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Messages - Brendan C.

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1
Dungeon World / Re: Critique of AW
« on: July 18, 2011, 01:01:51 AM »
Some very interesting food for thought here. Thanks for the comments!

If you're "disinclined to take action" because it won't reward you with XP to roll for a stat that's not highlighted, or because the roll might fail, then you're not playing your character like a real person. Real people don't get to know beforehand what actions will reward them or provide learning experience (okay, "go to college" is usually a pretty safe bet) and they sometimes try to do things when the odds are stacked against them or when it's unquestionably against their immediate best interests.

I get this, and I agree with it, to a point. Here's my take, using AW as a base.

If I want to get something done in AW, I generally have multiple ways to do so. If I want somebody to tell me something, I can go aggro on him, if I'm willing to potentially hurt him. I can manipulate him, if I've got something he wants (like cash, or an offer of sex) or something with which to threaten him. I can read him, and ask, "How could I get your character to tell me what I want to know?" That's three options any character has, always, to get information out of somebody.

Even if I want someone dead, I can either be all sneaky and shoot them with a sniper rifle or stab them from behind (go aggro), or I can take them on, face to face, in a major shootout (seize by force). Normally, they both use the same stat, but they offer different possible results, and there are things that can switch go aggro onto other stats, so the choice is important.

So, I would play my character like a real person. He's a gruff, rough and tumble guy. He's prone to slitting throats. He wants info from Daff. Looks like a go aggro, right? He's willing to kill Daff, even if it means losing the info permanently, so yeah, let's go for it. He's got other options, but go aggro is the one that fits both with what he's best at, and with what he's like. The two go very strongly hand in hand in AW.

But! Someone highlighted my guy's Hot at the beginning of the session. It's a big fat -2, so normally, I'd steer clear of it as a player, and the character would steer clear of it because he knows he's not great at seducing or manipulating. Makes sense, right? He'll manipulate when absolutely necessary to get what he wants, but generally he finds he's much better with the whole "I will kill you if you don't do what I want" approach. But in this case, I choose to have my guy manipulate, purely because someone highlighted my Hot. This means both that I have an incentive to do it (a purely out of character incentive, by the way), and that another player at the table thought, "Hey, it'd be cool if Brendan's guy manipulated or seduced more often this session, instead of knifing people," giving me yet another (OOC) incentive to do it.

In other words, I just made a decision about how my character would react, entirely based on the highlighting. I don't think I just did anything wrong or against the agenda of the game, there. In fact, this is the only purpose I can see behind highlighting. To say, "Hey, do this more often, please!" If players aren't going to try to use highlighted stats more often over non-highlighted stats, then why use highlighting at all? Simply so that you periodically get an XP for what you would've done, anyway?

Okay, but in this case, because of the way DW works, I don't have options. I either talk to the guy using Parley, or I don't talk to the guy at all. I can't read him, I can't go aggro on him, I just have to Parley with him. So, I either use Charisma, or I don't do anything. My Charisma isn't highlighted, so the force of the highlight, which might've tipped me over as a player into using my poor Charisma, isn't there.

So then I default to the question, "Well, what would my character do here to get him to talk?" I know the answer is, "Break his kneecaps, then ankles, then elbows, until he starts talking." Which, I guess, is a Parley? So, I would Parley. But my character also knows that the cleric, bless him, is a great talker. Gets people to do what he wants all the time. And the whole leg breaking thing, well, that works pretty infrequently for Annika (my character), for the out-of-fiction reason that I've got a low Charisma. So, isn't it entirely reasonable for my somewhat amoral, pragmatic character to step to the side, let the cleric do the talking?

Which is great! That's something the cleric made himself good at! He should be rewarded for it. I didn't give myself a high Charisma, it's my own damn fault. Plus, he's got his Charisma highlighted! Even more incentive for him to do it, and for me to let him do it. It all seems good.

