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Messages - Ebok

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406
Apocalypse World / Re: Can someone please explain the malacuso?
« on: January 25, 2014, 11:57:10 PM »
On the topic of the Collective as a Gang: To be perfectly honest I see little reason why one move, not to be fucked with would ever apply to a single character more then once in the same instance. If you have three or four bodies fighting simultaneously in the same battle, I'd be inclined to say that you count as a gang. You'd not be a small gang, you'd just track harm on a 6 tick clock shared by the collective for that battle. The gang rules provide a more organic way to handle mass combat, specifically for NPCs (to which the Macaluso is most similar). If you took not to be fucked with, then it would apply once, counting you as a small gang. If the MC was particularly lenient, then it might count as a medium sized gang, although I see little reason for that.

Isolated, each body with NTBFW would have 2-3 harm before death and count as a 3 harm small gang. They'd deal one more damage and suffer one less per size category higher as normal. This wouldn't change the number of harm ticks or how severe each instance of harm is to that isolated body.

If you had the collective gather all together, you'd get to use the higher of each of the stats and have somewhat similar durability as all the other players by using the gang harm counter. Since you're still one mind, and one PC, I dont see any real reason to award the size advantage. Counting the harm as a gang provides a benefit all on its own (and risk), even if they still counted as a collection of individuals and didn't get the size bonus. Then giving them NTBFW increases the size as normal.

Remember gangs are more durable as a whole, but less durable in their parts. So while that Gunlugger might suffer 5 harm and be nearly dead limping off, he's not lost anything yet. Meanwhile 5 harm dealt to a Macaluso collective would have all but one of the forms fatally wounded or dead. This would also keep to the spirit of the fiction because it wouldn't make the Macaluso turn the Gunlugger move into something more then what it was for the Gunlugger. Instead, it would allow them to keep approximately the same power level handled differently, as per the fiction. Which is far more interesting then trying to find a shortcut to break the rules as written. As always, you're more then welcomed to handle this in anyway you and your MC agree upon. The a risk to fighting with all the Macaluso's parts inside a single battle, is that if they all die in the same fight, the MC is clearly within their rights to say that's the end of that. You're dead. So talk it over with the group and see what everyone wants to do. It's no fun having someone else's ideas of immortality shoved down your throat, especially if it doesn't flow with the fiction.

On the topic of Frenzy: I feel that this also brings the mob frenzy, as described above, in line with its uses with other classes. It should be no more effective then if any other PC would be using that mob. In keep mind that the larger of the two gangs should determine the value of harm dealt. This could alter the NTBFW to 2 harm x size gang if the frenzied mob was the larger. Also, you should keep in mind that neither the Macaluso nor the Hocus have leadership or pack alpha naturally, and without one of the abilities that mob is going to break when it starts to suffer real harm.

On the topic of Multiple Simultaneous moves: I need to reiterate the difference between four people use this move and one macaluso uses this move from any of four different sources. The move applies to the whole. If you go aggro on a person, then part or the whole goes aggro on them. You don't get to go aggro on them four different times simultaneously. If the collective together makes a move on someone, they all together do it once, or part of them do it once. This mindset should apply to every move in any playbook. So getting four violation gloves to brain-puppet someone four times at once is pretty ridiculous. If it were being done as a collective to simultaneously target three or four different npcs (and you had 3-4 rare to find violation gloves...), then that's another thing all together–but I'd still be tempted to say that its a single roll and the effects all are combined as well. So in the case of in brain puppet strings the hold would apply to the target's collectively and the suggestion had to be the same in each of their brains. So if you spent 1 hold to cause 1-harm, then it would either deal 1 harm to that single guy, or 1 harm to all of them, but in either case it would use up 1 of the possible 3 hold. For the above unlikely example, to do it simultaneously might also require an acting under fire roll. Which could determine how many are effectively targeted by the move, or if the complex attempt screwed up your chances.

On the topic of Sustaining Influence:Personally, I'd be inclined to say that there would need to be a time lapse between one part of the collective dying and the next being brought into play. So as more of the parts die, the surviving parts might actually get threatened and seek to quickly get the fuck out to spread the collective out into the masses again. That would be far more cool to me then an immortal man-meat-grinder. However, that's just my own opinion.

On the topic of +1 any stat: The +1 any stat is clearly listed below the first improvement line break. Which suggests, like all the moves listed below the line, that they can only be taken as advanced improvements. Meaning that you would not be able to take the +1 any stat as a Macaluso before you've taken five other improvements.

