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Messages - dudemic

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In addition, I read through that thread you linked and found some of it quite interesting.  Nice to see also that other people had the exact same problems in the exact same way. It's interesting for me to note that Apocalypse World has a more structured set of rules than it may originally appear.  When you look at a lot rules it seems kind of ambiguous and weird sometimes but then once you start too understand what the rules actually mean in play it makes a lot more sense.

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Try really really hard to never think or say the word "conflict" anywhere near Apocalypse World. I mean that both in the SG jargony way and also the plain English way.

Action and consequences -- that's what you do. "Conflict" is too abstract, too movie and stage, too neat and tidy. So, don't set up conflicts between characters (even though that's fun in other games). Don't think about how this could be in conflict with that. Don't think about how you can drive the game towards conflict. None of that.

This bit is by John Harper who created the extra character sheets if I remember correctly.  Although  I definitely did not get that at all first session. I'm admittedly never going to be able to eliminate that part of myself that takes great pleasure at knowing that I am orchestrating a big surprise reveal or cool conflict when I think of them.  It's only really those situations where I see a potential conflict and think, "Oh it would be so cool if _____ happened!"  As such I admittedly have certain things in the current campaign about certain player backgrounds that I don't want them to figure out for quite a while because I thought of an absolutely amazing reveal for the climax of the campaign that would require a couple things to be hidden until then.  So far they players don't seem like they're gonna figure them out too fast so it's fine and I don't have to manipulate stuff.  Besides the fact that I shouldn't manipulate stuff.


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The questions I've had the best luck with when generating situation have been "Who do you hate most in the world?" and "What scares the crap out of you?" Both were asked in the first session and both have come back to haunt players.

I also find this interesting. I may try doing something similar to this with some big hitting questions that teach my a lot about that character. I am a big fan of bringing new moves, changes, or questions to the table at the beginning of a new session just to shake things up a bit and keep the players off balance a bit.

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Yeah it is definitely looking up and for the rest of time any posts I leave in this thread will contain a thank you in them somewhere.  The community is very kind and receptive as I assumed they would be but what surprises me is the amount of effort reading through my longs posts and creating long responses that people are willing to put in.  It is very nice to see.

Yeah what bugged me the most is that I felt so ready before we started.  I made sure my group agreed to try this long in advance so that I could buy the rules and take time to learn them and plan a bit.  I especially felt the need to do this since it is the first time I have taken on a MC-DM role in the last.....probably 7 years.  I just fell in with a group that has a good DM so he kept doing it but its time to give him a chance to play a character.  I have been feeling the urge to focus more on story, character development, and roleplaying recently so I think I would probably refuse to DM a D&D campaign. Too many numbers to keep track of, initiative, defenses, rolles, checks. All the time.  I can not focus on the story if im keeping track of all that info.  So I put a lot of effort into listening to entire AP podcast playthroughs and check out all the rules and I found extra playbooks and ended up feeling confident enough to include them as options from outside the basic and limited.  I did at least ban the Space Marine Mammal and which ever other one is advised not to try on the first play.


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Heh. It was a bit of a text wall ;)

So did you actually read it or just look at the size? If you did read it what do you think of our kinda crazy campaign?   If you didnt read it no worries.  It would be outrageous for me to expect to read it after all the help.


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Apocalypse World / Re: AP: My first campaign in AW
« on: June 09, 2014, 05:21:34 AM »
2nd Session

Combotron and The Dragon disappear off screen and I'll talk to the players about what they were doing during that time for next session.