Where it starts to bug me is that any time the cleric is around and our agendas align, Annika would always step aside to let him do the talking, with the exception of when my stat is highlighted. Because then, I would specifically say, "Well, I want the XP, so, 'Get out of my way, Cleric-boy! I need to do some leg-breaking!'" (Also, in relation to this, are you saying that if my Charisma was highlighted, and I've established that Annika normally defaults to the cleric doing the talking, then I should still choose not to roll Charisma based on that precedent, instead of choosing to roll it because I want the XP? That doesn't seem terribly fun to me.)

Answers there are: (1) Disharmony: Our agendas should align less often. (2) Separation: The cleric and Annika shouldn't always be together. (3) Just do it: I should try to talk and Parley anyway, even if the cleric is around and my stat isn't highlighted.

(3) just doesn't jibe with me. Doesn't seem to make any sense, either as a player or as a character. (2) would be fine, and (1) would be awesome.

So maybe the answer is that we just need to play more. We need to get more (1) and more (2), so that (3) stops coming up and bugging me. From what I gather, the more you play, the more (1) there is, and in turn, the more (2) there is.


To Sage:

Didn't even think of the difficulties in the more defined D&D stats. I guess there's a part of me that wants to pull the silly move of saying, "Well, you can define them liberally! Strength can mean strength of character, too! Dexterity can mean verbal dexterity! Constitution can mean you're stoic and tough to affect, socially!" But that feels a bit silly, and definitely out of character for D&D. So I get what you're saying, and that makes a lot of sense. The move-switching business may not work as well for DW, except where fictionally appropriate.

That said, I do think I uncovered a bit more of what bothered me in my above response. In AW, I often have 3 or 4 ways of approaching any goal. I don't think I have those options clearly described through moves in DW. If I want someone to tell me something, I have one option in the moves: Parley.

(Side note: Unless the Spout Lore questions can be interpreted more openly? I didn't think this was appropriate, particularly when I was dealing with an assassin of an order I'd never met until that day. But, can I just say, "Aha, I recognize them!", establish that as truth, and then Spout Lore to ask of the assassin, "How can I make it tell me what I want to know?" Is that acceptable?)

So, while my Gunlugger can approach the issue of obtaining information a bunch of ways in the basic moves, my Fighter can't. Admittedly, there are other options outside of the basic moves that I'm not including, such as bribery, or obtaining a truth potion, or whatever. And those are good ideas that I should keep in mind. But when I'm interrogating and threatening a bound assassin, whom I wouldn't bribe, then I'm only going to Parley with him by the moves. I have no incentive to do that as a character because I know I'm not good at convincing people of stuff and the cleric is better at it (after all, I fail at doing it all the time, even when I'm threatening with my badass gigantic bloody hammer named Pain), and as a player because it's not highlighted.

Thought of another way: I'm not sure a stronger person is a more intimidating person. AW gets around this due to the nature of its stats (Hard isn't a physical thing). In DW it seems to me that a wizard threatening with his spell shouldn't be any different than a fighter threatening with his sword, hence using Cha to do it.

That's a very good point, about the fighter and the wizard. Makes a lot of sense. I'm not sure the notion of sloughing responsibility onto Charisma sits well with me, however.

I think, based on a lot of what you said, DW is way more heavily entrenched in D&D tradition than I had expected. And I think what I may be picking up on is that I'm not really that interested in D&D tradition.


To Tristanasaurus-Rex:

We definitely had much less experience in our first session than you describe, and that may be something we just have to talk about/work on. As I said, my Str and Con were highlighted, and we had a single, relatively short fight, so I got a total of 4 xp, I think.

I still don't entirely agree with what you say about XPs. XPs are OOC incentives. I guess the D&D model is more like, "Ah, you killed the monster! Good job! Here's some XP!", and less like, "Well, this game is about killing monsters, so you only earn XPs for that, so go kill monsters if you want XP, which you should!" In other words, more reward than incentive. But I see AW highlighting as being incentive based. So either highlighting works differently for DW, and it should be more reward based (do whatever you would do anyway, and if the right stats are highlighted you'll get a reward), or it's still like AW and is incentive based (you as a player should favor doing these particular things because your stat is highlighted). If it's the former, then that definitely is a shift from AW and my current point of view.

