crazily strong weapons for every opportunity.


Now as I'm reading Lumpley again (and again), I'm not that sure I understood him completely. More specifically I'm not sure how much he actually means "let player do whatever s/he wants" or "let player do whatever s/he wants within the boundaries of the playbook". It seems to be the later, but allowing option to add "-reload" as well even when it is not listed suggest the first. I must say I find this quite confusing. But may be this is just not my brightest moment.

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 06, 2020, 02:33:49 PM »
lumpey: I do see and follow the logic and I as a GM and a player have no problem with it. In my own game, I'd do something like that without a blink. But honestly - giving it as a guideline for the rules themselves feels kinda... messy, if you will (pun intended).

On one hand, there is a playbook which clearly says "make a choice, pick 2" - and then it lists "pretty" (ornated) and "story-fused" (antique) options against pure efficiency (+1harm, -reload, +area...), basically saying: you HAVE to make choice, you can't have it all, strong goes against stylish (which on itself is odd, but it sort-of feels like a balancing reminder to "think of cool first, numbers second"). It also contains things like "+2 harm, counts as both choices", suggesting there is a at least some limitation-balancing intend in behind. (Also there seem to be - may be falsely - some other patterns, like all weapons having "reload" and the absence of "autofire", suggesting automatic weapons "belong" to the gunluger, not to battlebabe customs...)

On the other hand, there you are, saying basically "it doesn't matter, give player anything s/he wants", clearly breaking all restrains and giving all responsibility to players judgement and aesthetic taste. By this advice, you've effectively crossed out the "chose 2" and turned it into "chose all you want".

I already hear the desperate cries of all GMs who do have strong power-players or kinda-rule-lawyers in their groups, or players who do not have the finely brushed apocalyptic aesthetic judgement and rely on rules to give them guidelines (and you know that people play with friends, not with cherry-picked players, so there will be many). I also hear all the soon-incoming questions: wait, why "+2harm" is for 2 options so I can't have that AND ornated, but "+area -reload" costs only 1 option, so THAT can still be ornated? Or: wait, so I can drop reload AND get area for 1 option? Why should anyone pick "semi-automatic" which also costs 1 option but does only half of it, then? ... yes, there are players who do like to optimize even in story/style-focused games. Groups often have players of mixed game preferences. With your advice, these optimizing or guidance-seeking players will be either lost ("this makes no sense!") or they will go crazy ("but Vincent wrote I can have...") (I do acknowledge this is kinda unfair to you now, but as an author, your word is for most players as good as the game's text itself).

People from our community sometimes turn to me for an advice. How to interpret rules as-written / as-intended. How to deal with a game problem (game braking powerplay combos, undefined situation...) within the rules boundaries. That was what's lead me to this forum in the first place. Right now, I'm thinking really hard about your answer and all the questions it might raise - and I see no clear answers to give back. How powerful should they allow players to go? Big, overpowered, automatic, messy, 5-harm ap shotgun is on the table... antique and hi-tech, of course, with laser-sight and nocto-vision targeting display. Because that's what the player wants. Up until now, it was at MC's discretion to judge his/hers player and not/allow it as "extra, but whatever" (or "sorry, that's too much over the rules options"). Since now, saying "no" means having to argue with the player and justify the decision (and since the reason often might be something like "sorry Josh, but I don't let YOU go into the game with such comparable OP option", it might put MC into really uncomfortable position).

I do see your point with "this is about style, not balance". I agree. But I also do acknowledge there is a purpose (both creatively and in terms of providing GM with harder tools to moderate the table) to having some harder constrains in place (which then might - or might not - be crossed over)


EDIT: ADD: especially when I start thinking of all the possible PvP scenarios, this "freedom" and ignorance of any balancing restrains starts to seem dangerous.

+clarification of some ideas above

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 05, 2020, 02:23:54 PM »
notabotatall: thanks for the reddit link, Vincent's clarification is the kind of the thing I was hoping for (and couldn't find). That makes the armor question settled I believe.

Regarding reload/autofire: I have no problem with having automatic weapon which needs to reload after being used. Makes sense. But having base weapon which by default requires frequent reloads being turned into automatic feels really weird. It either loses the original "reload" tag (in which case ONE option does TWO things - it adds 1 tag and removes 2nd - which goes directly against how the rest of the thing there work) or it doesn't lose the original "reload" tag (in which case I end up with a gun which still requires constant reloading, but which somehow can go automatic as well, which... ok, I could interpret it just as area-optional, but that also feels kinda weird - it's a mechanical weapon, not a scalable DnD spell...)