We start with Bristol and Terry approaching the door to the building where the psychic Grace is supposed to be.  The door is flanked by two armed guards who don't let them in and give them next to no information because they obviously have no fucking clue what they're talking about and ask if this is Grace's house when it's actually a drug den.  They get nowhere so they give up and go knock on the door across the street and are greeted by a ragged exhausted fellow who just wants to go to sleep.  Eventually they convince him that they'll be out of his hair and Terry promises that no shit will go down(Doesn't have to keep) and he tells them that it's den for those kinds of people and that you gotta know whats going on to get.  Terry and Bristol assume this means psychics and that the entire building is filled with them and that the guards are also psychic.  Thus because they don't think they can fake being psychic and terry failed his psychic Maelstrom check Terry tells Bristol that he can get them in but only if he pays him.  Bristol hands Terry a grenade as payment and then Terry strolls up to the guards not realizing that the guards just watched Bristol hand him a grenade on the street in front of them. (I love when my players do this shit.)  Eventually Terry manages to calm them and get them amicable to allowing them in by bribing them with his gold watch he found on the street. (I made my players decide what their barter was.)  This replaces it with a new problem as the guards argue over the watch.  They convince them to let them in so that they can decide who gets the watch while he's in there and he'll give it to them then but they have to leave their weapons outside. Wilhelm waits outside. They have a long extended exchange with the deskman inside who insists that they buy some product before entering the rest of the building.  They of course misunderstand and think he is offering information on Grace for payment but really he is just offering information only if they buy product leading to a funny confused exchange in vague shady speak.  The result is that the deskman finally just gives them what Grace got because they are obviously total noobies.  In return he takes a vague promise of a favour.  Now he demands that they "take" the product before entering so Bristol does so and makes Terry wait in the lobby so he doesn't have to.  Cut to Elana

Elana finds that Jeff is feeling better but still worried and realizes unless there is a big change he will eventually leave meaning she will have no horn player(This is somewhat misdirection on my part).  The show starts so they get busy.  Halfway through the show during a dance routine that Elana actually performs in she hears the horn stop abruptly. Peering through the mist and lights while she dances she just makes out his outline staring into a section of the stands.  She scans the stands and identifies someone who is looking at the band rather than the performance but can't tell who it is.  Jeff stands up and the person does too but she is in the middle of a performance and can't stop.  Jeff starts hurrying around the outside of the tent behind the stands towards the employee exit.  The person slowly moves to intercept him but is closer to the employee exit.  Elana subtly signals to the performers waiting to come on next that something is wrong but they misunderstand and think it's just jeff freaking out.  Jeff reaches the exit and rushes in. The next act starts coming on and the stranger slips in while they block her view.  She offloads the job of introducing the next act to a dancer and rushes after them.  The back tent is empty but she sees they entrance to one of the change rooms fluttering and rushes in to see the blood pouring out of the hole in jeffs head and a slit in the back of the tent.  She rushes out asking nearby employees if they saw anything but they were busy and don't remember.  She accesses the psychic maelstrom. (I reminded them so much that it existed. Finally!)  She sees herself in a big top performing with a section of the crowd vicious and hostile and as she returns to reality realizes that there is a group of employee tents where that section of stands was.  She guesses that its the middle of the 3 tents and enters the quarters of one of her top acts and friends Lady Slither. (She wears her 7 snakes and does a combo stripping and animal taming act.)  She finds inside her polite, formal, arts appreciator customer Lamprey inside holding Lady Slither hostage by using one of her snakes a noose while he aims a silenced pistol at Elana with the other hand.  Lamprey ignores the snake he's using as he bites at his arm through the leather vest. Cut to Bristol.  Dun dun DUUUN! (I love incorporating cliffhangers into these transitions way too much)


Bristol suffers slight effects from the drug and dips to a little more severe for a little bit but he's a pretty robust man so nothing major. He spends time trying to locate grace with the out of their mind druggies not being helpful.  Cut to Terry.

The deskman tries to persuade Terry to try the drug by telling him that it gets him ladies and muscles but Terry is having none of that shit.  In response Terry starts wheeling and dealing to get a job selling their product.  The deskman eventually sends his friend to go check with the boss.  Cut to Bristol.

Bristol manages to find Grace and wake her up.  Grace dazedly communicates with Bristol in a total dude bro fashion but eventually he gets the point across. (I let them get her services without paying but she might end up being more of a hindrance. ;) )  Grace shakes her head vigorously becoming slightly more lucid and starts to head out with Bristol.  Cut to Terry.