I see what you're saying with Gladiator and interpreting it broadly, but to be honest, it feels a wee bit odd to me to interpret as, "Well, a single person is an audience, right?" I guess it's accurate, but it feels against the spirit of the idea. I mean, it's about being a gladiator! In an arena! Lots of cheering! Noise! Some dude giving you a thumbs up or down! Pennants! Giant foam fingers!

If that loose interpretation is the intent, then Gladiator makes a bit more sense, but it still seems like situations in which one person is specifically watching, and not participating, wouldn't be terribly common. I guess my real problem here is quite simply that the fiction makes me want to take the move, but making my character mechanically awesome makes me want to avoid this move. If you're telling me that I should follow the fiction, then I should take this move...but the fiction also follows the mechanics, and I think that if I want my character to be awesome, then mechanically, I'd be better off with other moves. Even though I love the idea of emphasizing the fact that Annika is an expert pit fighter, she's just as much of an expert pit fighter, mechanically, if she's Merciless. Plus, that'll help her elsewhere, too. Maybe I need to be more willing to say, "I don't need to maximize the character's mechanical efficacy; I should follow the fiction." But this both seems out of character for a D&D style game, and for AW, too.
(Like I said before, if Gladiator were an option at the character's start, instead of, say, Underestimated, then I might feel differently about it. Or if every class got a couple "Background" move possibilities, like "Gladiator," "Mercenary," "Guard," and "Thug" for Fighter, and "Monk," "Preacher," "Wanderer," and "Adviser," for Cleric, just as potential examples, then I could see Gladiator fitting in really well.)


I will be taking into account everything I've been told going forward. Hopefully, we'll (and by we will I mean I will) figure this game out a bit more, get it a bit more in line with its intent, and it'll sing like it has for so many others. I still have a lot of hope. I adored a lot of things in this game (like bonds, for one, and my unique weapon, for another). I do still want to play a lot, and I just wanted to make that clear. Thank you for all the hard work, Sir Sage; it is very much appreciated, despite my whining.

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Dungeon World / Re: Critique of AW
« on: July 14, 2011, 11:47:17 PM »
I'm the fighter of the game mentioned above. Yay fighting.

Initial caveat: For all my griping, I enjoyed the game. I want to play it again. But I want to try to fix it up a bit.

Some elaboration on events: The assassin was captured. I wanted to interrogate him. The Cleric had done all the Parleying so far, as he was the only one with a positive Charisma. My Strength and Constitution were highlighted. I was playing a dwarf, so I could have used Constitution to Parley if I had had a drink with the assassin. That...seemed weird. I had zero incentive to roll Parley with Charisma when I would likely fail at it, and when Charisma wasn't highlighted, so I wasn't going to try to do so when the Cleric could do so and likely succeed (and get the experience point to boot). The answer seemed to just be, "Let the Cleric do it," which was a wee bit boring because, as I said, the Cleric had done all the talking so far. A conundrum.

Until I came up with a ridiculous ploy to Parley him into dueling me. And if I won, he'd tell us everything. I rolled really well on the Parley, which was a total accident, and he agreed. I beat him, and he spilled. It was kinda cool, if roundabout and unnecessary, done purely because I'm an experience whore who wanted to roll Strength. If I had just gone straight into the Parley with that roll, I would've gotten what I wanted to know, without even having to go to the duel.

The point of relating this is to say that my decision was, in part, based on highlights. I didn't want to Parley. I wanted to get him to tell me what I wanted to know, using Strength or Constitution. Were I a gunlugger, I would have pointed a gun at him and said, "Tell me what I want to know or I shoot you in the face." I'm pretty sure that's a go aggro. I would've used Hard, which I interpret as the equivalent of Strength, with the gunlugger as the equivalent of a fighter. Instead, though, I did this roundabout dueling ploy. Ultimately, it worked out and was fun, but that's only true because of a fluke of the dice on my Parley roll.

