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Messages - Munin

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61
Apocalypse World / Re: New in Second Edition
« on: September 22, 2017, 04:32:54 PM »
Yeah, the capacity to take "debilities" in order to wipe out Harm that would take you past 9:00 is no longer a thing; there are still ways to cheat death, but it's more difficult and meaningful in 2E.

The new subterfuge moves are cool, and while most of them are variations on the sort of things that good MCs would do under the 7-9 range of act under fire, it's nice to have them codified.

As Ebok stated, Hx has been re-done (it no longer requires you to go around twice). While this streamlines character creation, one very important thing has changed: you are now asking people the questions (e.g. the Hardholder's "Which of you has been with me since before?") rather than telling them. I actually like this a little bit less, because I was quite drawn to the idea that in AW1 even your character concept wasn't quite 100% your own.

I find one of the most subtle but substantive changes is in the new battle moves. The old system of the peripheral battle moves is completely removed, and while its replacement is kind of cool, I don't necessarily think that the best job has been done in the book explaining the ramifications of what being "in battle" actually means in play. I have my own opinions, of course, and there have been a couple of really good, thought-provoking threads on here that have discussed this issue.

62
Apocalypse World / Re: Opening Your Brain in a Solo RP?
« on: September 19, 2017, 10:53:55 AM »
To Munin, that is excellent. Seeing Tarot in action, I see it adding a lot to my games! I've already tried it on its own, and that was enough to make me excited for trying it out in-game (and maybe getting a tarot deck of my own...). So, thank you so much.
No worries! I'm glad it gave you some inspiration.

63
Apocalypse World / Re: Opening Your Brain in a Solo RP?
« on: September 15, 2017, 11:15:16 PM »
Paul, I can't speak for Ebok, but I often do something that sounds similar: the insights gained from opening your brain often serve to establish previously unknown relationships, preferably between the PCs and NPCs. When viewed through the lens of however the PC interacts with the Maelstrom, you see the people and events in your life in new ways.

Example: one of the PCs in a recent campaign viewed the Psychic Maelstrom as pushing his cart up and down the aisles of a massive grocery store, complete with saccharine muzak and weird announcements. At one point he opened his brain about a situation involving strange disappearances, at which point I described him pushing his shopping cart past the meat counter, where he saw a particular NPC in a butcher's apron, whistling a jaunty tune and wielding a cleaver with great gusto and enthusiasm as viscera flew. That, uh, "set the tone" for future interactions with this NPC, for sure.

64
Apocalypse World / Re: Opening Your Brain in a Solo RP?
« on: September 15, 2017, 10:51:53 PM »
Or how about this: same system, totally different cards, yielding a different interpretation...

First card (forces in favor), 3 of Disks: John has put something into motion that is working to her advantage. Her actions have already had a ripple effect, and those ripples are helping her in some way. Maybe her violent purge and sudden disappearance has people in the community looking for her. Maybe the reason Veil is so forceful is because she knows she only has a limited amount of time to do whatever it is she plans to do to John?

Second card (forces opposing), Prince of Swords: This signifies a person who is very cerebral, calculating, considered. This is not a person of action, but rather someone who likes to manipulate others into taking action. Who might this person be? Veil doesn't seem right for this, but maybe it's the cult leader? What other NPCs might fit this bill? Maybe it's someone closer to John - and maybe deciding who clubbed her from behind would yield answers to this. Whomever it turns out to be, they are demonstrably NOT on John's side, appearances to the contrary.

Third card (pose the problem), Prince of Wands: again a signifier. Ordinarily, this is someone who is a creative force, an idea man, someone who is decisive. But in this context (because of the cards around it - the last two, in this case) the card is ill-dignified, meaning someone who is indecisive or unimaginative. I see this pretty clearly as the cult leader; if he'd kept John on a tighter leash - or stepped in when it looked like trouble with the other family  - none of this would have happened. Thus, we get to the crux of the issue: poor leadership has led to deep divisions within the settlement, a much bigger problem than the current immediate predicament.

Fourth card (possible solution), The Star: This card can represent whimsy or fantasy, but it also represents mysticism and/or esoterica. Oh, shit - the psychic! The solution to the present predicament? John needs to focus her mind and reach out to the psychic, needs to use her intimate connection with the psychic to call for help! How does this work? Is this even possible? I have no idea, but what's the harm in trying? Roll+Weird!

