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Topics - Gwion

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Apocalypse World / Setting up (what to look for?)
« on: November 10, 2011, 01:05:21 PM »
What do you look for when setting up a new AW campaign?

From my previous games, what I would be careful to look for:

- Having at least one or two major scarcity that the player have a buy-in for. Stuff they can't ignore and that they have to take care right from the start.
- Identifying at least one strong personal goal or drive for each character.
- Talking a little bit about the apocalypse, not defining it too much, but just to have at least some buy-in from the players for some post-apoc colors to barf forth.
- Make sure that players have a buy-in for each other characters and that we find them hot. Also check if there is at least some potential attraction between the characters.
- Having a talk about characters's followers and gangs to see if the other players also have a buy-in for them.
- PC-NPC-PC triangles.  

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Hi, I am MCing tonight and I am nervous, because our last session din't went well and now I wonder how to handle things.

...

Here some context info:

- My group is mostly used to play Burning Wheel and some occasional storygames & retro clones.
- I am not alway the GM, we often rotate GM when we begin a new campaign.
- We played a first session with 2 players, then we added 2 others.
- This is our third try at a AW campaign.

...

So on our first session only two player were available, but the session was nice and we established a good setup to work on.

For the second session, two player joined up, but sadly at the last minute one of the first players could not make it. So we had 3 players.

We created the characters, and since it was our third try at AW, we thought it would be interesting to add the Limited Edition playbooks (it was maybe a error).

So we distributed the Hx, highlighted stats and I asked questions to the new players to insert their characters in the setup. Especially the Maestro D' since it playbook bring in a lot of interested NPC.

But I think that while wanting to create a believable setup we accidentally created a status-quo. And now I don't know how to handle this.

Here the PC:
  • Jag the Driver
  • Absinthe the Battlebabe
  • Cookie the Maestro D'
  • Specialist Max the Quarantine

Our setup turn mainly around a pleasure&entertainment providing hardhold, kind of New-Vegas/Carnival place where traveler stop by.
Here is our relationship map:

Here is our area map:


Love letters:
I wrote love letters to each of the PC to give them some starting situation to explore. But it din't work too well. The Maestro D' started up with having trouble with her booze provider & a member of her staff having racing bet debts and trouble with Gams (who control the car racing). The Quarantine started up with being hidden by Rental who was getting very nervous and by having visions about the hardhold. The Battlebabe was busy with wounds from the last session and having trouble with slavers.

The session:
Our first scene was about the Quarantine & Rental (the guy that was hiding him at his place) having trouble with gang members of the hardholder. The gang members tried to press the Quarantine with questions about his equipment, but he got nervous and opened fire on them.

The hardholder captured the Quarantine, after interrogation he agreed to let go the Quarantine if he accept to work for him and bring him more equipment from his stasis base. The battlebabe & the Maestro intervened to avoid that the second in command of hardholder beat the Quarantine while he was kept prisoner.

The hardholder hired the battlebabe to keep a eye on the Quarantine while he go searching for the equipment. The Maestro choose to remain in the hardhold to deal with her problems since she don't feel useful in the wasteland.

So the Quarantine & the Battlebabe went to the stasis facility, there the Quarantine released one of his squad member and she nearly went crazy due to psy harm but the Quarantine calmed her. There was some talk about not going back to the hardhold, but in the end the Quarantine followed the battlebabe advice and choose to go back to the hardhold.

The Maestro D tried to deal with her crew gambling debt, but it got kind of too complicated and this was not really involving.

MCing:
I had so a hard time MCing, after the previous session I had the homefront prepared with 2 other fronts. But  I had too much info, too many named characters to deal with, each time I had to choose a MC move I felt overwhelmed and din't know what to choose.

There was also the status-quo issue, I din't know how to turn the many relations of the fronts/relationship map into involving & gripping problems.

Playing the scenes was awkward and felt artificial since the characters had no real "played" relation with each others. The Quarantine was so out of this world, we din't know how to interact with him.

I think my major fail was not asking enough question. Maybe because the Quarantine situation took me a little by surprise. Went they went to the stasis facility we had so much stuff to create on the spot, everything felt so sketchy and vague. There I think I should have taken a pause to ask A LOT of questions.

