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Messages - Silerias

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Apocalypse World / Re: Moves from another playbook question
« on: October 14, 2012, 08:09:37 PM »
It seems possible for the character to walk the path of violence with a +2 to damages. Such a bloodcrazed and merciless character must always apply the damages. He cannot choose not to be so violent and it's really really annoying...

A two edged sword to be such a badass!

I'm using it too in my own campaign with great enthusiasm.

What kind of secrets?

- Snake (mindfucker) is the father of Key's (angel) child.
- Izzy (maestro'd) and Maddox (gunlugger) are going to get married.
- Beasty (faceless) is no one else than Absinthe (battlebabe).
- Wolf the sniper, Steed's (operator) friend, killed Maddox former wife.

Leave out the Savvyhead, the Operator, the Driver, and Maybe the Angel from the core crew. Include the Maestro D', the Faceless and the Quarantine.
Let him/them choose...
My wife came to roleplaying game thanks to apocalypse world and her fetish playbook is the angel...
The non gamer cousin of a friend once played a savvyhead and was really perfect...
Let him/them choose but explain the difficulties once you know the other playbooks chosen.
Vincent explains it very well on pages 97-98-99.

Apocalypse World / Re: Disciplined Engagement and Bluffing
« on: December 11, 2011, 04:04:57 AM »
Yes, to do it do it...

To me, the "victim" should be able to perceive an ambivalent threat.
The shot of the gun and the lighter one; say a knee in the balls...
It should be clear by reading the description of the scene that the PC could inflict both harms if he wants to.

The PC should never express the real threat.
No:"Do it or i'll shoot you!"
But:"Do it or I promise, I'll take your bollocks!"

In this case, no problem for me with 0 harms (ahem... Let's say 1 harm in this case^^).

Apocalypse World / Re: [Rules Question} Hocus Fortunes
« on: October 05, 2011, 08:13:32 AM »
Will, the brainer as "the hatter" and barman of the "March Hare", was an active member of Lost Rabbit's cult of Wonderland in my own campaign.

Apocalypse World / Re: When you reset Hx, learn a secret [custom move]
« on: September 30, 2011, 11:36:40 PM »
Sure. Giving a fellow PC a -1 Hx should be very uncommon... Yes, most of the time, we tend to know better those whom we associate. In fact, I've never seen giving a Hx -1 to someone even if the rules provided for it. I could only imagine that in the case of a really hard roleplay of lies and manipulations...

Apocalypse World / Re: When you reset Hx, learn a secret [custom move]
« on: September 30, 2011, 04:35:37 AM »
Why not reverse the direction of the secret for negative Hx?  When you go from +3 to +1, they tell you a secret.  When you go from -3 to -1, you tell them a secret.

And why not:

When you go from -3 to -1, you invent a false but believable secret about him/her and you play on it as if it is the whole truth.

Apocalypse World / Re: The part of the secret
« on: June 15, 2011, 04:23:58 AM »
It seems you hit something, Simon... And it seems it may hurt as you touch a way I'm used to MCing...

When I'm MCing Apocalypse World, I'm doing it to find out what happens. And finding out what happens begins while designing the whole landscape of the Apocalypse World we (the players and I) are going to share, I haven't a pre designed setting, even in head.

What's your apocalypse world's looking? Don't ask yourself for the origins but for the aftermath, think of it as a drawing. It's my first question and I ask it while the players are choosing their playbooks (not during the first session) as it could be a prerequisite for character design, indeed. I'm not asking this to know what the day to day life of the PCs looks like, but to have a global picture of the world. This picture is for me as a MC and for the players too.

As for "what's really the world psychic maelstrom?" question, the "what's the origin of the apocalypse?" is a recurrent one and many players (some of the one I practice) would be seriously shaken and maybe, even paralysed in their creativity if they didn't have this one solid picture to dream their character of and make them real (Nausicaä of the valley of the wind isn't mad max, which isn't fallout or borderlands).

Maybe I'm wrong not to play the world building but for some players it's simply too vague to keep on character building. I cannot stay here, looking at them and simply answer: "I dunno" as I've done. My answer is now: "I don't know, but we're going to design it now". Without this world building first, some players (many of them are very old role playing gamers) couldn't simply play the game as it requires a blind trust in the MC who they still see as a GM.