Terry is leaning against the wall and staring at the floor occasionally looking up at the deskman.  He looks up one time to see the cloaked figure staring behind the deskman and loses his shit. He bolts out the door and as he does so a gunshot goes off.  The guards outside freak out and immediately start blaming Terry for the gunshot because when they open the door the desk dude is slumped on his desk dead and the room is empty.  Terry quickly tells them that it couldn't be him because he was exiting as the shot went off and one guard goes in to check while the other watches Terry.  Cut to Bristol.

Bristol is on the stairs with Grace when he hears the first shot. He tells Grace to duck and hide and tries to identify the location of the shot.  When he can't he tells Grace to stay here and heads to find out.  He rounds the corner just in time to see the cloaked figure shoot the second outside guard in the head as he bursts through the door.  Bristol raises his fist ready to fight the figure but they end up talking.  The figure honestly imparts that he doesn't have need to go near the slavers anymore so Bristol is fine to not fight since his job is completed then.  Cut to Terry.

The outside guard aiming his gun at Terry gets anxious and jittery.  Terry suggests they go inside but the guard refuses out fear.  Terry realizes that Wilhelm isn't around so he just yells his name out loud and the guards head explodes.  He gathers up Bristol's weapons and opens the door to head inside to see the cloaked figure heading towards him so he shoots it.  The cloaked figure speeds up towards him not firing back so Terry flees across the street into the tired guys house yelling Wilhelm as he does.  The phantom gets shot by Wilhelm and moves down the street away from Terry and Bristol.  Bristol lets it go and runs into the house to find the guy telling in Terry's face.  Cut to Elana

Lamprey calmly addresses Elana who he had developed a friendship with.  Elana is very confused but he fairly quickly explains that this is his job and Jeff was his target and now that she knows he sadly has to kill her.  Elana manages to convince him not to kill her because he can trust her and he doesn't want to in the first place. He turns the pistol towards Lady Slithers head and expresses that although he can trust Elana he can't trust her.  Elana starts to convince him but Lady Slither is pissed off and not having any of it so she starts a hidden countdown with her fingers for Elana.  Lady Slither elbows him in the stomach while her snake simultaneously bites his face putting him off balance and Elana goes for the gun not wanting to hurt him but misses and gets knocked to the floor.  Lamprey says, "You shouldn't have done that." and promptly shoots the Python Hal in the head.  Lady Slither slumps the fight gone out of her and wails in emotional agony.  Elana manages to convince Lamprey to let them both live by telling him their next scheduled destinations so that he can promptly kill them off if they talk.  Lamprey calmly lets Lady Slither go and pulls the snake off of his face.(It's been there for a while at this point.)  He returns to his usual cordial friendly self and strolls out as Elana comforts her now emotionally damaged friend. (I'll be sure to use that later.)

Bristol picks Terry up and slams him so that he's hanging over the windowsill and tells him not to pull that shit again. He told him to stay inside. He'd better stay inside. The tired guy shuts up.   As they turn to leave they find the cloaked figure in the doorway again.  After a lengthy discussion where Bristol tries to figure out if Terry wronged this guys somehow while Terry hides behind him Bristol eventually shoots the cloaked figure has it shoots him.  Bristol retrieves his gear and Terry hugs him for saving him and when they turn to leave they only find a cloak and mask where the body was.  Grace pokes her head into the house and says, "Dude, I dunno who that guy was but he was fucking crazy......I can find him."

End session.

I am super pleased with this. Little do they know that Rolfball recently took over the drug market in Barrelsbottom, or that Lamprey was hired by the mild mannered butler of the slavers.   I am also excited that for the slow reveal of the Wolves of the Maelstrom who so far have just been a mysterious figure to pop in and stir shit up before disappearing in.  I've got something that will be a major twist for them already.