I felt like I failed to make the Maestro life interesting, she had problems to deal with, but none of them felt personal and gripping.

And I also messed up with the Quarantine many brain openings. I din't know what to do with his constant miss. I tried to give him visions with the squad member he had to shoot when he woke up from stasis (Specialist Tammy) to bring her back as a character, but I was improvising and it just felt confusing.

So in the end, MCing was not super pleasant and we were discouraged by our gaming even while we all really liked all of the player characters and the setup. :(

Maybe we played the scenes too fast so they din't seem "real". We also felt the absence of beliefs from BW. It was hard to make problems personal, interesting and gripping instead of being just annoying obstacles.

My issue with the setup:
Since we have the Maestro, now a lot of the interesting stuff have to happen in the hardhold. But in the hardhold, most of the NPC have reasons to desire to keep the status-quo to do business and I have a hard time to menace the character in there. So I consider breaking all of this to remove the status quo, but if I do it too suddenly I fear it will feel too artificial or something, now I am kind of afraid to make moves. So no I wonder if I should bring on something radical like a big raid on the hardhold or sending occupation forces.

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Apocalypse World / How to make the Maestro D' life interesting?
« on: October 19, 2011, 03:14:16 PM »
I have a Maestro D' in my campaign and I find it a little bit touchy to make her life interesting.

How do you do it without alway menacing her establishment? I mean it can get easily tiresome to alway have problems about your establishment, it would be like if the gunlugger had alway problems about her gun. I am saying this because I once played a hardholder and it was starting to get tiresome to alway have trouble about my gang, instead of having cool problems to resolve with my gang.

The other thing is that it seem a little bit cheap to often push away the Maestro from her establishment, kind of like how alway seprating the gunlugger from her guns could be boring.

And the Maestro tend to alway keep close to her establishment. Since she is less expansionist then the Hardholder or the Operator.

...

In my game the Maestro run a bar (with gambling & shows) in a New-Vegas like hardhold run by a NPC.

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blood & guts / A "dictionary of Mu" for AW?
« on: October 08, 2011, 01:23:13 PM »
Hi,

Can a book like the Dictionary of Mu for Sorcerer be interesting for AW? Or would it go again the agenda and the main principles of the game?

5
Apocalypse World / Help me with my Winter Front.
« on: October 02, 2011, 12:25:14 PM »
Hi I am preparing my fronts and I need some help for one of them.

Our apocalypse is a eternal winter vomiting ashes and snow storms.

The characters:
- A hocus who want to lead her people south.
- A gunlugger who think his lost son went south.
- A brainer intrigued by the hocus who want to go south.

The group is trying to go south to run away from the winter and cannibals.

For now I have the home front, the men hunters (cannibals) front and a winter front.

The prep of the home front and the men hunters front went well, but I am hesitating a little with my winter front since this is not a group of people.

So for now I have (I have put in bold my main hesitations):  

Front: Winter
Express: despair
Dark future/agenda: cover the entire world?
Description & cast: ash snow, storms, freezing cold ?
Stakes questions:
- do summer still exist in the south?
- can people survive the winter?

Threat 1: The road south
Kind: landscape/mirage
Impulse: entice & betray people
Cast: people migrating south, ?
Custom move: ?
Countdown: this is where I am hesitating. For now I have the idea that more and more people will migrate south. But should I focus on the actual "road" or the trip?

Threat 2:  The freezing cold
Kind: affliction/condition
Impulse: expose people to danger
Cast: ?
Custom move: something about freezing?
Countdown: I am aslo hesitating here. The temperature could become colder and colder. Or maybe a super ash-snow storm could happen. Maybe something weird could lurk in the cold. Or maybe I should focus on the effects on the general population?




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How do you deal with stat highlighting for characters who have a move that override one of their stats with a other one?

In my group we have the Angel with sixth sense who use sharp instead of weird and the Gunlugger with Battle-Hardened who use hard instead of cool.

Highlighting their overridden stat don't seem to be a option since they wont be able to use it. Should they cross their highlight box for their overridden stat so that other player wont highlight it?

Or should we keep the overridden stat available for highlighting and count on the MC to provide a custom move for this stat? (it don't seem practical)

  

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