If I could've rolled Strength, the cool scene with the duel likely would never have happened. But, if I hadn't rolled the fluke on the Charisma, then it similarly never would have happened, and I think I would've been discouraged from trying that kind of thing in the future.

A few things that occur to me upon reading/investigating more.

(1) I would kill for the move Sage suggests: "When you are attempting to Parley someone with the leverage of threat of violence, you can roll with +Str instead of +Cha." That would easily and immediately be the first improvement I take.

(2) XP systems...it seems like there's a lot of discussion here, and I happen to agree with what John Harper said somewhere, that highlighting stats feels odd. I think having Keys, like in Lady Blackbird or TSoY, and like the alignment XP generation thing already in place, would be cool.

My suggestion would be that each character has six (or so) such keys, perhaps directly attached to each of the stats. They don't have to be tied to stats, but if they were, as I suggest with my examples, they should be very loosely tied to the purpose and usages of those stats. So, my Strength Key could be: "Defeat an enemy stronger than myself without help," or it might be "Prove that I am stronger than my enemies and/or my allies." Dex could be "I will always flee from 3 enemies," or it could be "Learn how to use a bow." Con could be "Prevent Rook from being hurt at all in combat," or it could be "No one gets inside my house." (Those may not be the best examples; all are off the top of my head.)

Anyway, if you had six or so keys, then you could highlight Keys instead of stats. If I envisioned a Key of the Bodyguard transferred here, for instance, I might have "Gain XP whenever you protect Rook from harm by sacrificing yourself." But that's only activated when it's highlighted. This would probably be pretty intensive and difficult to generate, but it could be ridiculously rewarding, and I think it would lead to deeper, stronger play than simply highlighting Strength.

Regardless, in our game, I think decreasing the amount of XP needed to level and/or increasing the amount of XP earned would be a fix for me, at least.

(3) As a build off of (1), more special moves that shift basic moves around to other stats would solve a lot of this. They seem pretty rare in DW, and yet they're all over AW. I think they make a big difference. I wouldn't feel as disinclined to take certain actions if my highlighted Strength were used for more than just Hack & Slash and Bend Bars, Lift Gates.

(4) I wouldn't so acutely feel the desire for more XP and leveling up, if I didn't feel like I was significantly lacking in the capability to do certain things I really want to do. In AW, there are cool things I can't do, but want to do, but don't need to do. In DW, it seems like there are things I somehow feel to be more integral or necessary, but can't get until I level up. Example is below, with the Gladiator move.

(5) Another option for dealing with experience? Make it so that from levels 2-10, you choose from the first list, and for levels 10-20, you choose from the second. I haven't counted the exact number of options available on each list, but it does stand out to me that there are a lot of options, and you're only going to see, like, 5 of them.

When some of those options are cool, nicely flavorful, but ultimately really weak, why would you pick them? I'm thinking of Gladiator as an improvement for Fighter. It says, "When you fight before a crowd of spectators, get +1 damage." Now, I think that's awesome. I like the Gladiator flavor, I like the "When you fight before a crowd of spectators..." situation. I would take this move. In fact, if I could have, I would have picked this move to start with, because it makes a lot of sense for my character.

But! +1 damage? That's it? In a highly specific situation? Not useful when I'm in dungeons, or fighting in alleys, or anything except arenas? Uh...why would I waste one of my precious few improvements on this? Particularly when I can just get Merciless: "When you deal damage, deal +1 damage." Why would I ever get Gladiator, unless I already have Merciless? And Scent of Blood: "When you hack and slash an enemy, you take +1 damage forward against that enemy." Again, why would I spend an improvement on Gladiator instead of Scent of Blood? Scent seems so much more useful, and in the base game, I don't get many improvements, and I certainly don't get them often.

