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Messages - nremesis

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1
Apocalypse World / Re: Help with a threat
« on: April 27, 2016, 12:00:33 PM »
Thanks all, this makes a lot of sense. I wanted to make her a sybarite, but thought, "Well, Shigusa is just one person."
What the game wanted me to do was figure out a context for her that will ground her in the world and create interesting situations. Who are her junkie friends, who got her into this shit, what other inconvenient people are compromised by the blue paste, what's gonna happen with the paster population when supply dries up, etc.

Now, I envisioned Shigusa as having her own countdown for her descent into paste-stupor, but having her a part of a sybarites threat means I want a countdown for their effect on the world as a population. But I still want to track her addiction separately because she's tied directly to one of my PCs. Is that the kind of thing that fits into Overall Countdowns?

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Apocalypse World / Help with a threat
« on: April 25, 2016, 09:23:31 PM »
Hey all.. I'm still getting acquainted with fronts work and their peculiar flexibility. (Yeah, just in time for them to be replaced in 2E.)
I've got an Angel in my game. One of his infirmary crew is Shigusa, a junkie who's been toying with the bluish paste that's gotten popular around town and is becoming less and less reliable as an employee. If the Angel continues to do nothing about it, soon she's really gonna fuck it up and somebody's going die for it.
I'm making her a threat. I was just curious how you all would handle, as a threat, a so far good-intentioned junkie whose drug use threatens to destabilize the Angel's shit. Make her a Grotesque: Cannibal? Write up her addiction as Affliction: Condition? Just use her in other threats' countdowns?
I'm not sure what to do with the selection of threat types I have here. Thanks for any help!

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other lumpley games / Re: [DitV] Some questions after first session
« on: February 09, 2015, 03:26:52 PM »
Quote
This is such a profound question. You don't need to answer it. You can just let the Steward decide the King has turned his back on the Sorcerer and leave the Dogs free to disagree--Conflict.

Also, there's this:

Injustice: Steward Absalom has turned his back on Br. Zebedia for his heathen ways. Declaring him lost beyond saving. Hearing the Steward's proclamation against her father, Sr. Maria, attempted to drown herself in the river and has been in a coma for two weeks.

Whoah... Okay. Yes.

I've also been thinking about this a lot:

Quote
This is where the concept of free will comes back in. I think it's perfectly OK to say, "Dude, you got hammered in an emotional conflict with the Steward. Any further action you take against him until you get your mojo back is going to be penalized because you have this nagging doubt - by the King, he's so well versed in the Scriptures that he might just be right!" This stops short of saying, "Dude, you can't take any action against the Steward because you believe he's right." This difference is subtle but important - one way preserves sole player authorship over the character's beliefs (though subject to "damage") and the other does not.

This immediately lit my brain up, but it took a little for what's happening here to really hit me. It gives the player a choice to make about their character. As is, it leaves us with a conflicted Dog whose beliefs have been called into doubt - a juicy place for a character to be! Or, with the same exact same stakes and outcome, there's nothing stopping the player from then deciding, "Actually, I think Br. Jedediah has never heard anybody put it that way before - he's having an epiphany and realizes he's been wrong this whole time," or a number of other places. Nifty.

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other lumpley games / Re: [DitV] Some questions after first session
« on: February 04, 2015, 07:24:43 PM »
Don't have a lot more to say but this is all really helpful! I feel way more fit to run this second session.

Thanks thanks thanks!

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other lumpley games / Re: [DitV] Some questions after first session
« on: February 02, 2015, 02:24:23 PM »
Okay... so, to use the same example, if the stakes are, "Does I convince Abigail to stop smoking," and it comes to you sticking a gun in her face, that's a legitimate raise because she'll do what you want rather than get shot.
But if the stakes are, "Does Abigail become convinced smoking tobacco is a sin," and you pull a gun out to make your point, you've obviously lost the argument and what you're really doing is giving, and probably starting a follow-up conflict.

Speaking of which, does pulling your gun out without the intention to shoot immediately escalate to gunfighting, or is it just physical until bullets fly?

And one more: In the book's example of a sleeping Dog being ambushed it says she rolls Acuity only because she's asleep but that kind of thing isn't mentioned anywhere else as far as I can tell. How does that work, is that the only case where only one stat is rolled?