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Apocalypse World / Re: AP: My first campaign in AW
« on: June 09, 2014, 05:20:32 AM »


 I'd like to note that if any of my players are reading this, WHAT THE FUCK! I told you not to touch the forum.  Stop right now. Spoiler alert

So I allowed my players to choose one thing about their character that they keep secret from everyone.  I thought this would be a good way to let everyone have their own little "Oh shit!" moment to surprise everyone else with.

So our characters are:

Terry
-14 year old street urchin
-Solace
-Wolves look like angels, don't touch the ground, and come and go impossibly
      -I took the player's reference concepts and modified them a bit to fit my purposes
      -result is mutated "men" and "women" with torsos that end with 4 wings protruding at the waist
      -the wings flap like hummingbirds to keep them a float, they are also transparent and virtually invisible while flapping
      -they wear black cloaks with slits for the wings and white masks each with a different colored pattern
      -the disguise hides their appearance but the dull thrum of the wings can be hear and they move too smoothly
      -I've given each a unique psychic ability to make them unique and threatening
      -The player who plays this character doesn't know anything but the first line about them to enhance the discovery process
Secret: Everything about the wolves


Bristol
-middle-aged british ex-military who now works as a mercenary(I guess they still had military in Britain after the apocalypse)
-Gunlugger
-has a magnum with a mounted grenade launcher on it (It's crazy but whatever.)
-Also regular grenades
-Also a fucking Guass cannon (I wrote custom rules for it. We agreed that it would be ammo scarce.)
-His 1-barter is 1/2 the blueprints for the thing
Secret: The Gauss Cannon (This will be a fun reveal)


Elana
-late 20's?  ringleader of the travelling In Fine Mundi Circus
-Maestro'D
-Not much more to easily mention about the Circus
Secret: The entire cast and crew of the circus is packing heat. Even the dancers in the skimpy dresses somehow. (We had a fun moment where I one sided takeover was suddenly and even stand-off due to this last session.)


The Dragon (Self proclaimed) (Missing this session)
-middle-aged owner of the local Orphanage
-Hoarder
-Hoard contains armor, armaments and ammunition, books, maps, drawings & photographs, and Children aged 0-14 (they leave when they get too old)
-hits on all the women at Elana's circus(is her worst regular)
-hoard is beautiful and Conscious  (It speaks in his head as radio ads for the thing it wants)
-Decided not to have a secret (That's ok I have a huge twist planned related to him)


Combotron   (Also missing this session)
-Mostly robotic cyborg built to try and make the world a better place, creator messed up and he's a bit dopey
-Synthetic ( I know I was probably over ambitious letting a non standard playbook into our first time playing but it's done now.)
-Programs: Serve the Hardhold, protect the innocent and uphold the law, and Destroy or dispose of sadness
-Also decided not to have a secret.


They live a the remnants of a city that the apocalypse survivors have dubbed Wildscrapers.  Most of the city with smaller buildings was somehow previously decimated leaving mostly the central downtown section with many skyscrapers.  Much of the city is more terrain than settlement now that it's empty and ruined.  There are 5 major settlements in the area most of which we did the world building for today. We probably went overboard.  They all have separate systems of governing and are focused on different things. Some of this we created together and some I added on myself for them to discover later. 

The characters have started the story in Barrelsbottom the business  town of the area.  The town is protected by guardsmen at various points around it with no central government organizing it. Each set of guards is in the pocket of a different major businessman.

Nearby is Pleasantville.  Pleasantville is a city of builders and creators.  The city came into existence when builders gradually coalesced in this location to be close to the local slavers named the Four Horsemen.  The builders needed the slave labour to power their generators and mix the mortar and such that is so important to their work.  The city is just reaching a point where it may need to have a leader to govern it.  Some of the slavers are trying to position themselves to take this position.

The Four Horsemen have an abandoned jail that they are based in.  The Horsemen each handle a different type of slaves and are named Carver, Meals, Rape, and Burden after what their slaves are used for.  Carver and Rape have an uneasy truce about dividing the slaves between them because both of their customers often want the attractive ones.  Burden and Meals on the other hand are less civilized and butt heads trying to compete for the best musculature.