I'm really interested in experimenting with the Key based experience. I was thinking about converting my character into a Shadow of Yesterday character, and what I would gain and lose as a result. What stood out is that Keys (and Secrets, to some extent) were much more attractive to me, but the resolution system of TSoY appeals to me far less. So if we could get Keys and DW resolution, it'd be pretty sweet.

Then again, perhaps I am unfairly associating TSoY and DW. If DW is doing something utterly different from TSoY, and what I'm feeling is that I want DW to do more stuff like TSoY, then maybe the answer is that I'm just a fool who's playing the wrong game.

This connects to the question that my illustrious DMC (Dungeon Master of Ceremonies) raised above. Are we (or, am I) using the system to do something tonally or stylistically off? Is DW the type of game where Keys should or could exist?

3
Apocalypse World / Re: The Touchstone
« on: April 07, 2011, 01:41:05 PM »
Thank you kindly, good sir!

And, not to sound like an ungrateful content mongering dink, but if you do happen to correct one of the stat lines, I would similarly be very thankful if you'd let us know what the fix is, here.

(To be honest, I woulda been perfectly fine with the Touchstone as was, she's so flipping cool, so I'm thinking all this is just like refining the icing on an already delicious cake. Mmmmm, apocalypse cake.)


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Apocalypse World / Re: The Touchstone
« on: April 07, 2011, 11:54:11 AM »
Any chance you might share the revision for Towering Presence with those poor fools of us who do not have access to the updated version?

Also, while I'm at it...is there a reason that the last two stat lines are identical?

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Apocalypse World / Re: [Rules Question] Seduce for Sex
« on: March 04, 2011, 10:34:51 AM »
Awesome, thanks! That clears this up for me.

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Apocalypse World / Re: [Rules Question] Seduce for Sex
« on: March 04, 2011, 10:25:32 AM »
Brilliant. Thanks very much, that answers my question!

If you wouldn't mind discussing it a bit further, though, I'd much appreciate it.

Could you explain the meaning of: "Seducing someone, here, means using sex to get them to do what you want, not (or not just) trying to get them to fuck you." It's on page 197 of the book, in the in-depth explanation of the seduce move.

It's one of the major origins for my confusion, I think.

Thanks again, though!

7
Apocalypse World / [Rules Question] Seduce for Sex
« on: March 03, 2011, 09:59:54 PM »
I was totally gonna post on the old topic, here, but the thing was all yelling at me and saying the topic was 120 days old, and I'm weak-willed, so I'm starting a new one.

Simple question.

We know that you can manipulate to have sex. The goal is to have the other person sleep with you, the leverage is whatever that may be. "Sleep with me, or I'll burn down your house."

We know that you can seduce to get something other than sex. The goal is something open, the leverage is sex. "Burn down Bumper's house, and I'll sleep with you."

Can you seduce someone to get sex, specifically, with that being the explicit goal? The goal is "you have sex with me," the leverage is "you have sex with me"? "Hey, I'm really hot, do you want to have sex?"

We understand that if you seduce someone, you are getting sex anyway. That's the nature of seduction. The question is if you can seduce someone to get sex, period, only, that's it. Specifically with reference to trying to get people who might not naturally be inclined to have sex with you, to have sex with you, without employing additional leverage.

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Apocalypse World / Re: Merciless
« on: February 23, 2011, 02:38:32 PM »
I would probably say that if you want to be able to vary how much harm you're dealing, you'd need to change weapons, or get Disciplined Engagement. Because Disciplined Engagement exists, my inclination is that without it, when you deal harm, you deal full harm.

Being Merciless in battle might just be as simple as "When you shoot at someone, you shoot to kill. It's what you've been trained to do. It's what you do. Automatically." No mercy, as in, you don't shoot to wound or injure. So if you want to be merciful...well, maybe don't shoot them.

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Apocalypse World / Re: change your character to a new type
« on: January 27, 2011, 01:49:56 PM »
Here's how something like this cropped up in another game.