Keep in mind that to give a Macaluso gang armor, you'll need to pay for it for each member of the collective. So when the armor gets torn up and shredded by the bullets or other harm, it'll be surprisingly expensive to keep outfitting the Sustaining Influence reinforcements. This applies the same with all rare or hard-to-find find equipment. That's up to the MC to determine whats easy to find and what's not however.

407
Apocalypse World / Re: Custom moves for a moldy and decaying AW
« on: January 25, 2014, 12:02:26 AM »
Thinking on this some more, one of the words used by your players was left out: animal-infested. If this mold is active seeking out the juicy parts of humans (organic mammals), then wouldn't it also kill off the animals within the mold-mires as well? Perhaps the mold is after something more specific... human consciousness come to mind, as well, maybe the animal-life is of the same origin as the mold therefore alien and strange and adapted to the miasma.

No matter how you want to spin it, if you intend to use earthly mammals, you might wanna peg down ahead of time any inconsistencies between the molds nearly universal targeting of metal+humans+everything, yet not animals.

408
Apocalypse World / Re: Augury and the Maelstorm Inquiry
« on: January 23, 2014, 11:34:11 PM »
Daniel, in the situation you describe above, even if you no longer recall how the augury move was used. I'd be interested in hearing how you might choose to have that move act if it happened today. I do know that the reply may not be true to the fiction as it was then. I'm not worried about that so much.

409
Apocalypse World / Re: Custom moves for a moldy and decaying AW
« on: January 23, 2014, 11:27:55 PM »
Custom move: If you are infected at the beginning of the session, or after a stretch of downtime in play, roll+Weird. 

On a 10+ your immune system is fighting the good fight, choose one of the following:
• If you are at 0:00, you are no longer infected. 
• You're on the mend. Turn-back your clock one tick and gain a +1 forward on your next Infection roll.
• You don't get better, you don't get worse, but you hear the growing inside your head. You get the idea to learn about something deep in the miasma, the MC will tell you what it is. If you go out there and (learn about/do) it, mark an experience point.
• The growth gets into your lungs, turn the clock 1 tick and open your brain. If you do count as hitting the roll with a 10+
• The infection is dangerous, but you've grown to understand other people who suffer from this as well. If you use the disease as common ground in seduction rolls this session, you can roll +weird rather then +hot to seduce someone.

On a 7-9 your immune system is holding the mold at bay and your infection countdown clock stays where it is, but you display one of the symptoms, choose one from the list below.
• hacking cough and congestion
• numbness in the limbs
• disorientation
• visible black veins growing through your skin.
• wants to be exposed to the miasma ( Miasma-philia ) puts you in a bad spot.
On a miss the mold is winning, advance your clock by one tick and choose to display choose of the above symptoms.

It's not a thing to be used as is, I was just considering how vehicles and other weakness like-tags could be applied on people suffering from these conditions. They dont /give/ any downside, other then teach the player what warning signs the infection has, lets them pick from a list to make their own symptoms and play them do uniquely. Additionally these give you focus points to target if they miss a roll.

The 10+ aren't designed to go together as is, its all just food for thought. Depending on how you'd like to spin it.

410
Apocalypse World / Re: Can someone please explain the malacuso?
« on: January 21, 2014, 11:56:20 PM »
A cool read.

411
Apocalypse World / Re: Augury and the Maelstorm Inquiry
« on: January 19, 2014, 04:26:47 PM »
These are helpful points of view, although I had been hoping to see a few direct examples from other games. I'm looking to see how others have done it in the past. I've fiddled a few ways through during my own games, but I feel there is significant room for improvement. But instead of outlying all the details here and getting a critic on that lone example, I am hoping to see what has worked well for you in the past.

I appreciate the responses so far.


412
Apocalypse World / Augury and the Maelstorm Inquiry
« on: January 16, 2014, 12:42:13 AM »
Augury. This is one of those moves that could be taken literally, or less so depending on how the maelstorm functions within a given storyline. When the maelstorm is something physical, like there really are demons in the minds of men and they'll give hints, suggestions, powers, and what have you to those that open their brain–but might force them to do evil on a failed roll. Augury could be bringing the darkness out, or going into the darkness after something. Pretty cool, very easy to wrap your head around it.

However, I'm more interested in those MCs that have experience running story-lines where the maelstorm is particularly ... ethereal. Essentially not using metaphors, colours, shapes, smells, texture or other physical tangible senses. How might you have the Augury function within this type of maelstorm? I'll provide an example, although replying with examples from your own games are welcomed.

–––––––––––––––––

The last man stands in the ruins of the sun-bleached urban ruins, fresh bodies scattered here and there, the bullet wounds still smoking over fresh pools of blood. He knows that this bandit problem is done dealt with, but he opens his brain to the scene anyway.