Those are the important locations so far but I'd briefly mention that we have a cannibal village built across and onto a half collapsed highway that use the mono-rail to ambush prey, a religious settlement built entirely in the tops of skyscrapers with zip-lines between them, and a town in the middle of section of the city that is overgrown with toxic plants such that your only entrance and exit is hopping from ruined car to ruined car down the highway that we haven't even seen at all yet. (again we probably went overboard but even if we don't need them they are there just in case.)




As you can probably already see we have a pretty crazy set up.

First session Bristol took a job from the local slavers to deal with the cloaked figure that kept managing to get in and out of their jail somehow. (little did they or the PC's know it was because Terry was scavenging the dead in the area.)  Combotron went with his travelling buddy Bristol to check it out and they ran into Terry as he was being harassed by some of Meals men.  This resulted in a tense stand off with Bristol explaining his job and questioning why they were bothering the kid.  Just before he was about to reach an understanding with them the first Wolf showed up behind Bristol.  With a touch on the shoulder it froze Bristol in place as it worked on forcing him to sleep psychically.  The gang of Meals men lost their shit at the sight of this mysterious phantom that they had gotten superstitious about by now and half fled while the other half open fired.  In their panic they didn't even think to aim around Bristol so Combotron burst from his hiding place to dive and knock him out of the way since he couldn't move.  Now able to move again Bristol fired a grenade seriously wounding the wolf into retreating and blowing the remaining gang guys to smithereens. (I noted that Meals might be pissed for later.)  Terry joins them because he's seen this weird cloaked figure near him twice before and it scares him.  The players took the wolves power and his miraculous escape to be the work of talent and psychic powers.  Cut to Elana.

Elana has a tense stand off with her rival circus owner, previous employer, and ex Rolfball when her cast surprises him with their hidden weapons. The Dragon assists due to his crush on her. Or all women for that matter.  It is resolved with Elana promising to move her circus around such that it is never in the same place as Rolfball.  In this conflict The Dragon sees her knife hidden in her ringleaders baton and must have it.  He spends a long time trying to persuade her to part with it but it's just too important to her so all he achieves is making her feel self conscious about it.  Cut to Bristol etc.

Bristol and friends meet up with Carver who provides them with his sniper Wilhelm to assist them but wants Bristol to do a second job.  Bristol manages to postpone the decision until later and leaves to figure out a way to find that mysterious cloaked guy.  Cut to Elana.

Elana has trouble with her only horn player getting skittish and scared as a result of the Rolfball conflict.  Long story short sleeps with him to comfort him and settle him for a while.  Bristol arrives and asks her to use her connections to find someone who can help.  This takes some coaxing but eventually they have her think of a psychic she knows to help them and they leave to find her.  Cut to The Dragon.

The Dragon sees a group in the distance carrying a child away and must have it.  He goes to his hoard and pulls out his eldest Wendy(takes a similar role as the peter pan wendy does with the lost boys), a weapon, and pushes it a bit too far and tries for a second weapon for Wendy ending up with a max hunger hoard.

End session.  Obviously the first one was a little clunky but I won't list all the problems we already talked about that.

 


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Apocalypse World / AP: My first campaign in AW
« on: June 09, 2014, 05:18:29 AM »
So this campaign started slow but we adapted pretty quick so far and I think it's going much better so I might keep up with posting these logs here as it progresses.  I'm going to paste the first two session logs that I posted in the help thread here first and then continue from there.



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Oh man. I'm sorry. I just realized how bloody massive that thing I just posted was.  I think I'll start I new AP thread and paste this in there.  My bad.

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Just a quick update for all the fabulous posters who have been helping out.  You have all helped me realize where the problems were so I could work on changing them.

I just returned from our second session and I owe all of you a lot of thanks.  The overall quality of the campaign has jumped.  We still have stuff to work on and improve as we adapt to the system but I am incredibly pleased with the progress.