The skinner, with each passing day, is becoming more like a battlebabe, and so the change in playbooks is only a matter of time. When she started out, she was established as having a guitar, and she would put on performances, playing guitar and singing, for her Artful & Gracious move. When she flips to battlebabe (because again, it's a when, not an if), then, does she have to give up her guitar, like the driver has to give up his vehicle? Well, that seems odd, if the playbook change necessitates the loss of the instrument. But I could see her purposely choosing to give up her guitar, to signify her change in being. She's a battlebabe now, not a musician.

However, it has become more apparent now that her singing is a signficant part of her Artful & Gracious move, her chosen art. So...if she becomes a battlebabe, does she have to give up her singing voice? That's hyperbolic, of course, but it might be better understood as, "if the Artful & Gracious move was, for her, a core component of being a Skinner, does she have to essentially give up everything attached to that move? Does she have to give up the move itself? Maybe when she becomes a battlebabe, her chosen art changes to something like 'combat' or 'doing murders' or some other good old cliche?"

I think that what this illustrates to me is that the context thing of what makes sense to abandon actually goes one step further. The choice of what this character does abandon is so much more telling than saying "She has to abandon her guitar, she has to abandon her position as a singer in the club." Something needs to have changed, certainly, to get across that she's a battlebabe now, and not a skinner. But to me, the responsibility to portray that shift does not fall on some prescriptive "give up these pieces of equipment" thing; it's much stronger if it's embodied in a specific choice, made by the character (and the player).

So maybe that's one possible answer. Does Annette have to give up Bus? Well, no, not necessarily. But Annette does have to have changed in some fashion, so that she's not who she was before. The exact form of that change is up to you, so long as it's there.

It's more like asking a penetrating question, "How did you change?", as opposed to saying, "CHANGE, DAMMIT!"

Also, Scott, that's a really interesting as a custom move, but it worries me with regard to some of the moves that are harder to use. Would Moonlighting be a move, for instance? How about Insano Like Drano? How about Oftener Right, which relies on other people coming to you, as opposed to you doing anything? How about Touched by Death? I could see this move working well in some games, then, where everyone's okay with losing some of these long-term moves as part of the attrition of switching playbooks, but I could totally see other games where this move would not work at all. Still, really cool to ponder, neat stuff.

10
Apocalypse World / Rules Question: Individuals Treated as Small Gangs
« on: January 18, 2011, 02:39:45 PM »
If a Gunlugger has NOT TO BE FUCKED WITH, and then is shot at by somebody with, say, a grenade launcher, how would harm shake out? The grenade launcher, with area, would allow the full harm to be dealt to a gang of a larger size, assuming that the larger gang is bunched together, right? So if one guy with a grenade launcher shoots at a Gunlugger with NTBFW, does the grenade launcher deal full harm? Or would it still be -1 harm, because the Gunlugger is a small gang versus an individual and therefore suffers 1 less harm, but is still just one person, so it doesn't make much sense for the grenade launcher to be more affective against him or her?

This also came up because we've got giant critters in our game, and they are treated sometimes as gangs of different sizes. So if a single giant critter, treated as a small gang, is shot by a grenade launcher, does the "area" tag negate the critters gang-size reduced harm effect, or not? It's pretty much the same question as the NTBFW question.

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Apocalypse World / Re: Skypocalypse
« on: December 28, 2010, 11:32:32 AM »
Done!

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Apocalypse World / Re: Skypocalypse
« on: December 28, 2010, 10:59:56 AM »
Ooo! Ooo! Me! Memememe! (And now I'm reading that as "meme meme".)

I'm right there with you Chris. When the game is running on all thrusters, then it's fantastic, but we certainly get into these lulls of emptiness and void. I actually think that to me, the game has gotten to the place where I'm invested in it enough that I'm not going to lose interest after one of these lulls, unless it's exceptionally long. But I know that if such a lull cropped up really early on, before investment had been grown, it would be all too easy for it to grind to a halt. That stands out as one of the biggest and earliest hurdles to be overcome for any PbP game.