Fifth card (hanging in the balance), the 10 of Cups: more than just fulfillment but satiety. Having enough, maybe more then enough. The symbology of the card is cool here, because the cups literally "runneth over." But in this context, I'd interpret this as satisfaction, i.e. an end to the feuding. If she can get out of this alive, John will have proven her point.

Final card (outcome), The Hanged Man: Put simply, this card represents sacrifice. John's not getting out of this one for free, but whom (or what?) must she sacrifice? Will calling on the psychic to save herself lead to a Pyrrhic victory, where John lives but her psychic lover dies? I see massive "bloody fingerprint" potential in this one. In some ways, it makes John's predicament more dire, because she knows that getting out of it will cost her dearly. Is it a cost she'll be able to bear? Let's play to find out!

And so it goes.

One thing I wanted to add - if you end up with a partial success on open your brain, you can use this same approach, just use fewer cards. I'd just use the 1st, 2nd, and 5th cards, as these give you some idea of forces working for and against you as well as what's ultimately at stake, but they provide no insight into the larger problem, pose no likely solutions, and give no hint as to the potential outcome.

65
Apocalypse World / Re: Opening Your Brain in a Solo RP?
« on: September 15, 2017, 10:12:11 PM »
OK, cool, that'll work perfectly. So interpretive Tarot works best when framed with a "what if I were to do X?" question, but sometimes you can just apply it straight as-is to a situation to give you insight about what's going on. And that's what I'll do here.

The first card (the leftmost) represents forces working in John's favor. In this case, the card drawn is the 8 of Disks, which represents "prudence." Whatever John is going to do from here, she needs to be careful and not hasty.

The second card (the rightmost) represents forces working against John. The card drawn here is the 8th card of the Major Arcana: Justice. Oh, shit, it looks like John is on the wrong side of something. Some action she's taken has put her on the wrong side of "the law," be that the law of the settlement or maybe in this case just vendetta law. But let's take a step back from her immediate circumstance and say it's her relationship with this psychic woman, as that's what started all of this trouble in the first place. Hmmm, a community's laws usually get made for a reason. Uh, oh, maybe the psychic woman (or psychics in general) are trouble. Why could that be? How might it manifest?

The next card (the topmost) is a succinct framing of the problem. In this case, it's the 15th card of the Major Arcana: The Devil. The Devil represents temptation in its most base form, and often represents the destructiveness of those temptations. What this implies to me is that John's "thinking with her clit," and furthermore, the position of the card indicates that doing so is problematic. Is it just a problem for John herself, or is it bigger than that? My money's on the latter.

The fourth card (the bottommost) is a succinct prompt indicating how forces are moving to address the problem posed by the previous card - it is the universe's "solution" to the problem. Here, the card that's come up is the 8 of Swords: Interference. Well, no shit. But what's interesting here again is that the issue isn't one of vengeance for the killed family, or excommunication by the cult or whatever - It seems like perhaps the Veil's goal is less one of payback and more one of trying to stop John. But stop her from what? What is it that John is doing that poses a threat to the existing order? Again, I'm thinking there's more to this psychic chick than meets the eye, and that John is unknowingly playing with fire.

The fifth (central) card represents the stakes, what hangs in the balance. This time, it's the Queen of Wands. Court cards very often signify people. Wands represent force, action (both creative and destructive). The queen tempers this a little bit, in this case being at once both matriarchal and nurturing - although in this context the term "protective" would be suitable as well. Think "Tiger Mom," maybe. This seems like exactly the kind of role that Veil might fulfill. But as a consequence card, this is interesting. If Veil is really the matriarchal protector, what does losing her mean for the hardhold? She's clearly a woman of force and action (as evidenced by her removing John's arm with an axe), but is she also something of the power behind the throne here? What sort of power vacuum would be left if something bad were to happen to her? Maybe Veil is not the real enemy here.

The sixth and final card (placed cross-ways over the fifth) represents an outcome. Here, we see the Princess of Wands. Again, court cards are often signifiers for people. In this case, the card represents someone who is active yet practical. I see this as a pretty good analog for John herself, and in this position it can also be advice to John - and builds further on the other cards in the spread; take decisive but prudent action. Don't be hasty, but don't be passive. Under the circumstances, I'd make a bold play - confront Veil as an equal, get her to tell you just WTF is really going on here. But maybe don't rashly open that door just yet. And ultimately, maybe John's "enemies" really should be her allies, and vice versa.

Is that sufficiently weird and non-obvious that it would help in this situation?

