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Messages - TheAudientVoid

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Apocalypse World / Re: Being on fire
« on: December 17, 2015, 04:46:08 PM »
Don't forget to make them make the harm move. If there's any kind of harm that the harm move should be made for, it's being on fire.

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Apocalypse World / Re: Chopper Custom Move for Padding Out Gang
« on: December 11, 2015, 09:52:54 PM »
If the chopper looses his gang, then maybe it's time to think about changing to a different playbook.

That being said, there's something about a chopper "conscripting" someone into their gang that doesn't sit right with me. The chopper is not the hard holder; they don't "own" territory, and their gang is not a (para)military unit. If someone really doesn't want to be in the chopper's gang, then they can just sneak away when the chopper isn't looking, run off to the next holding over, and that's the end of it. I guess you could keep them locked up and under guard to prevent this, but they're not really a part of the gang at that point. If you're going to keep someone in your gang, then there has to be a reason for them to want to be in your gang.

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Apocalypse World / Re: Chopper Custom Move for Padding Out Gang
« on: November 29, 2015, 06:15:52 PM »
One of the most important things to remember when designing moves that allow a character to influence another character's behavior, is to always "pass decision-making onto the victim, the defender, the looser." Go Aggro is a good example of this: the victim never actually has to do whatever it is that you want them to, as long as they're willing to force your hand and take the consequences. Even In Brain Puppet Strings, a move that is literally mind control, follows this rule: You say what you want them to do, and can spend holds to punish them if they disobey, but you can't actually make them do it if they really don't want to, and are willing to eat the harm. Hypnotic is similar: you get holds on them, and as long as you have the holds, they either can't act against you (NPCs), or have to Act Under Fire to do so (PCs), but they decide what they want to do to spend the hold that you have over them.

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Apocalypse World / Re: Weapon Tags
« on: May 16, 2015, 08:25:42 PM »
p.238, under Things' Descriptive Tags

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I've always been rather enamored of the idea of a Brainer becoming an Angel or Battlebabe. As a Brainer, you live sort of on the margins of the community; sure they like what you can do for them, but they're also scared shitless of what you can do to them. If, through play, you manage to win thr community's acceptence, then, bam, Angel. But if the community outright rejects you, then fuck helping people; Battlebabe time.

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Apocalypse World / Re: Playbook Concept: The Suit
« on: March 19, 2014, 04:15:47 PM »
If you're interested in cyber punk apocalypse world, this may be of interest to you: http://leftoblique.net/wp/2013/08/12/three-small-aw-hacks/ (scroll down to the AW Noir section).

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Apocalypse World / Re: Runaway Weird
« on: March 19, 2014, 02:07:07 AM »
If the Hocus doesn't have the follower option that gives +growth, but is doing a good job at being charismatic, how would you handle the possibility of acquiring new followers?
If they manage to convince someone or some group of people to join the cult, then they join the cult. But they don't get new converts automatically just for succeeding on their Fortunes roll.

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Apocalypse World / Re: Runaway Weird
« on: March 18, 2014, 04:43:21 PM »
If you're tired of seeing the Hocus be weird, don't highlight her weird. If the other players are tired of it too, they won't either. Then, the Hocus either has to branch out her skills, or stop advancing.

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Quote
At this point, Dremmer has come to his senses and pulls out his gun and points it at Gritch's face: "What do you do?" Duke's player jumps in and says, "I shoot him." Again I wasn't sure how exactly to handle it, I went with seize by force but I didn't have Dremmer shoot back because he wasn't paying any attention to Duke, he was set on the freaky brainer.

If there's no one fighting back, then Seize By Force isn't really appropriate; part of the point of that move is that no matter what happens, everyone involved is going to get hurt to some degree or another. Remember, inflicting/exchanging harm as established is always a thing that you can just narrate happening without calling for a roll, if the situation makes it appropriate. If you really want to make Duke roll something to pull it off, I'd probably go with an Act Under Fire, with the fire being that Dremmer's trigger finger is just a fraction of a second quicker than Duke's, and Gritch takes a bullet.

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Apocalypse World / Re: Custom moves
« on: December 11, 2013, 06:19:03 PM »
Personally, I'd probably handle it as a single roll: When Mustang uses her Third Eye on you, you're Acting Under Fire to not do as she tells you, except you roll Weird instead of Cool.

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Apocalypse World / Re: XP each roll, even in "a sequence"?
« on: December 05, 2013, 10:56:38 PM »
Highlighting a stat is basically telling them "do this as much as possible"; Highlighting their good stats is telling them that tonight will be their night to shine.

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Apocalypse World / Re: perfect group size
« on: November 25, 2013, 03:01:35 PM »
I've run with two players. It was rather challenging. Probably the biggest thing is that, as MC, you have to be very proactive about setting up PC-NPC-PC triangles.

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Apocalypse World / Re: Hocus' followers fighting en masse against a gang
« on: November 10, 2013, 07:06:20 PM »
The Hocus's followers count as a gang if the Hocus uses Frenzy to have them "unite and fight and as a gang (2-harm 0-armor size
appropriate)". Otherwise, no, they're just a disorganized mob who don't act together and consequently don't get to benefit from the gang rules.

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Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 08, 2013, 10:45:27 PM »
I've had the Chopper use Fucking Thieves to generate medkit supplies on demand before.

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Apocalypse World / Re: Seize something by force and creativity
« on: October 21, 2013, 05:29:25 PM »
Sometimes i would like my npc to react to seize by force not by exchanging harm but doing something different: run away, hold the PC in an arm lock, throwing the antidote into the fire and so on... Ofc if the PC takes definitive hold of something, you can't do that but otherwise could you? Or you just have to exchange harm as estabilished?
In order to do something, you have to do it. If the PC is doing something other than "inflict violence on someone who is inflicting violence back on me, in order to achieve some specific goal", then he's not Seizing By Force. He's doing something else. In the specific cases you mentioned, here's how I handle things:
  • "run away" -- Go Aggro. On a 10+, the NPC has a choice: he can either cave and stay put, or suck up the harm and try to escape. If he chooses the later option, and is still ambulatory afterwards (probably only the case if he's wearing armor, given how fragile NPCs are), he gets away. On a 7-9, the NPC barricades himself in somewhere; he certainly hasn't gotten away, but the PC  will have to change tactics if he wants to get at him (technically, I could also have him "back off calmly, hands where you can see", but that doesn't make sense given the situation: if the NPC tries that, the PC will just shoot him). On a miss, the NPC is gone.
  • "hold the PC in an arm lock" -- Act Under Fire. The fire is that he gets you in the arm lock. Pretty straight forward.
  • "throwing the antidote into the fire" -- Act Under Fire again. The fire is that he destroys the antidote before you can stop him.

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