I'd be totally in favor of another PbP game, for much the same reasons as you mention. I am hoping to improve my own MC-ing capabilities, so I would not in the slightest mind acting as an MC, if other people weren't interested in the job. Hopefully, I haven't annoyed either of you enough to get me excluded from the club, so, assuming that that's true, and I'm in the clear, I'm totally interested.

13
Apocalypse World / Re: new character playbook: quarantine
« on: October 18, 2010, 04:01:04 PM »
Favorite new move? Favorite new Hx relationship? I'd be interested in either. I think the moves are a good way to figure out what each playbook does, so I'd be interested in seeing some of the examples of the Quarantine's moves. Otherwise, I might be interested in knowing what the Quarantine's +2 stat is, or if it's not +2, which stat the Quarantine is supposed to be best at. I'm guessing Hard right now, based purely on the fact that he's a soldier, but that's really no more likely than anything else. (Although I guess this whole thing could entirely screw with my head, and the Quarantine isn't awesome at any one thing, but pretty good at everything.)

O'course, what I want might not matter, as I donated to the project already, so really I'm just rubbing my grubby little hands together, hoping for any crumbs that might fall from the table before the real dish gets put in front of me tomorrow.

Regardless, this is awesome, and thanks very much!

14
Apocalypse World / Re: Tools for Apocalypse World Online
« on: August 31, 2010, 03:55:48 PM »
@Jeff Russell:

That's some good advice, thanks! I understand that doing it live in any capacity will always have a bit more pop, a bit more zest, than doing it on a forum. But unfortunately, I don't know if most of my players can do it live. I'm planning on saying that we'll do it live on saturdays, and whoever shows, shows, though, just to get that in.

Organization wise, from prior experience I probably would've just gone with a cheap proboards thinger, where I can have a number of different folders and threads and whatnot. I would keep your advice in mind, though, about making sure it's all organized clearly. And yes...talking about how long any given post should be would undoubtedly smooth things over, based on past experience.

For dice, I trust the guys, but it's a good point that I should make sure we all know what we're doing, and we do the same thing.

Google Docs actually might be able to do the relationships and shared documents well. I'll have to look into that more.

And the wiki is a good idea. I've always sorta wanted to try one, and never had a good excuse. But here it is! Fantastic!

Again, thanks for the good advice!

@DWeird

This IRC suggestion sounds pretty good, too, but you'll have to forgive my inadequacies. I'm pretty unfamiliar with IRC. Can you set it up so that it essentially is one long conversation, which anybody can log into throughout the day, and throw up a message, so that other people can check it later on? I think the primary thing is I'm trying to make sure that people can log in and put something up when it's convenient for them. If it can do that, though, the IRC definitely sounds solid.

And that's a good point, about the MC stuff not needing to be done in plain view of everyone else.

Thanks for the help! Much appreciated!

15
Apocalypse World / Tools for Apocalypse World Online
« on: August 31, 2010, 12:34:10 PM »
I'm trying to get started with a few friends on doing an Apocalypse World game online. We unfortunately all live far apart, and we've got pretty crazed schedules, so we were looking to do a play by post. I was wondering if there were any tools which anybody might suggest using that have been particularly effective for running such a game. I already saw the thread on the relationship maps and have gleefully borrowed a number of useful resources ensconced therein, but I'm still wondering about:

(a) a specific site or system to use to organize it all, especially as Google Wave will soon be no more (assuming I understood those news posts correctly), and

(b) any other tools which help facilitate Apocalypse World in the manner in which I'm looking to play it.

I'm also interested if anybody has any tips or advice for Apocalypse World based on their own play experiences in this fashion. Ultimately, I know that playing in person would be the absolute best experience, but I'm trying to make do with what's available to me, so any help on how to optimize the situation would be much appreciated. Thanks!

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