As a side note, there are a bajillion ways to interpret tarot. There are lots of different spread techniques and different decks have different symbology and iconography. Some use the orientation of the card itself to change the meaning (with cards placed upside down having the "ill-dignified" opposite meaning, for instance). The method I used here uses position relative to other cards to determine whether a card is ill-dignified or not (i.e. a single sword card heavily opposed by a bunch of disks, or whatever).

Ultimately, it really doesn't matter which method you use; the goal of interpretive tarot is to present you with pieces of information and then force you to figure out how they fit. Some of these will confirm the obvious, but some of them will yield entirely new or unexpected insights because they'll force you to think outside the box (e.g. when The Moon - indicating deception - comes up in an unexpected place and you have to figure out what it might be that's being hidden, or who's lying to whom about what, or whatever).

66
Apocalypse World / Re: Opening Your Brain in a Solo RP?
« on: September 15, 2017, 04:15:16 PM »
Ooh, ooh, Tarot!

And I'm not talking like divination, but rather the use of Tarot that forces you to think outside the box, to give you unexpected insights into how disparate elements might be connected. I find a shortened Celtic Cross is really good for this, because it's really brief and easy.

I'll tell you what, give me an example of a situation under which you're opening your brain, and I'll whip out some cards and give you an interpretation to show you how you can make it work in your game.

67
Apocalypse World / Re: Session Length
« on: September 11, 2017, 06:20:43 PM »
Our sessions tend to run about 3.5 to 4 hours. That can cover anything from an afternoon to a month in-game, it really just depends on what's happening. And if there are significant "breaks" in the action for the passage of time, you'd better believe I call for lifestyle while that's happening. I've found that the AW2 lifestyle rules make poverty more pressing and give the PCs more impetus to go out and find trouble.

68
Apocalypse World / Re: Available In Print Again!
« on: September 11, 2017, 04:52:46 PM »
Excellent! \o/

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the nerve core / Re: New Here wanted to say hello
« on: September 05, 2017, 09:12:16 PM »
Welcome! You're definitely in the right spot. Things have been a little quiet lately, but it runs in cycles. But there's tons of stuff in the various forum sections that will be of interest.

70
Apocalypse World / Re: Optimal number of players?
« on: July 21, 2017, 04:52:30 PM »
My regular game is GM+5. That's about as big as I want to go, and is predicated almost entirely on my players being universally awesome.

71
1. I know this might not be helpful, but it really depends on your style and the situation. But here are some handy rules of thumb I use:
  • Whoever speaks first goes first
  • If more than one person wants to do something at the same time and those things don't conflict, have them all declare their intended actions before resolving anything
  • If someone wants to wait to see the outcome of another player's action, that's totally cool, but waiting can have its own risks - look to the fiction for ideas for ways to complicate things for them
  • If someone hasn't already spoken, ask them what they're doing - this can happen before or after other rolls have happened, but it's important to keep everyone involved
  • The more chaotic the situation is, the more I'll jump around between people
  • If two PCs are going head-to-head, always give the one who didn't speak first the chance to interfere, and once the first player's move is resolved, always give them the chance to respond with an action or move of their own as the very next thing that happens

2. Again, this is going to depend largely on the fiction. In general, the more dangerous the foe, the more often I'm going to have them act. A particularly fast or vicious foe might very well do something between every PC action. A slower, less dangerous foe might take actions more slowly, letting several PCs "go" before it takes action.

That said, making a move on a PC miss is always an option - just be aware that it might be the monster doing something (lashing out with a damaging attack, etc) or it could simply be the Keeper complicating the situation (you realize your gun is hopelessly jammed and won't be of any more use to you in this fight).

One thing that will help here is simply experience; you'll start to get a feel for how lethal your PCs are and know how often to have the monster act in order to convey the relative "difficulty" of a particular encounter. If your PCs are mowing through the opposition without breaking a sweat, kick up the frequency with which you take actions on behalf of the monsters.

Finally, monsters aren't stupid. Even if they're not intelligent, they probably exhibit some kind of low, animal cunning. Nobody is going to stand there like a dope while everyone attacks them. As such, you should always be looking for good ways the monsters can limit how many people are attacking them at once. Launching a vicious ambush and then fading away before more than one or two PCs have a chance to respond is totally cool and super unnerving. Likewise, using the terrain to limit the PCs is fun (narrow sewer tunnels being a perpetual fave).