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other lumpley games / Re: [DitV] Some questions after first session
« on: February 01, 2015, 02:24:24 PM »
Cool!

If the steward knows there's a sorcerer in the town, is it still the steward's job to try to bring them back to the Faith?

Someone openly and obviously acting against doctrine is going to try to get the Dogs on their side, right? Because they're assured in their false doctrine, right? And because it gives the players a moral judgement to make, instead of someone easy to blame because they're trying to hide their own guilt.
So when an argument starts about it, how does that work? They can't convince the Dogs that they're right in a conflict, right? Because the players have control over their characters' beliefs.

Say Abigail is an NPC who's been smoking tobacco and the Dogs are up in her face about it. Am I right in thinking it's bogus to have a conflict where the stakes are, "Is smoking tobacco a sin?"
What about "Does Abigail become convinced that smoking tobacco is a sin?"
Or as GM do I push for "Does Abigail put out her cigarette," because in the end Abigail's going to believe what she believes and dice don't have power over that?
What if Abigail is a Dog, how does that change things?

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other lumpley games / Re: [DitV] Some questions after first session
« on: January 30, 2015, 07:51:30 PM »
Wow, thanks for the reply, Vincent! This isn't exactly short and sweet, but if anybody's willing to look it over and give any thoughts, it would be greatly appreciated!


Now that I have the town sheet on me I can offer detail:

Pride: Br. Elias pursues Sr. Bedelia, the daughter of Br. Abel, the steward. He doesn't love her; he just thinks he can schmooze Abel and get special treatment.

Injustice: Bedelia really likes the good hearted Br. Archibald more, but Abel doesn't think he's good enough. Elias is a smooth-talker and Abel's fallen for it. Meanwhile, Elias's family's farm is struggling without his help.

Sin: Archibald starts drinking whiskey bought from an out-of-town trader out of despair. Elias, emboldened by his success having the steward tricked, starts going to a nearby town to see women. They run into eachother one night, and Archibald drunkenly shoots Elias.

Demonic Attacks: Elias stays on the edge for weeks. His father Br. Obediah and sisters Sr. Constance and Sr. Ruth are tortured with worry. Meanwhile their farm dries up.   A half-empty bottle of whiskey appears in Bedelia's bedroom.

False Doctrine: Br. Obediah believes that Br. Abel is an unfit steward, barely caring about his branch, not even truly Faithful. The famine is punishment for following him and for Elias getting involved with him.

Corrupt Worship: Br. Obediah stops taking his family to temple, instead leading family services at home. Demons start whispering things in his ear, telling him he's doing the right thing.

False Priesthood: Br. Obediah, Sr. Constance and Sr. Ruth. Constance has roped in her husband Wiley but Ruth's husband Zachary is freaked.

Sorcery: They start performing rituals to restore health to Elias and to their farm.

Hate & Murder: They murder Zachary to shut him up - plus they need an offering for their rituals. Ruth is basically a hostage.



I think when I wrote up the town I didn't really have a feel for the way a town functions or understand the role of a steward. It's snapped into focus a little bit now how important that is to the game's structure.

If the Dogs never came the demons would let Obediah's farm grow and Elias recover. Obediah and his cult would grow in power with the help of the demons and take the branch from Abel by force.

Maybe I just made this too complicated. I'm a brand new GM and my head's spinning!


In play, the Dogs went around, questioned Abel, questioned Bedelia, questioned Elias and Archibald,  finally made their way to the cult's farm, where they pretty quickly uncovered a possessed Obediah and beat him into submission. They managed to save his life after injuring him and when we come back for the next session they'll be standing over him, deciding what to do with him. Ruth is standing in the corner of the room panicking and Constance and Wiley are on their way back from some errands in town.

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other lumpley games / [DitV] Some questions after first session
« on: January 29, 2015, 04:31:44 PM »
I just GM'd a first half-session - first time playing this game for everyone at the table. I had a little difficulty in my game.

I think while creating my town I kind of set up some of the wonkiness that came out in play. My town had a lot of NPCs with dirty little embarrassing secrets they didn't want to admit to, each telling their own side of the story and lying to hide their secrets. The players pretty quickly began going around to everyone involved in the town's problems and asking them about what was up. One player in particular jumped on any signs of doubt or inconsistency between NPC's stories and interrogated people, intent on finding the lies and cracking some sort of mystery puzzle. He was getting really worked up and wild-eyed (the player, not the character)!

