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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)?
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)?