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Messages - Per Fischer

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1
Dungeon World / Re: DungeonWorld 3rd Edition?
« on: February 23, 2017, 10:36:59 AM »
Late to the party, I just got the softcover - first edition, sixth printing. So, there's a second edition?

Per

2
AW:Dark Age / Netherlands playtest
« on: September 24, 2014, 05:50:33 AM »
This week we playtested the setup session in The Hague, Netherlands. We played at one of the tables in a local game shop.

I managed to get hold of four players with no previous knowledge of Apocalypse World (and one, Monir,  with not even any roleplaying experience, but who was intrigued by the setting description), which I thought would be an interesting experiment. Unfortunately one of the players were called away on his job on the game day, so we ended up with me as MC and the players Anna, Olivier and Monir.

We did setup and season moves in about 2 and a half hours I think.

Before describing what we came up with, here are some of the questions and suggestions from the players:

The players agreed that it would make more sense to create the stronghold’s dominant people before creating the stronghold. They thought that especially the people’s numbers would affect their stronghold choices.

We didn’t understand the “Improvement” and “Want” choices on the stronghold sheet.

One player would have preferred to choose rights before stats for his character - I explained that he could just go back and adjust his stats choice, but for some reason he was really hung on this.

The Harm season move confused everybody, including me, because it’s not really a move you choose to take, but an effect if you don’t choose the Recovery move.

As the MC, I struggled a bit with getting the players to make stuff up, come up with names, describing their households, religion etc. They didn’t know each other, and weren’t comfortable with this kind of game, so that was a factor as well. I was unsure about how magical weapons work - the court wizard though he should have some, and I allowed that, but wasn’t sure whether it I should have.

Here’s what we came up with:

Stronghold (unnamed) of the Gadiel people, who were former slaves and displaced by the empire of eagles. They brought their (yet rather hazy) religion with them to this land somewhere in Greece, and the stronghold is defending a temple from raiders by land, and the remnants of a former crown’s rule. They have archers, and a stone wall with watch and signal towers.

The Gadiel people have 50 souls in 6 households, with 8 warriors. They are known for their rich land (and farm their surrounding land - tomatoes, grain I think were mentioned), their indularity, sorcery and enchantments, archers and their physical prowess. The speak Arabic.

While the players where making characters, I cam up with two more people:

The Amintas, who are the local inhabinats of the region, of 300 souls in 40 households with 40 warriors. They are defined by being subjects of the same (former) crown, and known for their gods’ might, their loyalty, mercy to defeated enemies and strategy & tactics, as well and amber, ivory & fur and their powerful foreign allies. They speak Greek.

The Daba, a small Germanic-speaking people in an outlaw band, their 8 warriors on horseback. They are bone-pale and known for their fearlessness, vigilance vs. sorcery, cavalry, individual skill at weapons, and for their marvelous feasts.

The PCs:

Theron, the War-Captain, of the Amintas people. Retired captain from the Empire of Eagles, who has found his way back to his homeland, but feels displaced himself, and is now in charge of the defence of the small Gadiel stronghold here.
Rights:
Descended fro a general, have your scouts observe, seize authority over council of war, wage war as he sees fit.
Theron chose the tenant labor season move working for one of the stronghold’s households.

Sabir, the Dragon-Herald, of the Gadiel people. A short and old man.
Rights:
Hospitality of hall, hearth and board, look close at another person, protection from the dragons in the earth and speak truth to a crowd.
Sabir took the Rites and celebration season move and marked rights of the old ways

Monir, the Court Wizard, of the Gadiel people, a tall, dark and handsome necromancer.
Rights:
Encounter something unnatural, literate in Arabic and Hebrew, throw down demons and whisper to ghosts.
Season move: rites and celebration, marked right of the other world.

The players were generally happy, and keen to play on, but this would take a fair bit of work on my part, which I will try to do.

3
AW:Dark Age / Re: Some setup questions
« on: September 17, 2014, 06:03:58 PM »
Midwife, ooh yes!

4
AW:Dark Age / Re: First-Time Players
« on: September 16, 2014, 07:58:43 AM »
Will you be recording it as well?

Per

5
AW:Dark Age / Re: What Is a Right?
« on: September 15, 2014, 07:01:03 AM »
They are insisting that because the playtest rules literally say so:

Quote
When someone or something denies you your right, choose 1 of the
following....
Declare that the MC or the other player should reconsider, or else you will hold it against them.

The "them" very clearly refers to the real people in this situation, not the fictional characters, since no fictional characters are even mentioned in the sentence. The Denied Your Right move gives several options for in-fiction response, and also gives an option for out-of-fiction response, in which you directly tell the other people sitting at the table that you will be mad at them if they keep doing the thing they just did. (Of course, telling the other players that something is upsetting you is also an option we always have in all games, but having it in the rules with a particular trigger gives it extra legitimacy.)

That is true, and I do hope it's a typo or imprecise statement on Vincent's behalf, because that's weakass in my book. I don't need a roleplaying rules interface to interact with my gaming friends - I can just say right out: "Dude, what's going on? You realise you're being a dick right now?" etc. :)

It reminds me a bit of the meta-keys in Clinton Nixon's The Shadow of Yesterday, where your character could get extra XP if you, say, brought a pizza to the game night, cleaned up after yourself etc.