I began the session by asking the group to write down on a piece of paper their most and least favourite thing about last session and used that to spark a conversation.  I used this to talk about how different AW is and what I think we need to change as a group without sounding preachy since the conversation arose naturally from the questions.

We then spent some time changing some of the world slightly from our first world building session to fit better but mainly fleshed it out a lot.  Through this and the change in the way I introduced NPC's they have suddenly become extremely interesting dynamic.  The players seem to have grown to really like some of them even if their characters don't.  This also seemed to be exactly what I needed to get over that hump of seeing the connections between totally separate NPC's and how they affect each other.  As a result the problem of the characters not having reasons to run into each other has entirely disappeared without me forcing it.  That being said they don't know it yet.  They left the session talking about how they would never run into each other now but by chance there are 3 separate things in motion off screen that have the potential to drag some of them together.  We were missing a couple players this session which probably made it easier for me to manage but I still made sure they could be doing things off screen which I will talk to them about and decide in between sessions. 

I do feel however that I have been using the Wolves of the Maelstrom as an easy out card sometimes to create conflict.  That being said I think i've used it pretty tastefully and appropriately so far.  They have the "Appear and disappear impossibly" trait so they can pop in and out to spark conflict when things are going a little too smoothly despite my efforts. 

What makes me super excited is that the players were pretty pleased by the current little conflicts and fun moments they had this session without having any idea how much is going to happen down the road.  Beyond that we have a few super interesting and frankly fairly ridiculous settings and threats in the nearby area that we haven't even approached yet.



Considering the above mentioned success I'm going to have to apologize because I'm going to have to gush a bit.

Edit: I removed the massive AP portion of the post and transferred it to a separate thread specifically for that so that the people that are interested can look at it there and everyone else doesn't have to put up with it.
 

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I am going to try to quote in this post to make my replies easier to co-ordinate but I have never done it before so I apologize if it's not working right.

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Yeah, this asking questions and conversation thing is pretty big, fun too. Here's NPC creation in Apocalypse World (at least my favorite kind of NPC creation):

GM: So, Farley, that's a cool ride you got there. How do you keep its tanks full of gas?
Farley: I guess I must buy it from someone, right?
GM: Yeah, Tippy sells gas out of this little shack. She buys it from some scroungers that come into to town every few weeks. One of them's her cousin or uncle or something, called Rolfball...You banging Tippy for free gas?
Farley: Yeah, sometimes, I guess. It's not a big deal though.
GM: Hmmm...she still sleeping with Silo? I hear he's back in town.

Then maybe you turn to the Hardholder and ask him what he sent Silo out to do and how he feels about having him back. Stuff like that.

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NPCs: Agreed on doubling-down on asking the players.  I love to introduce just a name or a single detail and ask the players questions.  They almost always give me better stuff than I could come up with anyway.  ;)  But for every NPC, just ask yourself what it is that they want and what they're doing to try to get it.  That will go a long way toward giving you ideas for how to flesh out the NPC more fully.

I think in this regard I've realized that I have to break my habit of deciding all of the world building/NPC stuff.  I also have a slight concern that some of my players will use that to try and make things easier for them but that can be worked around and reduced though.

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That's a problem. I'd nip that in the bud right now.
Your characters don't have to be friends, but they do have to
know each other, and they should be basically allies. They might
become enemies in play, but they shouldn't start out enemies (Page 101).

As to this, I did make sure that they started as somewhat allies.  Some of the relationships were a tad strained but definitely not antagonistic.  The problem is that they decide to play their characters as somewhat allies too each other but primarily indifferent without much reason to want to seek each other out.  My players also justify this as roleplaying their characters well and not meta gaming to force characters together.  I am alright with that perspective on meta gaming and I think this issue isn't as important anymore and I can work around it.

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Hopefully they will. Not everyone can or wants to. But there's no real way to know short of playing. If they're willing to go into it with an open mind, you really can't ask any more than that.
[quote/]

They are capable of appreciating different kinds of play but currently used to the D&D style and aren't great at breaking habits.  I just need to help them along in changing their mindset so they can appreciate this great system.  I just don't want this first campaign to be mediocre as a result of their mindset because they probably wouldn't give it a second chance.