On a 10+: Something is off. He looks over the bodies again, then knows what it was. There aren't enough bodies here. Some must have splintered off before he found these. He just has this feeling that they went west towards the Moonshine district, they've that new spring of fresh water out there. He better hurry.
On a 7–9: Something is off. There's that damn feeling again. Some of these scum aren't here, they're probably making for a water source. He better hurry.
On a Miss: A wave of sweltering heat washes over him. The last man feels nauseous now and is acutely aware of the smell of the corpses baking the in the sun. His stomach does another roll, his last meal coming up. He needs to get out of this heat and lay still for awhile. Best get a move on.

Basically the above is an example maelstrom where opening your brain is more of a sixth sense, a gist on the wind. I'm curious how you might theme an Augury within this context. Or in another suitably vague maelstrom.

413
Apocalypse World / Re: Some help with mcing the game
« on: January 16, 2014, 12:23:15 AM »
I faced a similar conundrum when I started playing. You have a great number of options at your disposal for handling this however. I'll list a few so you can see what I mean.

First you need to decide for yourself if your group is actually having issues with this. Some games might have many opportunities to improve, there isn't a right or wrong way to do it. Shorter stories often will necessitate faster improvement, whereas a slow long term game might need something a bit more drawn out.

The first common way to handle this is noted above. Simply restrict the amount of exp gains per scene. It works, although it also removes the incentive for that player to behave in more specifically hard/hot/cool/sharp/weird rolls. What I mean by that, is that if they have two stats marked, they can pick the same one each scene and ignore the other entirely while continuing to maximum their exp gains per session. Not that it's really all that problematic if they do so.

The second way to handle it is to have rolls mean more individually. For example, instead of having a player declare that they want to rush up and take the gun from the manic (roll seize by force), succeed you narrate that fiction, and then they declare they want to beat them to death with the butt of the gun (roll seize by force again). You could instead have them say their full intention, like I rush the guy, keeping out of his line of sight using the debris for cover until I'm close, then I leap out and grab for the gun, intending to beat him into the concrete with it. (roll one single seize by force roll). Not the best example, but the concept can be applied much more broadly. Many systems have round by round combat, and that instills a sense of micromanaging the action. AW is best when the action is full, meaningful, and the consequences move the scene forward in larger ways. Attack Hit Damage is not a recommended mindset (though extremely common). 

Another option you have is simply increasing the number of experience required to gain every level. There is no rule saying 3 or 5 or 10 is more right then another. It should be whatever fits best within your group, the narrative's style, and the intended duration of the games. Longer game sessions (for those hardcore 10 hour session gamers) might really need a spike in exp in order to give the story a sense of time to developed before every box ends up checked.


Finally you can do a gradual experience, such as five bubbles for the first improvement, and then each time you improve the character add another bubble. Lets people with less keep pace, gives players faster essential moves for their concepts and personal desires, while still preserving the duration in a longer game. I've been testing this one more often then the others, and found it fits with my groups expectations of the game's improvements, while still making them really conscious about how they want to use all of those highlighted stats.

Anyhow those are just some thoughts. Hope it inspires you to find your own solution.

414
Apocalypse World / Re: how do brainers impulses work?
« on: January 02, 2014, 06:39:35 AM »
The word Impulses within the book is used primarily for threats.

Are you having trouble understanding how brainers function in general or how a few of their specific moves work?

415
Apocalypse World / Re: XP each roll, even in "a sequence"?
« on: January 01, 2014, 08:51:30 PM »
Our group handled this differently.

Due to the fact that a character of the right class can convert virtually all of their basic essential moves into one or two stats, and then keep those stats high. The gunlugger for example can convert both ACT UNDER FIRE and OPEN YOUR BRAIN into hard rolls. Granted it's during battle, however it's hardly the only class capable of doing this. This has the downside that in some instances would mean a character with a highlighted stat might not have ANY move they'd roll for that stat. ex: The Hocus has Charisma and someone highlights his Hot. He'll roll weird, not hot. So it's a wasted highlight in that instance.

We decided collectively that it made more sense to highlight the stats that are SUPPOSE to be rolled for a given move. So the gunlugger would not gain exp for an ACT UNDER FIRE roll if their hard was highlighted, but would if their cool was highlighted. Regardless of whether they had the battlehardened ability or not. This leveled the playing field and made everyone a bit more comfortable when looking to incite a certain behavior from a character that week. Its much more fair and comes relatively easy.

My two cents.

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