3. There are some situations in which a PC might take multiple actions in quick succession (for instance, doing something under pressure to slip, dodge, duck, and weave in past the mass of flailing tentacles before whipping out your enchanted sword and kicking some ass against the monster's actual body). But generally speaking, if it's reasonable to assume that a particular action is going to take some time to accomplish, then it's cool to give other PCs (or even the monster!) an opportunity to do stuff in between the "multiple steps" of another PC's actions.

But for the most part, I like to do things more or less one at a time because I feel like it makes for better narrative flow and leaves "mini-cliffhangers" in the fight (you're past the tentacles and ready to go to town with your enchanted sword; salivating to finally kick some ass, the anticipation as Davis tries to free the virgin from the sacrificial altar before the cultists finish the ritual is killing you!).

4. Everything depends on the monster. If it's slow or weak, then sure, it might get easily overwhelmed; other PCs might simply get to inflict harm on it, no roll necessary. But if that monster is fast or tricksy or has multiple methods of lashing out at the PCs, then everyone is at risk and everyone had better be putting their dice on the line.

5. In general, I gauge it the same way as other harm; is it like getting shot by a handgun? then 2 harm is appropriate. A shotgun or assault rifle? Maybe 3 is appropriate. Being in the blast of a grenade or getting hit by a moving vehicle? 4 harm is not out of the question. Having a roof collapse on you is pretty fucking bad, so I'd probably go 3 or 4 harm. I don't know if MotW has guidelines for falling damage, but those are usually a pretty good gauge for unconventional harm too.

6. As mentioned in the other thread, everything depends on the move's trigger. Look at the trigger condition for kick some ass - if what the player is doing sounds like the trigger, make the roll. If not, don't. Yes, the player may want to get the 10+ result, but if they don't trigger the move then no dice ("Yeah, you hit it with your rifle, but damn, the hide on that thing is tough. You're not even sure you drew blood. You're going to have to try something else to kill this thing.")

Also, for what it's worth, a one-sided application of harm (i.e. shooting at someone who can't shoot back) in AW is NOT the equivalent of kicking some ass, but rather going aggro, a completely separate move with a different trigger and different effects. MotW may make a similar distinction.

7. See above. I'd be surprised if MotW didn't have an analog for go aggro.

72
I'm with Paul on this one - I'd treat the situation with the poachers as acting under pressure, making it clear that failure (or even partial success) is going to tip the situation into a full-blown fight. And as a side note, giving this option to the player is a Keeper move - you're offering an opportunity (sure, you can try to use your blade-lash to disarm the head poacher...) with a cost (...but if you fail, someone will probably get shot and it is likely to be you). Make sense?

Also, taking a step back in time, I'm not sure I'd have had the PC try to manipulate the head poacher, as that move is predicated on having leverage. Now if the PC said, "Lower your weapons now and I promise I won't kill every one of you where you stand using only my brain," then maybe manipulate is appropriate (as it's an empty threat). But trying to talk down an excited, trigger-happy poacher might find act under pressure as a better fit - you're just trying to be super cool, super calm, and super clear to convince him you're not a threat before he starts busting caps.

The thing about PbtA games is that the triggers to the moves are super important. Look at them carefully. If the fictional situation doesn't fit a move's trigger, then DON'T ROLL. But if the PC is doing something that reasonably sounds like the trigger, then you MUST ROLL. The move's rules simply tell you what happens next based on the results of that roll.

Here's something to keep in mind - the rules of PbtA games don't model reality or simulate physics or anything like that. They serve only to drive the story. They are used to find the key dramatic moments and give the players and the Keeper ways to add interesting and unexpected complications to the narrative that you're forming collectively.

73
(You can definitely read the situation. Always read the situation.)
No, don't read the situation; it's funnier that way. But then again, I'm pretty free with giving out information to people about to do crazy things.

In the last AW campaign I ran, the Driver (Ace) provided quite a bit of the drama in the game. Just by having him there, it gave the game a much wider scope (helped by the fact that none of the other PCs were tied to a specific location). And because the scope was wider, it led us to include the following custom move we had in the game (inspired by an old thread on this very forum):
Quote
When you return to a settlement which your character has visited before but which has not yet previously come up in-game, roll+Hot.  On a 10+ hold 3, on a 7-9 you and the MC each hold 1.  On a miss the MC holds 3.  Any time you encounter a new NPC in that settlement, you may spend your hold 1-for-1 to take +1forward with them - they like you, owe you a small favor, or maybe just remember you fondly.  The MC can similarly spend hold 1-for-1 at any time to give you -1forward with a new NPC - they dislike you, you wronged them, or they remember you being an asshole.