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Also, I find that giving each NPC a defining feature helps.  Could be a physical feature (nervous tic in the left eye, tattoo on the forehead, etc), could some aspect of their past with the PCs (this guy dated your sister, that woman helped you out once a long time ago), could be a pattern of speech (this dude is a complete badass but it's hard to take him seriously because of his bad lateral lisp - probably why he's such a badass, come to think of it), could be an article of clothing (guy always wears spit-polished wing-tip shoes, woman wears a necklace made from an old Hello Kitty keychain, etc).  Give everyone something to show their human side - flawed, frail, weird, indomitable, funny, or whatever.  Do that and you'll have great NPCs to whom your players can really relate in no time.

This is just something I need to spend time working on getting better at. I have trouble of thinking of those features on the fly.  I will be trying the previously suggested method of making lists of possible features for characters beforehand.

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Apocalypse World / Re: PCs improving too fast?
« on: June 06, 2014, 11:15:16 PM »
@Daniel

The sheer volume of moves is probably due to the length of our sessions which I think are on the long side relative to most people.  We tend to go for 6-10 hours.

As to the difference in amounts of moves the players are making.  I think that most of the players made a similar amount of moves just that most of the players just made whatever moves they felt appropriate but this particular player specifically focused on trying to maximize his experience while still making moves that made sense.

I may also have been allowing the players to make moves when not really necessary.  I will be aware of that for next session.

Thanks

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Regarding Daniels comments.

I think I may have misrepresented how much I am planning and trying to lead the story.  I only mentioned the climax at all because I thought of a thing I could decide about the PCs back stories that would create a fantastic reveal for them.  A reveal that would have to happen at the climax of the story. That being said your post as well as the rest so far have helped me realize that I have my own habits that also need breaking.  I need to ask more questions and the right ones.  I also think I just need to be more direct with my players and tell them directly that they get more input in AW and need to put that forward.  They are used to being told what is happening not discussing it in a conversation.

As to the PCs already having Hx with each other and having personal connections. The problem I have is that most of the decisions they made with respect to Hx and personality of their characters has resulted in most of the PCs being dicks who would not seek out interaction with each other with out coaxing.

I think the issue with getting the characters different stories to overlap is a problem with my ability it interpret the world and interactions well.  What I mean by that is that I guess I have trouble seeing the subtler connections between the NPCs and factions and as a result have trouble causing the NPCs to act on them.

I suppose this would be a good time to mention that I have a learning disability in writing and aspergers (albeit high functioning).  I kind of feel like the writing inability and the social deficit from aspergers might be affecting how I MC here.  I am pretty good at interpretation in social situations. I read people well.  But that is a learned skill not a natural intuition like most people have.  I wonder whether in this case because I am creating NPCs that are not real I have nothing to read and as such have trouble figuring out how they would react to things.  These are things I work around all the time and obviously I just need to figure out how to work around them in this particular situation I have not really struggled with before.

I suppose the heart of my concern is that my players are not in the proper mindset for this kind of game and as a result the game will suffer and they will not enjoy it.  I probably over compensated for that in the amount of effort I put into MCing everything.  That being said AW is not designed for that so maybe we should talk about how to change my players mindsets. I should probably just be very clear and direct with them.

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Thanks guys that is indeed helpful.  I would like to say that planning plotlines is not entirely what I meant.  I suppose I misrepresented the idea.  Like I said I have difficulty coming up with NPCs or challenges on the fly so I like to try and plan a very rough idea of some of these things for each potential path I can think of that there is a fair chance of the players taking.  Also when I talked about subtly guiding the players I was talking about situations similar to the one exit mentioned but I see it ahead of time and think, "Oh wouldnt it be super cool if..."   In such situations I like to encourage the players in that direction without them knowing it.

