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« on: January 10, 2015, 01:30:18 PM »
I'm hoping to MC another game of AW pretty soon, for the first time in a few years. I'm pretty excited! But I'm thinking about making changes to a couple basic rules and was hoping to get some feedback from more experienced MCs.
1) The roll-based experience gain rules. I don't really have a problem with the stat highlighting system, but sometimes it gets a bit weird if someone takes a lot of stat substitution moves, and more to the point, I really like the idea, at least on paper, of Dungeon World's approach of "mark experience whenever you fail a roll." I like the idea of this because it mitigates some of the pain of failing a roll, and might encourage players to diversify their tactics. If they make moves with strong stats they have a good chance of getting what they want in the fiction, if they make moves with weak stats they have a good chance of marking xp. So I'm considering trying this in Apocalypse World. Are there any big problems with this that I'm missing? I know there's a move the Solace has access to that wouldn't work, or would need to be changed, but I don't think there's any other moves that reference stat highlights are there? Does anyone think it would have a big impact on the rate of xp gain?
2) I kind of want to change how the help and interfere move works. In the game I MC'd in the past, it almost never got used. This might be more to do with my friends, but even just thinking about the move in the theoretical way, I can see how it's unappealing. Making any move carries a fairly significant risk as a fail likely results in the MC making a move against you, and even the 7-9 result on help/interfere is probably just as bad. Add to this the fact that the results of a hit are pretty minor, and it's not very appealing. If the rules required players to make the help/interfere roll before the other roll, I don't think it would ever get used... but if they can make it after they know what the other player got, well... helping only matters if they got exactly 6 or 9. It seems like most people aren't likely to take the risk of a failed roll to bump a partial to a full hit, so that means they're ONLY going to try to help on a 6.
Anyway, I'd like to make the help/interfere move more appealing to use, either by cutting down the risks or improving it's effect, but I don't want to make it over powered. Does anyone have any suggestions? Would simply increasing the effect by 1 point (i.e. +2 for helping, -3 for interfering) work without going too far, do you think? Or maybe an extra point if they get a full hit, normal effect on a partial, but no risk from a partial?
eta: I was thinking about it more and have some further ideas for tweaking help/interfere. How about this: 10+ gives +1 to help, -2 to interfere. You may choose to increase the effect by 1 point by exposing yourself to fire, danger, retribution, or cost. 7-9 you maybe give +1 to help or -2 to interfere but you expose yourself to fire, danger, retribution, or cost. Or you may chicken out and choose not to help/interfere to stay safe.
This would allow players trying to play it safe to go for it and give the normal bump if they hit a 10+ and avoid risk unless they completely miss, and players willing to take on risk to help/interfere could go for it and have a greater effect if they get a full hit.