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Topics - made of cheese

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AW:Dark Age / Apocalyptic Hierarchy of Needs (Player Motivation pt 2)
« on: December 06, 2014, 04:25:56 PM »
A modern Apocalypse World does somehow force us to do stuff. Maybe because we're incompetent ("we", meaning you and I, modern people). Who can farm or raise animals, let alone hunt for their own food? That's a small percentage of the population of the civilized world anymore. So it's all scavenging & stealing for survival because we suck. That's a big deal on the Walking Dead TV show - people suck, and that forces them to be assholes to other people.

In the Dark Ages, you're looking at an agrarian world, with a lot of serfs and peons who can farm, forage, and hunt. Many fewer lawyers, for sure. Survival (for the a-hole player characters) is about rounding up peons to make food for you, right? You can't scavenge for tins of SPAM & baked beans & ramen noodles because that didn't exist. Food is about getting peons under your thumb. So that means a very different experience for you, right off the bat.

Yeah, a gang of Chopper-riding a-holes might not be totally different than mounted cavalry, but you actually want to preserve peons in the Dark Age (from an economic perspective)... and you don't really need to care about the incompetents that you roll in a modern apocalypse. (Of course, brutal Dark Age thugs being what they were, a lot of peons were brutalized anyway...)

So... here's my simplistic apocalyptic hierarchy of needs (thanks Maslow).
  • Survival. So, this is the food, water, shelter stuff. Modern Apocalypse World does a lot here because we suck. AW:DA shouldn't do as much here because peons.
  • Safety. This is about making sure your area is Clear. Getting rid of external threats. Rally the in-group, defeat the out-group. Both AW & AW:DA play here, but I think AW:DA should be playing in this space a lot more than simple Survival stories.
  • Stability. (EDIT: Oooh, another S word (besides shit). Had to add this one in after I completed my list.) I'm talking about internal threats. Like Shane in Walking Dead. Like a bastard son, or someone in line for inheritance trying to take your shit. These are sometimes the worst threats, or the best ones because they're so dramatic. AW does play in this space when you can get it there, and AW:DA should definitely play in this space.
  • Succession. Self-actualization is kind of meh when you can barely keep alive sometimes. What's left after eliminating the external threat is accumulating wealth getting ready for the end. All true wealth is biological, as the Butcher of Komarr once said. This is why Rick is hauling Carl & Judith around... but really isn't a main thing for Walking Dead, and not a main thing for AW because you'll basically never address any of the other two needs to the point where they aren't a big concern. HOWEVER, for AW:DA, I think you need to get here. Who inherits the throne from the Keep Liege? Survival should not be an issue for most AW:DA games... and this is what should get folded in, on the top end of the hierarchy. Sons, marriages... setting up a society is more than this generation, and that's what changes a brute & thug from a real noble, with the right to rule.

We just have very little for anything in the game beyond fighting stuff, and I think that's only the first step in making a playable Dark Age.

Marriage might be way off the rails for some of you who want to be hard ass War Champions & Battle Babe Peasant Beauties... but succession wars are, I think, a big deal for the Dark Age genre.

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AW:Dark Age / Why so strongly Pagan & so little of an organized Church?
« on: November 25, 2014, 03:44:14 AM »
I don't even need THE Roman Catholic Church... but I am curious about the lack of A Church. Will there be more or is the game rewriting a benign version of Roman polytheism as the dominant force in the Empire? (And thereby removing religion as a source of power and conflict in this game)

Even G.R.R. Martin has the Septons & the Red Witch to go with the Old Gods & the Weirwoods. The game just needs something there.

The idea that there ought to be a separation of Church and State is super modern, and yet I feel like there's a separation enforced by the way People & Strongholds are created.

Yes, places like England were not wholly Catholic at the start of the Medieval period... but even Ireland was indentifiably Christian by the fall of the Romans, and that's pretty far "West and North of Europe" when it comes to the game setting. A lot of the invading Germanics converted pretty early on, although the Scandinavians didn't do so until later in the Medieval period.

