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Messages - Arvid

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In our current game, one player is The News, so there's a lot of radio, car radio etc. That really turned me on to the driver more than anything, the idea of night time driving, listening to the radio.

I think half the appeal for me is the driving and the car, and the other half is just being able to do whatever I want, go wherever I want. I imagine saying to the MC "I'm driving west" "Why?" "I'll figure it out on the way", and then having my own personal story, one that I decide who gets to tag along with.

Weird, I guess. What's the fun in running away from other players' interesting scenes?

I'd have to play to find out, I guess.

Maybe Bonefeel should be a Driver move.

It seems I look at the playbooks' crap and go "Oooh, I want that!". The Hardholder is my favorite. But playing as a Skinner, I'm thinking I would have to allow myself to look at NPCs an PCs and their stuff and say "Oooh, I want that!"

In all the games where we had a Skinner (even when they did not take full advantage of their moves) They were always some of the most adaptive and powerful playbooks. Where their use of Hot can literally shape PCs and NPCs to their whims, they are themselves also a valuable resource. Enemy holdings that get their hands on it, aren't going to just snuff it out, they're going to try to make the skinner theirs instead. Which, with a hypnotic powerhouse, often means that holding starts to become more and more in the skinners hands, the longer they're nearby.

Would you like to share some example situations? Would probably be very helpful!

Trying to grok the Skinner deeper, feel free to help me:

1) I find it a bit tricky to glean the effectiveness ( of the Skinner. All the other playbooks strike me as very clear in how they have power in the world: The Hardholder, The Chopper and the Hocus has power because they can order people around. The Gunlugger and Faceless has the power of violence. The Battlebabe has the power of starting any shit they like and come out on top. The Brainer can mind control. The Driver can go places. The Savvyhead can make anything they like, basically. Etc. From the very start, all these things provide pretty clear and direct a) motivation and direction b) ways to influence the world c) threats that ties into their stuff and/or motivations.

I don't see that to same extent with the Skinner. The Skinner instead has the indirect power to get other people to do something for them.

I think the answer is that the Skinner's a) motivation and direction b) ways to influence the world and c) threats to their stuff and motivations need to become clear in the first session, by introducing the NPCs. Since the NPCs is what are the Skinner's Crap/Stuff. And the Skinner player needs to play boldly to make the most powerful NPCs dependent on them.

Another way I can see for the Skinner to work is if the MC ask the player "What do you have that is so beautiful that everyone wants it? Your music, your voice, your body, the tattoos that you make?" And then make it a truth in the world that this is one of the few unspoilt things of true beauty, that everyone wants. So it's a leverage on basically everyone when rolling to seduce/manipulate.

I'm sure that for another breed of player, the appeal and power of Skinner is obvious, but to me it's a little bit of a mystery. Which brings me to:

2) What are your experiences when playing as a Skinner. In what moments did you feel powerful and cool? In what moments didn't you? Did you feel like your Skinner needed to be sexy? Do the Skinner have to have something that's unspoilt beauty (see above) or can it just be that "sex sells", even if it's as broken and hollow as everything else?

What was your Skinner like?

Apocalypse World / Re: 2nd edition trifolds
« on: June 03, 2017, 02:10:18 PM »

I like it, makes it a little bit of a sweat to have both an Angel and a Savvyhead at your beck and call as a hardholder if you have to pay it from your "stash". But if you can scrounge it up every time, that's a strong statement of how powerful and valuable you are to your protegés.

A hardholder that provides 2-barter to your lifestyle every session, that's lavish display of power. And a sweet lifestyle that's tough to turn down.

Good answers!

Question 1b then:

The MC turns to the Angel at the start of the session. "Time to oay for your lifestyle, Angel!"

The Angel says to the hardholder "You got me covered, right? After all, I'm staying in your fort, helping your people out"

Hardholder says "Sure, I got your living expenses covered"

Now, does the Hardholder pay the barter for the Angel's lifestyle, or does the hold provide it by itself?

Based on your answers, I'd say the latter. There are food, security and beds to spare in the barracks, unless the Angel wants a 2-barter lifestyle.

Question 1:
The way I understand it in 2nd ed:
The hardholder can amass more and more barter for every wealth roll, unlike 1st ed.
When somebody is doing gigs for a hardhold, the hardholder has to pay from "his" stack of surplus barter.

Question 2:
Can you Manipulate over long distances with one-way radio? Like "Hey, Mister Barker! Stop dumping your waste upstreams, or I will start killing your relatives!"

Apocalypse World / Re: Arvid's Playbook Foci
« on: May 31, 2017, 04:16:42 AM »
Happy to announce that we kicked this game off this weekend! And we got The News in play. Really satisfied with how it is working out.

Apocalypse World / Re: Disciplined Engagement - Quarantine
« on: May 15, 2017, 12:44:56 PM »
This whole situation made me laugh out loud, thanks for that. :)

I'm not sure what you mean by grammatical gender. If you're talking about the way e.g. German has der, das or die for all nouns, where der is masculine and die is feminine, i.e. implicitly giving all objects a gender, then Swedish doesn't have it. We have two grammatical genders, den and det, but neither is either masculine or feminine. So a table is just "it", we just have to types of "it" (and the way we divvy up nouns between them seems pretty arbitrary).

Didn't "Den" and "det" used to be masculine and feminine back in the olden days?

Apocalypse World / Re: Arvid's Playbook Foci
« on: December 30, 2016, 07:07:05 AM »
We'll set up a game once the printed 2nd edition rolls around. Maestro D' and Faceless and one or two surprises will feature!

Apocalypse World / Re: Arvid's Playbook Foci
« on: December 20, 2016, 10:33:30 AM »

It's just so gratifying to read this, thank you!

I have to get my group together again, play some and get into the frame of mind again. It will definitely happen though.

Apocalypse World / Re: Arvid's Playbook Foci
« on: November 08, 2016, 04:03:51 AM »
Maybe I still have it in me to write the Faceless and Maestro D' foci?

Apocalypse World / Re: Arvid's Playbook Foci
« on: November 08, 2016, 03:58:04 AM »

Thank you for your kind post! I haven't really been playing RPGs for 2+ years, by pure chance I just now happened to wander into Barf Forth to check what's going on and saw your post.

I'd love to collect foci in a pdf for you. I don't have the time or skills to make them super pretty though (anyone?) and I don't have much new experience to add to them, but perhaps we could add some comments from other community members?

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