What I mean is - that probably wrong write-up with automatic option adding "+area" tag, although it was also weird, made actually more sense (mechanically, at least).
Tha "automatic" option adding "autofire" to the weapon could work, but then it should cost 2 options (the same as adding +2harm in case of melee weapons), not 1.

As it is, none of the variants make sense to me.

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 05, 2020, 10:57:05 AM »
ERRATA QUESTION

...Battlebabe character sheet (/playbook), custom firearms, options, page 28:
- automatic (+area)

...Weapons and armor sub-chapter (Crap chapter), Battlebabe's weapons detail description, options, page 232:
- automatic (+autofire)

This is supposed to be the same list, so there is an obvious error. I suppose the second one is correct? (Automatic gives automatic fire - makes sense. Although it gives Battlebabe automatic weapons, which otherwise s/he wouldn't have, which previously seemed like an intentional aesthetic choice...)

That of course just underlines my original question - how does +autofire pairs with "reload" which every base weapon has? One option shouldn't allow to both add a tag and drop another tag, should it? But weapon which requires reloading can't be automatic... (or can it? I'm not really big weapons nerd myself...)

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Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 05, 2020, 04:43:39 AM »
notabotatall: ok, that's fair enough interpretation (and I came to a similar one myself), but is there an actual passage in the rulebook which this derives from?

I based this interpretation on Honesty principle and from the fictional consistency for myself and my group, but it feels... weak, somehow, considering how many implications it has which are not mentioned nor shown anywhere:

Rules say that ap simply ignores armor, yet it seems to mean "may ignore armor when appropriate" - but this is not mentioned nor shown anywhere in examples. By the same logic Hocuse's move which gives 1-armor when unarmored works pretty much always and ignores all ap (including Brainer's psionics), since it's source is some kind of kvasi-divine (or simply weird) power which protects the character. So does daredevil, when applied (since it seems to represent sheer luck) and grace of the battlefield (since it is also some weird-powers-in-work). But it also means, that sometimes only part of the armor can be applied - which is also a logic which is not being mentioned nor shown anywhere. For example if I shoot Angel during battle with ap ammunition, this logic says it goes through standard physical armor, but grace of the battlefield still counts; same with gang's armor - ap would negate their "natural" armor, but not their size armor.

This might rise some unclear points players could "too easily" argue about - for example one could argue, that Battlebabe's reflexes do not count against solid area effects like really large explosions or big flamethrowers, since when there is nowhere to dodge or hide, reflexes are not very useful, but another could argue that they do count, since these are impossible and a hero rising alive from completely ruined place is a common trope which is to be embraced. (What I dislike about this most is that I'd go with the second argument, but only because it feels right - unfortunately it depends strongly on one word in the name of the move and Vincent is generally... let's say he doesn't have much of an OCD when it comes to exact wording :D Which I'm usually fine with, but here it raises questions.)

To be clear - I have no issue with what I just wrote and intuitively I'd play it like this and interpret it like this. But I have nothing but my own gut feeling to back it and other people are asking me about it for their own games, so I'm looking for some more solid foundations for this answer OR for a better answer if I understood it wrong.


(About the battlebabe custom weapon choices - people are asking me too, but in this case I'm completely confused myself so I have no idea what to answer.)

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Apocalypse World / Battlebabe custom weapon choices and armor
« on: May 04, 2020, 03:22:15 PM »
Hey all.

More down-to-ground rules question this time.

Battlebabe's custom firearms:

Base (choose 1):
? handgun (2-harm close reload loud)
? shotgun (3-harm close reload messy)
? rifle (2-harm far reload loud)
? crossbow (2-harm close slow)

Options (choose 2):
? ornate (+valuable)
? antique (+valuable)
? semiautomatic (-reload)
? 3-round burst (+1harm)
? automatic (+area)
? silenced (-loud)
? hi-powered (close/far, or +1harm at far)
? ap ammo (+ap)
? scoped (+far, or +1harm at far)
? big (+1harm)

...so.

- choice "automatic" giving "area" instead of "automatic" is intentional?
- how does "automatic" pairs with base weapons with "reload"? Do I have to take "semiautomatic" and then "automatic" or is it really that I can take automatic and keep "reload" as it is?


Also, when I'm asking. What is the relation between "Impossible reflexes" (armor which represents movement and dodging) and ap munition? Is it really that Battlebabe's reflexes do count against it? If not... that makes kind of a paradox between what it is and how it works.