So is this a game about revisionist Paganism over all others in the world? Because really strong Paganism (aside from the Norse) seems like a very definitive statement about the game setting, especially amongst the ruling classes in the West & North, and how the game world never was like ours.

Should there be more tension between the Old Rights & the New in the development of a character? What does this clash between Clannish cultural traditions & the aspirations towards Roman glory really mean? Or is it just a check box?

I see that there was a "Common Knowledge" thing in the past of this game. It doesn't exist now in what we have to playtest. And, really, bits of knowledge/setting are not so important. I don't care if it's Christ or not for a Church. It's the temporal Church part that's important, and those are the parts that are not there (yet) that are open questions for me.

Priesthood. Marriage & the implications of succession. Clan/familial relationships (not Hx, but Rights & Power within a relationship). (I now see the Marriage Rite in the list of Rights, but it speaks of a mutual bond between a spouses... not the Clan & Familial links that make for interesting Medieval marriages.)

I don't want Hx in this game. I want Clans, and how Rights work with Clans & Families. Clan loyalties mean more than individual ones, I think. The game should be about Power relationships, I think, and not individual Hx. Almost every one of the AW:DA playbooks looks like a Gang leader of some kind when compared to the future Apocalypse.

I just don't get including Latin & Greek (and Arabic prior to the Crusades) if there's no Catholic or Orthodox church. It's an odd inclusion if this is a history that never was.

Okay, enough rambling. I don't write any part of this game, anyway.

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I was just watching the Tudors, which is certainly an entertaining show. And I know certain pieces of AW don't come over to AW:DA, for various reasons. "Sex Move" just sounds kind of dumb to apply to a Dark Ages setting because we all can't play Henry VIII. At the same time, there has to be a middle ground somewhere.

I also play a lot of Paradox's Crusader Kings 2 with various mods (including the Westeros mod on occasion... and we all know what the "R.R." stands for in G.R.R. Martin). Marriage is an incredibly important part of that game... along with your ruler's bedroom habits. I had one ruler in Crusader Kings who had a political marriage with a neighboring sovereign's sister (who happened to be a lesbian). In spite of whatever incompatibilities in private, they declared a public mutual love for one another... for the good of the realm. It was one of the more interesting rulers that I played. Marrying & having children in that game are incredibly important, as are generational politics & the struggles relating to inheritance.

I guess I'm saying that I don't need a "Sex Move", but I'd like something about Marriage, as well as something about inheritance in the Dark Ages. (Crusader Kings 2 does this in a delicious way... including various traditions of Catholics & Orthodox folk, as well as Muslims & others. Ideas around inheritance were hardly confined to Salic law.)

And I'm not just talking about whatever the "Princess" playbook might bring, but across all of the characters. What does it mean to be married, and how does it point you towards screwing over the current Dominus that rules your little geographic setting? Courtly love (like the romanticized Camelot) would be nice... but then we'd be getting further afield from Westeros, especially when all I'd truly want is crap around Marriage & Power.

Yeah, I guess I can just take up Marriage as a story-hammer (if your dude marries the chick from the Bad-Wrong family, then all heck will break lose because Hard Move... or if someone marries the Hardholder's Sister, and has a Son by her, he's got every reason to depose the current Hardholder & murder all the offspring of the Hardholder...)... but it would be cool to have more stuff around it than the b.s. in my head if I'm MCing.

And, yeah, Gender has come up on this board in a way that it doesn't have to in other Apocalyptic settings... but the politics of Gender are so much more vital to the Dark Ages (as stated previously by others). I just wish Gender-stuff were more prominent in this because of the setting, even if we in our modernity should not be so judgmental about this stuff. The character sheets are just awfully quiet about Gender & Marriage, and I wish they weren't.

If anyone has advice on this topic or ways they've worked it in, I'd be interested in reading it. And I haven't playtested this yet, so I'm just spouting off at this point.

(Sorry if this is covered by other topics. I did a quick search on Marriage & didn't get back a ton.)

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