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Messages - nweismuller

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Apocalypse World / Re: The Rich Tag
« on: January 16, 2017, 05:21:23 AM »
Well, as far as benefits to the Chopper themselves... Dominic, the Chopper in my last game, had a rich gang that had claimed a ruined city that was still actively scavenged as their territory.  I periodically allowed 'squeeze the scavs in the ruins' as a gig for him with minimal risk, rather than having to go out and do something excessively exciting to get jingle.  Sometimes, a relatively safe and reliable way to earn some jingle that has no risk of losing some of your people is really worth quite a bit.

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Apocalypse World / Re: The Rich Tag
« on: January 15, 2017, 02:45:57 PM »
One thing I've done while running for a Chopper with a rich gang is to greatly remove the internal pressure I normally put on a Chopper from their gang to go out and proactively get plunder, because the rich gang has independent sources of income while the not-rich gang blows through their reserves pretty quickly.  This means the Chopper with a rich gang has a fist when they need it, but has less need to be constantly worrying about how scarcity is screwing their gang.

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Apocalypse World / Re: Question about Small Holdings
« on: November 15, 2016, 07:34:55 PM »
'Most hardholds are not functional producers of wealth.  It's the apocalypse, after all.'  This was actually what gelled things in my mind to settle on allowing a person with a small holding to at least extract enough surplus for a 1-barter lifestyle by default, because my assumptions for the apocalypse I'm running are actually quite different.  Agriculture continues and there's a trade network up and down the River that binds together a widely-spread civilisation of tiny settlements.  Things are rough and poor by pre-End standards, but my apocalypse actually has no danger of humanity going extinct, and in fact is in the slow process of rebuilding larger alliances and kingdoms in the shattered aftermath of the old world.  Previous high technology is slowly breaking down with no replacement, but new cotton cloth, iron stoves for new dwellings that have been manufactured up-River, new gas refined by the oil barons out west, and new crops every year have been seen in the setting.  Humanity at the very least is surviving, whatever the brutality of many people.

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Apocalypse World / Re: Question about Small Holdings
« on: November 11, 2016, 03:10:36 AM »
Well, the player in the game I'm running who's grabbing a small holding as an advance is a Chopper who already has a base of operations in the ruins of Vicks on the River.  A lot of scavs go through Vicks looking for what hasn't already been picked over, and the Chopper already has a relationship of vague protection/extortion with the scavs in Vicks.  What we discussed happening is a semi-permanent encampment around the old movie theater his gang hangs out in, where the scavs know they can camp in relative safety, cut-rate liquor tents and fleshpits can set up, and generally serve as a gathering place for the bonepickers of the past outside of the somewhat more civilised town of Mayflower the Hardholder is running.  Having this permanent camp in place provides an easy one-stop place for routine protection operations by the Chopper, without the trouble of heading out and doing actual raiding.

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Apocalypse World / Question about Small Holdings
« on: November 08, 2016, 05:12:39 PM »
When a character gains a small holding as an advance and the Wealth move, would you rule that they also gain the Hardholder feature that the holding covers their day to day living expenses?  That feature isn't mentioned as part of the Wealth move, but it might logically follow as a perk of even the smallest holdings that don't produce any actual barter as surplus.  What do people think?

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: September 15, 2016, 08:38:36 PM »
So I wanna start this off by saying I'm not talking as a backer, just looking at the playbook previews on the site. I can't see the corebook as a whole until I can get it for money.

But the first thing I wanted to mention is that the Driver advances look off in the preview copy I saw. Offers a +1 cool advance, to a maximum of +2, when the Driver starts out as cool +2. Looks like that one's supposed to be the spot for sharp.

The second is that the Battlebabe's Ice Cold move doesn't let you use it on battle moves like in the kickstarter preview, just on go aggro like back in first edition. Was there an interesting behind-the-scenes process to the change? Or was it just something that was tried and didn't work?

The version of the Driver in the final full preview document has that error fixed- there's only one +1 Cool advance, to a maximum of +3.

I can't speak directly for the Ice Cold change, but I suspect it's related to the intent to have ways in which the Battlebabe gets 'brittle' in situations of serious violence- bring back their 'weakness' in some situations relative to the Gunlugger.  Whether that's the reasoning or not, I can't say for sure, but that's how I'd bet.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: August 31, 2016, 12:25:39 PM »
I've noticed there's inconsistency through the rules about the tags that SMGs and MGs currently have.  In the playbooks, they're listed as 'area', but on page 230-231, they're listed as 'autofire'.  Might be worthwhile to render those consistent.  The SMG is also listed as a 'SMF' on page 230.  Also worth noting that there's inconsistency between the wants created by a holding having a bustling market; the new playbook lists it as 'strangers' while the material on page 252 still lists it as 'idle' as per 1E, as does the example of holding creation.

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Apocalypse World / Re: Clarification On Landscape Threat Moves
« on: August 15, 2016, 05:25:07 AM »
Vincent, what would your impulse be for the threat type of a 'relatively peaceful' hardhold of the sort I've seen made fairly often in my games?  The archetypal version I've seen is 'large population, markets, manufactories, disciplined gang, small gang, owes protection tribute'- it de-emphasises the 'military might' part of the Hardholder in favor of 'a relatively civilised island of relative prosperity, avoiding the worst internal barbarism by taking options that reduce the tendency of the gang to go off half-cocked and not taking options that suggest savagery or a lazy, drug-addled populace.  None of the Landscape threat types immediately seem to fit for what players seem to have put together there, but I could just be missing something.

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Apocalypse World / Re: A calmer apocalypse?
« on: April 20, 2016, 06:58:40 AM »
Jonatan- out of curiousity, what has happened the last two times with your more-grounded maelstrom?  I'd be interested to see what solutions came up for people seeking a more grounded experience.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: March 08, 2016, 03:08:45 AM »
I have a question about the Waterbearer's Lawbringer move.  I can understand why the Waterbearer needs to be held responsible if nobody else can, if they can't catch a culprit.  What I'm not entirely clear on is what's happening fictionally when they flub the Cool roll and end up getting held to the penalty regardless of if they can catch the culprit or not.  This is a thing that actually makes me a little wary of playing a Waterbearer, since I'm not sure how fun it would be to be on the hook for somebody else's lawbreaking in a way that's not terribly fictionally clear to me.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 27, 2016, 10:54:40 PM »
Thanks for the explanation, Vincent; it makes more sense to me now.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 26, 2016, 07:56:42 PM »
Given my last couple of posts were about that Driver statline, I may as well ask another question.  I'm sure there's a good reason that statline is an exception to the general rule, but I'm curious if you could offer any insight as to the reasoning.  If I understand why you made that call, I may be able to understand some things a little better in the future.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 26, 2016, 01:48:31 PM »
lumpley: That statline is the only one where a -2 is counted as equivalent to a +2.  If you're going with that, then the Battlebabe's third statline, the Brainer's third statline, every Gunlugger statline but the first, and the Hardholder's second statline need fixing for consistency.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 25, 2016, 08:16:05 PM »
Vincent: the last Driver statline (Cool+2 Hard-2 Hot=0 Sharp+2 Weird+1) sums to +3, even though it has a second +2.

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 25, 2016, 07:05:13 PM »
Is there a particular reason that the Gunlugger only starts with two moves, now?  I recall discussion of balance in 1E, where the Battlebabe got +3 Cool because they functionally spent a move option on +1 Cool.  With the improved Ice Cold, the Battlebabe's +3 Cool, and the reduced number of moves a Gunlugger starts with, the Gunlugger's position as the baddest ass, as they're supposed to be, seems a bit more precarious, or possibly obsoleted.

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