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Messages - Alex_P

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Apocalypse World / Re: Seize by force - to kill
« on: November 12, 2017, 03:10:32 PM »
My general outlook:
1. Fictional positioning is everything.
2. Don't roll abstract concepts like "someone's life" into "seize by force."

If you want to seize someone in a battle, you're seizing them bodily. Then you can off them because they're helpless.

Or maybe you can't grab them bodily, from where you're standing, so first you need to use seize by force (or act under fire, &c.) to establish that.

If you're just trying to snipe someone, imo, perhaps a better move is lay down fire. Establish that you've got a good vantage, then "take an opportune shot, inflicting harm (but -1harm) on an enemy within your reach."

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Apocalypse World / Re: Alternative Hack for AW2 Seize by Force
« on: March 23, 2017, 03:04:59 PM »
I'm still trying to figure out my feelings about the overall design, but I just wanted to point out this little detail:
Quote
On a 7-9 the MC chooses 1 for the NPCs, and then you choose 2.
On a miss the MC chooses 2 or 3 for the NPCs, and then you choose 1.
Having the MC pick first is definitely the right way to do it. This keeps the ultimate choice in the players' hands. Like, I roll 7-9, you pick "the gang gets +1 harm," and now I've got the choice whether to mitigate the damage or make it an all-out bloodbath on both sides instead.

Quick question, also: how do you interpret the MC choosing "impress, dismay, or frighten your enemy" for the NPCs?

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Apocalypse World / Re: PCs improving at different rates
« on: March 07, 2017, 08:41:03 PM »
If you're coming from D&D and you ever struggle with switching characters into a new playbook, I also found this house-rule to be helpful: When you switch into a new playbook, you may keep up to 2 moves if you're willing to have the matching "choose a move form a new playbook" auto-checked off your new playbook. Basically, they get a new character sheet, and can mark those advances for free to keep a move or two they found essential to their character. It worked for us well.
For what it's worth, the standard 2e rules are a lot more permissive than that. You can keep your stats, moves, and improvements, "all for sure." It's almost entirely a straight-up power-up but I think the idea is that (1) that's fine and (2) you naturally won't use your old moves as much if you're busy playing with your new toys.

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Apocalypse World / Re: PCs improving at different rates
« on: March 06, 2017, 11:20:54 AM »
Are you noticing any negative impact in play yet? That's really the thing that should guide you, imo. In my (kinda-limited) experience, nothing particularly bad happens when some characters are way ahead of others; if you hit the long game, it's kind of expected, actually, with new characters being brought in halfway through.

Might be worth asking around the table to see how the group feels, though, for two reasons:
1. Some folks actually enjoy falling into a bit more of a "supporting cast" role, so spotlight time may not be as big of an issue as it seems.
2. It's a good opportunity to talk about what they're highlighting and why. Sometimes it's easy to forget that you don't *have to* highlight the Gunlugger's Hard or the Skinner's Hot every session just because that's their shtick, for instance.

(Aside: sometimes, one of the best things you can do for a Battle-hardened Gunlugger a few sessions in is to highlight their Cool and say, "You're a badass, but I really want to see you be a badass in a ROAD WAR!!")


If you're looking for a rules-hack fix, I cribbed this from an old thread on here. It's a simple tweak that squares up advancement and reduces roll-mongering a bit.
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• Highlight stats as normal, but don’t mark XP for rolling a highlighted stat.
• At the end of the session, ask the group the following question for each of your highlighted stats:
  — Did I show you how [stat] I can be? Alternatively, did I show you what happens when I try to be [stat]?
  If at least one player answers yes, take 2 XP.
Playing this way, the seduce/manipulate "stick" becomes truly powerful, and players typically gain 2-5 XP per session (4 max from highlights, plus stuff like insight coming into play sometimes).

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Apocalypse World / Re: Hardholder's Wealth
« on: March 06, 2017, 12:39:45 AM »
Paul,

Not quite. The hardholder's playbook also includes this passage, under BARTER:
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Your holding provides for your day-to-day living, so while you’re there governing it, you need not spend barter for your lifestyle at the beginning of the session.

In times of abundance, your holding’s surplus is yours to spend personally as you see fit. (Suppose that your citizen’s lives are the more abundant too, in proportion.) You can see what 1-barter is worth, from the above. For better stuff, be prepared to make unique arrangements, probably by treating with another hardholder nearby.
That's all separate from the start-of-session wealth roll. Your day-to-day survival is taken care of by the hold even if you don't get any surplus to throw around. (Though I'd expect the MC to make you starve a bit if "famine" comes up as a want, for example.)


Colvin,

I concur that if you get stuff from other means (e.g. you spend a session pillaging a rival hold and return with a bunch of awesome war trophies), it's reasonable to keep it around from session to session. Going scavenging seems like a waste of time for a hardholder, though. And if you're making your underlings do it, that's probably part of the per-session wealth roll.

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I'm still pretty new to AW, but I think my personal "aha" moment with seize by force was when I started seeing the fourth option — "You impress, dismay, or frighten your enemy" — come into play more.

That's the one that lets you turn to the gang boss and go, "Now let's talk about the terms of your surrender," or scare off the raiders so much that they don't come sniffing around later when you're trying to sleep off your wounds, et cetera. Sometimes, it's pretty clutch for making that "definite and undeniable control" you just seized actually last longer than this scene.

Even in the world of "gunlugger math" (numbers just work different when you've got 2-armor and Rasputin), that's a huge reason to care about landing that 7+.

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Apocalypse World / Re: Disciplined Engagement - Quarantine
« on: March 01, 2017, 08:27:41 PM »
If he's looking to use it for threatening bad-guy stuff, it does still give him options. You don't have to be "nice" about how you inflict that small amount of harm, after all. Just make sure you match the damage to the fiction.

For example:
  • "my first shotgun shell is filled with rock salt" (0-harm, still forcing the harm roll)
  • "I shoot off his pinky with my magnum" (still within bounds for a description of inflicting 1-harm on an NPC)

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