Without this world building first, some players need to create their own Apocalypse World. Sometimes, they share their creations with the MC (to gain social acceptance?), who's asking himself: "Sure... Great work, it looks good, but what's the part of the secret in Apocalypse Word?"

As I'm answering this post, I'm playing a new AW pbp game. No secret creation is allowed and I'm trying to use Microscope to help designing the world. Each player, each turn is claiming or refusing one aspect of the world.
As for now, we've got this: no zombies, no cannibals, small holdings (less than 200), holdings built in ruined cities, scarcity in finding energy, separated distant holdings, strange tribes living in between, no difficulty to find metal and new holdings are frequently born (like swarms).

I find it difficult The way you clarify how to build the setting in AW
The players don't get to say what's real in the world except as it relates to a question the MC has asked them, yeah?
. This will come while 1st session playing, but I don't wanna take the whole authority to choose what the world would be. When we'll get some global world agreement, then could I barf forth apocalyptica and answer questions like crazy during first session play.

Apocalypse World / Re: The part of the secret
« on: June 08, 2011, 01:24:19 AM »
Ok, here is a consequence of the MC's "Agenda"... Thank you for clarifying that point, Vincent.

Added after edition:

Likewise, it seems the sole rule for the players is answering my original question.

Your job is to play your characters as though
they were real people, in whatever circumstances they find
themselves — cool, competent, dangerous people, but real.

"Play as though they were real people" could mean "if I (as a player) am suposed to play real, I don't want to know what my character doesn't know or I will play as if I'd known anything at all."

As far as I am concerned, I've always prefered the first choice but Apocalypse World is a role playing game occuring in a cooperative built setting.

Sometimes, the frontier between world building (country of openess) and character building (country of secrets) seems to blur.

Before encountering Apocalypse World and falling in love, I was designing my own house rules to play in a post apocalyptic setting. In these house rules there was three level of action: the individualistic characters, the party of player characters and the community. These three levels imposed three levels information sharing which seems (to me) really more intuitive in AW.

Apocalypse World / Re: Threat of violence - manip or aggro?
« on: June 07, 2011, 08:31:31 AM »
Tim's really faster than i :P

Apocalypse World / Re: The part of the secret
« on: June 07, 2011, 03:30:20 AM »
I just realized one thing. I'm still reacting like a GM, not a MC. I should have read this more carefully.

• Play to find out what happens.

Seems to be the core motto here. As a MC, I'm not driven to know everything about everyone around the table. The players could/should prepare/keep as many secrets as they want.

Apocalypse World / The part of the secret
« on: June 05, 2011, 03:21:10 AM »
If the MC is to always say what honesty demands, I'm wondering myself about the players own honesty regarding their characters.

Players in Apocalypse World are not bound to this rule. But are they bound to play their characters with transparency ?

Are their gameplay choices known to everybody around the table?
What about dark secrets? Secret relationships? Quiproquo?

In my tabletop game, secret was a good choice. The angel could keep her love relationship with Snake, the mindfucker, a secret for the whole characters. And it surely was fun for the brainer to excavate her mind in looking for her feelings.

On the other hand, secrets totally ruined a pbp game which ended before beginning.

What are your experiences with secrets in Apocalypse World. I'm sure it will help  starting a new game all over again.

Many thanks.

Apocalypse World / Re: Wants: How do they work?
« on: May 15, 2011, 05:33:07 PM »
As far as I played the wants, they are descriptive facts that inform about the state of the holding, the followers, the gang or the gigs.

They are immediate informations about the present state and you (MC and players) must immediately translate them and give them meaning.
What really happened?
Answering this question leads mechanically to another "what do you do?"

Great levers for beginning a new session with pressure on the PCs's shoulders.

Apocalypse World / Re: DJing for the Apocalypse
« on: May 15, 2011, 05:13:21 PM »
Particular musical themes may be included In the "description and cast" of the threats you design.

Apocalypse World / Re: different advanced improvements?
« on: April 18, 2011, 01:56:15 PM »
No they aren't the same...

For example, the Gunlugger is able to attract a gang and the Brainer isn't...
We should look carefully at it... The different improvements are part of the color of the playbooks.

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