Thanks for the help

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I just started my first AW campaign with my group who have never played AW before either.  I am a huge fan of this system after looking at it in detail and listening to an AP podcast of a campaign.   I think it is very well suited to making campaigns that are focused on story, character development, and relationships rather than kick in the door and kill things.  My goal is to create a campaign that slowly explores and develops the players characters by forcing them into interesting and complicated situations by creating conflict.  I am absolutely not going to railroad them at any point but subtly guide them towards things.  The plan is to introduce NPCs and events to create that interesting conflict and character interaction.

I obviously do not expect you to listen to it all but if you want as a point of reference I am aiming for something similar to I Podcast Magic Missle Apocalypse World actual play. http://www.podcastmagicmissile.com/ipmm-53-aw-new-sodom-episode-1/

As a bit of reference I will tell you that my group has played D&D for years and not much else.  The analogy I use is that all of our previous campaigns are Lord of the Rings, a group of adventurers band together(whether they like it or not) to journey on a quest.  This campaign should be more of a Game of Thrones, a cast of characters all of separate goals and motivations which they act upon causing conflict.  As such they have some ingrained habits that I feel I have to break.  They tend to focus on optimizing their stats a lot and min-max a little.  We have previously delved into more serious character development and roleplaying but have not played a game focused on it.  Also they are used to always being in a party and tend to get inattentive and bored when the characters are not together even if I frequently cut between the groups of characters.  Most of our characters in the past when you really think about it have been sociopaths with not a huge amount of human emotion and no remorse.  Many of these issues I have dealt with pretty well I think already and I think my group has the capacity to adapt and really enjoy this system if I can execute it well enough and frankly I am kind of worried about that because I really like the system and would like to play it more but if i do not convince them then I would have to find an additional group to play with.

With the first session I tried to create interesting conflicts that would involve multiple PCs as well as help us examine and learn more about the characters as we played through them and I think I did a fairly good job of that at the beginning but as the session progressed I lost some steam and stopped the session early to give me time to work on things before we continued.  So here are my concerns that I could use some advice on to help me up my game a little.

- I found myself using the same descriptive words for NPCs and using very similar voices for them culminating in them not feeling unique
     -this will obviously lead my PCs to not think of them as characters but targets to shoot or quest givers
     -I need to be able to come up with NPCs that are unique and interesting

-I need the plotlines to create interesting motivation for each character
-Also they should cross over at times so that PCs may switch from one to another (Difficult)
        -thus they can interact with all the other PCs
        - I can think of ways to do this for the climax of the story but not before

-conflicts need to seem to be able to be solved by multiple methods
         -so that PCs do not solve every problem with shooting all the things
         -Need to still be challenging

Any advice you guys have would be much appreciated because I really want my players to enjoy this.
Thanks

P.S. Sorry for the wall of text



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Apocalypse World / Re: PCs improving too fast?
« on: June 06, 2014, 12:34:10 PM »
I would like to ask a very similar question.  We played our first session with me as MC last weekend.  As little bit of background information my group has mainly been playing D&D for quite some time and have never played any game as story and character focused as I am trying to make this campaign. (I personally feel the AW system lends it self best to this)  As such they have a habit of focusing a lot on stats and optimizing them and min-maxing a bit.  Not maliciously or anything, just to get the best out of their character. 

    So last session one of my PCs used his highlighted stats a lot on purpose and improved pretty quickly and used that improvement to make another move used a lot in the situation use one of the highlighted stats so that almost everything he was doing gave him experience and ended up gaining another improvement and starting toward the 3rd before the end of the session.  Most of the other PCs barely got their first improvement if I remember correctly and one may not even have gotten it.  As such I am somewhat worried about him improving too quickly and the gap between players being a bit of a problem.

   I know that we can somewhat limit him next session by highlighting specific stats which may help.  It also seems like Apocalypse World  with a story and character focused campaign might not suffer as a result of this too much but, none-the-less I like to go into my sessions prepared so I would like to have an idea now.  He may use these improvements to keep up his momentum as well and the fact that we have a Solace in the group who can give him more experience may not help.

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