Thanks for clarifications!

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Apocalypse World / Re: Is AW meant to be prescriptive? (for MC)
« on: April 26, 2020, 09:04:02 AM »
It always seemed to me that Vincent "just" wrote down all the practices / answers / kick-offs he and GMs in general use/say in the game and which he finds good and productive and wrote them down as as-much-comprehensive list as-possible.

Therefor the fact that Vincent always refers specific MC move is by my opinion not to show MC "should be using them", as much as a "mere" consequence of the fact that:
- Vincent already wrote down all things he does/say, so its hard to find something what is not already on the list
- pointing out which move it is is also a reference to its description (=where to find more advice on the topic)
- ...and it is kinda reminder to MCs that "advice on this with inspirational list was already given, please do feel free to use it anytime"

By the same logic the fact that most productive things any MC does/say can be classified as a move is also a consequence of the list comprehensiveness.

(Once again if I'm wrong, I'll be happy to stand corrected.)


And while I do see how it might be helpful and inspirational to see MC moves as restrictive for some (as it is known - boundaries empower creativity), there are others who find it counterproductive - it makes them "think of the moves all the time" which distracts them from the players and game and causes some anxiety ("did I played it correctly?" etc.)



Vincent: ...a friend of ours ("Jerson", if he ever showed up around here - he had some other questions on different topics, so it might happen) suggested a new possible MC move of "hit them with consequences" - the "content" of the move is that when players do something what should "obviously" cause some kind trouble in response, you do play out the trouble.

I've pointed out that it might not be that useful, since it doesn't help you to actually decide what to play. Like, for example, "split them" or "hurt them" or "take their stuff" all tell you what specifically to do next, while this kinda feels to me like just "do something" or "if they acted, play the reaction", which is sort off too fuzzy advice to give (compared to the rest of MC moves). Plus basically most of the other MC moves already listed are the possible consequences, so "hit them with consequences" is somewhat redundant - like "hit them with some other MC move".

But that being said for cases when the consequence / reaction is obvious, this move can be a good reminder to "just play it out". And of course if it helps somebody to lead the game, than it is good move for them. (Or not?)

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Apocalypse World / Re: Is AW meant to be prescriptive? (for MC)
« on: April 13, 2020, 10:18:59 AM »
Great, thanks, clarity of your answers is amazing, you've been extremely helpful.

So, I'm gonna go to spread some Apocalypse around :)

Cheers!

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Apocalypse World / Re: Is AW meant to be prescriptive? (for MC)
« on: April 12, 2020, 11:52:54 PM »
Vincent: oh, quite contrary for me, I'm more than happy with every sentence of all of your posts :D But you've been around, so you know how it goes. I believe once the dust settle, we'll be all fine again :D

Anyway, it seems you've actually managed to answer all the other questions some people were throwing at us for you and which we didn't even passed - but one, so if I could ask for just one more quick clarification (for myself, at least):

You write that MC is free to make hard moves at every opportunity etc., especially "as soon as threats are in play". Since this is quite important for some and it might have an impact to many actual game moments, to avoid any misunderstanding - is there some structure to how and when are threats supposed to come intoplay? Sorry. Specific question: Can MC just throw a new threat into the play out of blue (improvised on spot or prepared but yet unannounced) OR is MC obliged, or at least supposed to, make some kind of warning or at least forshadowing of a new threat to the players (characters) before s/he strikes them hard with the threat move?


Thanks a lot for your answers, it is really helpful to us.

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Apocalypse World / Re: Is AW meant to be prescriptive? (for MC)
« on: April 12, 2020, 07:17:47 AM »
Ok, a little follow-up question. (Naturally there is a follow-up question, right? :D )

Let's take a situation where choice of player's move is ambivalent. Typically something like "X is standing in the door with a weapon, Battlebabe wants to go through, context is not strong enough to give one clear type of interaction - go aggro or seize by force?" (or any other situation where fiction allows for different moves to be applied).

Who (how) is to decide which move is about to be triggered?

- (a) player
- (b) MC
- (c) player+MC through dialogue about character's (fictional) or player's (dramatic) intention
- (d) player+MC through dialogue about dramatic intention and story continuation
- (e) all or any of the above according to how the specific group prefers
- (f) none of the above, which move to chose is strongly hard-wired in the system itself and once the interaction is described, players / MC have no authority of their own over it.

I hope I'm not bothering you with this too much, thanks a lot again :)

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