So it kind of devolved into a lot of conflicts trying to wring the truth out of people, for so long we couldn't finish our session. Which was fine, but not super driving, and not play as intended - I should be actively revealing the town in play and driving towards conflict. But how do I do that when it seems natural and correct for the characters to act this way?

I think maybe I misunderstood the spirit of town creation and buried problems too deep. The problems didn't spill out much into the community as a whole. Injustice was interpersonal and subtle, mostly hushed scandal. Demonic attacks were subtle - an empty bottle of whiskey showing up the in the Steward's daughter's bedroom, and a farm belonging to a sinner's family going barren. There is a sorcerer leading his daughters (false priesthood) in private services at home instead of attending the temple, with a fresh body buried under their barren field. I went all the way to hate and murder but everything still feels safely tucked under the rug.

Am I on the right track with my thinking here? Is my problem in town creation, or play as a GM, or both? Did we just have a slow start? How can I get my player characters to really ACT next session when we finish this town, get situations to start exploding?

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Dungeon World / Help with first session
« on: June 15, 2014, 01:02:58 PM »
Hey, new GM here getting ready to break a group new to rpgs into Dungeon World and I'd like to make sure it goes smoothly!
The book stresses going in with only a handful of ideas and to build the world and story with the players in the first session. We're all really into that idea. I know some people like to prepare stuff before hand but I'd really like to learn to ask questions and use what they give you like a pro. Not only do I think it'll be more engaging to create the world together, it also seems like a smoother transition for players new to rpgs to ease into something that's being built slowly.

But how do you guys go from almost nothing to having enough going on to keep the first session moving? Maybe I'm worrying too much and by the end of character creation things will spin up pretty naturally, but thinking it out I can't see the process of how I'll build answers to questions into an engaging first session. Those of you who drop players right in with the "You're being attacked by ______! What are you doing here?" technique, how do you rev the first session up into the beginning of a campaign?

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Apocalypse World / Where should I look for PbF?
« on: January 31, 2014, 03:25:24 PM »
Is there anywhere online where a lot of Apocalypse World Play by Forum is going on? What would be my best bet if I want to find a game to get in on as a player? If this isn't the place to post this, by the way, let me know and I'll move along.

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Wow, thanks so much for the amazing feedback, this is a lot to work with! I forgot to mention that Duke did pull out her handgun to try to kneecap Preen, but it still would have killed her, so I decided to take the loss and fudge it, and figure out later how to do it better... The reason I wanted a roll was that I liked the idea that she might accidentally kill Preen if she missed the roll, or render her unable to speak so they'd have to get her patched up to interrogate her. Perhaps act under fire would have worked nicely?

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 So I took my players through our second session last night. For me getting specific examples is one of the most helpful ways to learn this game and I just wanted to ask a few questions. I'll run through this scene outside a bar because a lot of rolls happened. Sorry if this is really dense and overly mechanical, I'm trying to really pick apart what happened to see how all the gears fit together.



Gritch the brainer and Duke the gunlugger got in a tussle with some NPCs: smalltime bad boy Dremmer and his lackeys White and Preen.
White and Preen have just dragged Gritch out of a bar and they're holding him by an arm each. He's not struggling and doesn't seem to care at all. Duke's come outside with her whiskey to see what happens. Dremmer gives Gritch one last chance to hand over his violation glove without getting the shit beat out him (they don't know what it does but they were hired to get it). What do you do? Gritch responds by trying to use the glove on Preen. I wasn't totally sure how to handle it, but I called for a Seize by Force, the thing seized being the chance to fuck with Preen's brain. Gritch rolls an 8 and chooses to take definite hold of Preen's face and impress, dismay, or frighten his enemy. He now deep brain scans Preen and asks in what ways Preen's mind and soul are vulnerable. (the old lady Shazza who works at Duke's Kitchen was like a mother to her in years past and it'd be a real shame if something happened to her.) While Preen is on the ground reeling and everybody else is watching, stunned, Gritch puts the glove in front of White's face. Go aggro: he rolls a 7 and White backs off calmly, hands where he can see.