6
AW:Dark Age / Re: What Is a Right?
« on: September 15, 2014, 03:46:37 AM »
The fact that you can hold Rights violations against other PCs or the MC is a totally different thing though. That's extremely direct meta communication and in any group I play with I would expect the right-violating player to back down immediately.

I disagree. I my opinion denial of rights should provide a lot of fictional drive in this game, and it has nothing to do with what's going on on player level. Rights are a fictional thing, I don't why people insist that they are some meta-thing telling players (the actual people at the table) what the can or should do. Of course you have the right(!) as player (incl. the MC) to have your (non-)player characters challenge other characters' rights. In fact, I think you have the obligation to do that. This is also why one type of Rights are challenging another type, for example the Old Ways challenge the New Nobility and vice versa.

On another note, I think that it adds to the confusion that some Rights are directly mechanical (Add 1 to whatever), while others are in fact like Moves (fx. blessings of the Sun, guatdian soul, travel into region). I know I will have a problem explaining that to my players (first playtest next Sunday). How do you deny those?

7
AW:Dark Age / Re: What Is a Right?
« on: September 13, 2014, 11:21:01 AM »
Good answers!

As Vincent says himself in the playtest doc: "You can see the setting in the rights", and then goes on to elaborate which rights are which parts of the setting.

So: the rights are the setting's framework, or soundboard or whatever metaphor makes sense.

They are also how the player characters develop.

Per

8
AW:Dark Age / Re: Court Wizard - No Enchantments?
« on: September 13, 2014, 11:10:07 AM »
I understood the same thing, Nomadz, when reading the rules for enchantments. Anyone can do it at any time, even without the right to do it (with whatever fictional consequences that may follow).

I think only the wicker-wise has the right to enchantments in his playbook. Of course other characters could acquire them through experience as time goes by.

All in all, I like that very much.

9
AW:Dark Age / Re: Before play: battle
« on: September 08, 2014, 04:49:29 PM »
Related question.  Suppose two forces meet each other on an open plain.  There are some preliminaries, but they end up charging each other.

Do both war-captains lead an attack and come under attack simultaneously?  So they both roll twice, make choices from each move, and then we figure out what happened and what happens next?

Re-reading the battle moves, I was thinking exactly the same. I'm really looking for ward to test the battle moves.

In a (fictional) way it makes sense for both war captains to charge each other, and thus both Lead an Attack and Come Under Attack at the same time.

Could one of them choose only Come Under Attack (fx. in attempt to launch a counterattack, or decide to surrender due to a miss)?

Could both parties choose Come Under Attack? I assume not, because then there's no active attack and the two war companies are probably just biding their time, sizing one another up etc.

Per

10
AW:Dark Age / Re: Denied right
« on: September 04, 2014, 04:54:50 PM »
Really? That's interesting. I have to admit I have no idea what you mean - would you care to explain?

11
AW:Dark Age / Re: Denied right
« on: September 04, 2014, 08:25:34 AM »
I shied away from Liege Lord because its rights appeared to be a long list of ways to be disappointed and frustrated.

I would choose Liege Lord for that reason alone.

-Per

12
AW:Dark Age / Re: Fronts?
« on: September 02, 2014, 04:39:29 AM »
Looks like no fronts, yes, but with possible enemies from the start.

13
The Regiment / Re: The Regiment: Colonial Marines
« on: January 25, 2013, 05:55:38 AM »
We're only halfway into the mission, but so far no PC deaths. They all had lucky escapes hitting the deck when the big smart gun swivelled round and started showering them with bullets, as they were climbing down the slope behind the station.

Inside the building complex they've mostly interacted with civilians - one firefight with a elite fire team, where one PC narrowly escaped getting roasted in a narrow corridor by an incinerator, due to a 10+ Rally roll just before charging.

Breaking in through a window from NE (dormitory) they've spread east and south, and have so far located all the civilian targets - Singh unharmed, Porter facehugged, and Dr. Crane found in shock and blood splattered (but unharmed) in a dissection cubicle in the lab area.

The Synth's Technician move has been extremely valuable to infiltrate and control cameras, doors and indeed shutting the big tower gun down.

We left the action when Sgt Clinton's team found a chest burst lab assistant in the south air lock.


14
The Regiment / Re: The Regiment: Colonial Marines
« on: January 24, 2013, 05:48:08 PM »
Just GM'ed the Epsilon mission with three players on Google Hangouts - pretty intense, I love it!

One of the players, who has played The Regiment before, said it was more interesting than a plain war scenario.

15
The Regiment / Re: The Regiment: Colonial Marines
« on: January 16, 2013, 11:33:04 AM »
Super helpful, thanks guys. I've read the WW2 writeups, but perhaps I should revisit them.

Paul: "...throw fire at them whenever the potential for harm is fictionally established. Don't wait for them to miss on a move."

Can you give an AP example - or a made-up one?

Per

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