The real kicker here was that Ace was Hot-1 and for all of the times he made this move during the course of the campaign, he rolled a hit exactly once. So everywhere the PCs went, there were jilted lovers, jealous boyfriends, and double-crossed arms dealers wanting to have a candid word with Ace. And his player decided early on that Ace had been everywhere, so he always made the move. This was a fantastic way to play up the transient nature of playbook, and worked out really well throughout the campaign.

74
Apocalypse World / Re: Alternative Hack for AW2 Seize by Force
« on: May 25, 2017, 08:24:28 PM »
OK, let's break this down:

Here's the above situation - you're fighting with a guy. He's not the only guy you need to fight to get what you want (there are others), but as of this moment, he's the guy between you and the next step towards your ultimate goal. You have decided that dedicated violence is needed to get past him (because he's in no mood to negotiate). What is your next move?

ASIDE: Note I did not say, "What do you do?" I think we all understand the relationship between the fiction and triggers for moves. I am explicitly talking about moves here, this discussion is largely mechanical in nature. END OF ASIDE

Under AW1, there is only one move for mutual violence. You are seizing by force. That's it, it's really your only option. Established harm is traded, and you pick several from 4 choices. But if you look at those 4 choices, one of them - "take definite hold of it" - essentially gets blurred by the fictional situation; there's more than one opponent between you and your ultimate goal, and I think if as MC you say, "No, taking definite hold here will not get you all the way to the MacGuffin," then you have to do either one of two things: either you invalidate one of the four choices (essentially take it off the table ~because fiction~), or you come up with some other fictional snippet (short of your ultimate goal) that can be taken hold of to offer to the player (e.g. "If you 'take definite hold' here, you can put this guy out of the fight for a tick or two whether he's dead or not").

And if you do let the PC make it all the way to the MacGuffin on a single roll, then there is a disconnect between your fictional conflict (there are multiple enemies/steps between you and your ultimate goal) and your mechanics for resolving it (fuck it, one roll takes all!)

Under AW2, you have more options. If the fictional situation is such that you're not really "seizing" anything, then you can just use single combat instead. You don't have to take one of the SBF options off the table or come up with some fictional tidbit to make that option attractive. The move only has two options and both are meaningful. It also has a built-in miss condition that is exactly a flipped move.

Ultimately, this is a stylistic choice. For the most part, I like having all of the move-related choices presented to the player be meaningful. Even in something like read a person where you think you may know the answer to something before you even roll, the move lets you confirm it beyond any doubt. Similarly with read a sitch, every one of the questions should give the player meaningful information. It might not be the information they necessarily expected and it may be an "unwelcome truth," but IMO you should never be "paring down" the options to only what is "appropriate" in your mind. And for what it's worth, I love it when they ask the questions I don't expect.

Finally, no, I didn't choose single combat because he was fighting the guards one at a time; I chose it because he was fighting them with the express goal of killing them. Had both been within arm's reach, I still would have used the same move (though how the harm was exchanged might have looked different).

75
Apocalypse World / Re: Alternative Hack for AW2 Seize by Force
« on: May 24, 2017, 09:21:16 PM »
I like exchange of harm being a prerequisite - if it's worth inflicting violence, the expectation of harm should be built in.

I also have no particular problem with "you fight harder for [thing], even if ultimately you don't get it."

We had a combat in a recent one-shot where the PC (a heartless assassin based on the Battlebabe playbook) engaged in a fight with three opponents. Ultimately, the assassin's goal was to abduct the crown prince (a mere suckling babe), but rather than jumping straight into SBF, the fight shook out as a go aggro (the surprise initiation of combat, killing the first guard), two single combats (to kill the other two guards, who - due to their positioning - couldn't attack him simultaneously), and another go aggro (to get the wet-nurse to hand over the kid). In this case, single combat seemed like the appropriate move because the PC knew he needed to deal with the guards. A single "seize" roll might have gotten him the kid, but he'd still be in a fight (and at that point he'd have been applying his harm to the wet-nurse, not the guards - and they'd have been carving him up while he did it, applying more harm whether he missed or hit). Similarly, a single "seize" might have gotten him out the tower-window and to his escape, but he wouldn't have had the kid.

Like I said in one of these threads, I think the granularity of what is being seized is intended to be more specific under AW2. And if there's nothing specific you're trying to seize, then single combat is the fall-back. It seemed to shake out pretty well in play.

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