At this point, Dremmer has come to his senses and pulls out his gun and points it at Gritch's face: "What do you do?" Duke's player jumps in and says, "I shoot him." Again I wasn't sure how exactly to handle it, I went with seize by force but I didn't have Dremmer shoot back because he wasn't paying any attention to Duke, he was set on the freaky brainer. Duke nails the roll with a 10 and choose to inflict terrible harm: her shotgun tears the top half off of Dremmer - and impress, dismay, or frighten her enemy: White turns around and books it. Now Preen's coming to her senses and White's on the run, what do you do? Gritch decides to tackle White and kill him with his scalpel: I go with seize by force again. He rolls 9, takes definite hold of White, and saws through his artery with the scalpel.

Duke now wants to shoot Preen in the leg to keep her from getting up and running off. I have no idea what to do with this so I fudge it by letting her seize by force again but only making her deal 1 harm. She and Gritch hogtie Preen and they haven't decided what to do with her yet.




So I feel like I don't really understand the intended purpose of seize by force and I ended up kind of using it to fall back on when I wasn't sure what to do. It never really felt like the right choice because in each case the other person wasn't really fighting back. How would you have handled using the violation glove on Preen? Should I have let him deep brain scan, without a basic move? Likewise with Duke shooting Dremmer while he wasn't paying attention - better done with go aggro because he wasn't fighting back? Or no move at all? It seems like a pretty drastic action to take without making a roll. Same with tackling White who was busy running away, and shooting Preen in the leg while she was trying to get up.

Any thoughts at all would be greatly appreciated, I know it's a lot to drudge through and I hope it's not too presumptuous to give you guys my big ol' mess to sift through. Any little tidbit of advice will make my day :)

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Start pushing right away, absolutely. Part of what should become clear fairly quickly is what 'comfortably seated' means in the context of the Apocalypse; i.e. maybe the players imagine that they have been doing 'the same thing' more or less for the last few years, but what you are going to find out now is just how chaotic and unpredictable that life actually is. You don't need to introduce crazy new threats -- things that have suddenly arrived from outside to disrupt some mythical status quo -- you just want to show that there never really has been a status quo, at least as we would understand it. Hugo with a knife to Foster's throat is how it has always been, presumably, and now here it goes again.

And there it clicked. Just another day after the apocalypse.

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Thanks for the replies everybody, this is super helpful. Mind if I refine/bend my question a little bit?

We have these characters and we're getting a feel for their personalities and the situations they've had themselves pretty comfortably seated in the past few years. Should we play out this situation for a while to get things established, or can I start pushing right away and let the world fill itself in as we go? The more I think about it the more "there is no status quo in Apocalypse World" stands out in my head. (I think I'm getting the book crammed into my head pretty well.) So in the second session, is it too early to be saying to my Gunlugger, "When you get back to the diner Hugo's waiting for you with two buddies and he's got a knife to Foster's throat and he wants his delivery now?"

On the other hand if you like to leave things calm for a while, how do you make sure things stay not boring?

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Hey guys, second post ever I think? First off this forum is amazingly helpful, thank you all for every thread before this one!
I'm an absolute beginner. This is not only my first time MCing ANY game, but my first time actually playing an rpg. I've got a small game with just two players, and we've all agreed that this is a learning experience and really just a test run to try to wrap our heads around this. We played one short mini-session just to whet their appetites and they're even more into it than I anticipated.

Character creation went great, dreaming up the world was great fun and everybody was into it right away. So once we get to actually playing the game, things are going okay and I'm getting by, but I definitely don't really have a feel for the flow of how to get things happening. I found myself worrying about, at what rate should I escalate and fill the game up with stuff? When do I introduce new characters/possible plots/events, and when don't I, and what to do in the interim when the shit isn't hitting the fan? I wasn't sure it was the right thing to drop them into deep shit right in the beginning. And I was really conscious of keeping meticulous track of all of it. But looking back at it, maybe that's the wrong approach.

Should I just be throwing apocalyptica at them left and right and make a big mess, and let the game, the players, and myself sort it out? Am I thinking in the right direction now?

I apologize for the long post. Any help is appreciated.

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