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Topics - Per Fischer

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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.

2
brainstorming & development / Grand Tour overview
« on: September 22, 2010, 12:26:28 PM »
Hi all,

This actually began as a Game Chef entry, but since I was away from a computer and indeed the internets over the weekend, I wasn't going to get it in anything near ready for submission.

Hacking a game is, for me, a brilliant way of getting under the game's skin, finding out how it works under its hood, so if for nothing else, that's worth doing. That being said, this is a game I'm interested in playing. I might be the only one, but hey...

Grand Tour
An Apocalypse Now hack set in Europe in the 18th century.

Europe in the 18th century. Young aristocrats, mainly men, from Northern Europe embark on their rite of passage across Europe. Their journeys will take them to the greatest cities in the world, educate them in art, history and culture - and the pleasures of the flesh - and in the end make or break them. The practice was introduced by the three super powers at that time - the English, the Prussians and the Danes - but other nationalities soon followed and it became a tradition for the offspring of the European ruling classes. The Grand Tour was not just a recreational and educational trip, it was a matter of showing and maintaining cultural power. "Ruling-class control in the 18th century was located primarily in a cultural hegemony, and only secondarily in an expression of economic or physical (military) power."

In this game most of you will take on the fictional character of a young man or woman going on a Grand Tour of Europe. One of the participants will not play a character, but act as the Travel Advisor and instead take on the responsibilities of describing the environment,  and generally putting the players' characters on the spot, if not it trouble.

Grand Tour is neither intended to be a historical simulation nor particularly historically correct. History is merely used as a colouring palette, as a starting point. If you get excited by Jane Austen novels or adore Brideshead Revisited and like films where men are wearing wigs and huge sleeves, this game is for you. That being said, the game is set pre-steam engine travel methods, so everything is slow, slow, slow. Communication, news and indeed travel.

There isn't any physical violence in Grand Tour, at least not on the player characters' behalf - I hope that's achievable and still interesting to play, without being too much: "Oh, Sebastian, what are you doing?" "Arranging matches." "How exciting!" On the other hand there's an abundance of emotional and psychological violence, unsaid insults and social backstabbing.

Stats
Composed
Resolute
Suave
Civil
Eldritch
Intimacy

Character Epitomes
Poet
Architect
Scientist
French Aristocrat
Artist
Philosopher
Jack-a-dandy

Basic Maneuvres
Act under duress Roll+Composed
Carpe Diem Roll+Resolute
Seduce or Manipulate Roll+Suave
Savoir Faire Roll+Civil
Discern person Roll+Civil
Espy whispers Roll+Eldritch
(no seize by force - no physical violence as such, or at least it happens off screen)

Stat descriptions
Composed is how calm your character is able to be in emotionally or otherwise intense or charged situations. Unruffled, impertubable, phlegmatic. Used for the Act under duress Maneuvre.
Resolute is how determined your character is able to act, physically and emotionally. Indefatigable, brave, steadfast. Used for the Carpe Diem Maneuvre.
Suave is how charming your character is able to be, not only by good looks but also showing wit and knowledge. Agreeable, courteous, refined. Used for the Seduce or Manipulate Maneuvre.
Civil is how educated and clever the character is able to appear. Gentlemanly, well-mannered, diplomatic. Used for the Savoir Faire Maneuvre.
Eldritch is the special ability to keep your ear to the ground, to be aware of what's going on in your circles, without being told directly. Uncanny, weird, unearthly. Used for the Espy whispers Maneuvre.

Barter?
There's no Barter per se in Grand Tour. The player characters are normally wealthy or at least sponsored by filthy rich people. In other words, money is not an issue. It might be a problem being out of cash momentarily, of course, if your character gets lost in an unfamiliar place, gets his letters of reference stolen or whatnot, which can be exciting situations. If such stuff happens, use the basic maneuvres to deal with the trouble - 17th century aristocrats have no concept of bartering or haggling for goods or services, so they'll have to learn fast.

Let me know what you think.

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