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Messages - Ebok

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61
Apocalypse World / Re: Bennies or rewarding players?
« on: September 13, 2017, 01:30:14 AM »
I used to do this for D&D games and such. We don't use anything like it for AW though, putting in the effort outside of the game pays its own dividends. Getting an image of yourself and putting it on display just helps everyone see the character the way you do, which only enhances that interaction. Writing a journal, or otherwise provides deeper context for your decisions, and with the others able to read it, they are prompted to get to know your character, or interact with your character in a way they might never have had time to do during play.

Also, because writing journals and doing off scene creation stuff with the MC is a way to have a more, mutually agreeable final image. Nothing like an MC giving that forced smile when you say what you think is awesome, and they have to try to agree. Much better when both people are already down with it, and they've bounced that ball back and forth a few times to get an even more honed tale.

However, a word of caution. Players that end up doing all the world building can disenfranchise the other players that dont. Say one guys has been thinking about something that happened in one of the games, and is waiting for a good time to bring up what he thinks that was all about--when another player together with the MC decides its something else in the middle of the week. Not cool. These things should generally be created in front of everyone with opportunity for the others to weigh in, or color in those lines at the same time.

So. I have to say, I strongly recommend you do not give additional benefits to players that are already giving themselves additional benefits.

62
Apocalypse World / Re: Session Length
« on: September 11, 2017, 02:38:14 AM »
Our sessions are 5 to 7 hours real time typically, and we tend to cover between a few hours and three days in play, normally averaging about a day and a half.

The new barter rules puts real onus on the players to make some type of capital every single/other week, and this tends to be a very valuable effect because it emphases the scarcity of basic goods and needs in the world at large. If a player had a huge pile of barter, then tended to live the high life for every session they could until they literally didn't have a choice but to go back to the standard squalor. We made it count.

I found that in AW1 stockpiles of barter were like nukes the players piled away until they wanted to basically buy off an entire army, arm an entire army, or something similar. This tended to mean that I gave out very little barter normally, and they would spend it very cautiously. In AW2 the barter really FLOWS and shows much more of an economy. Everyone is getting it and using it all over the place, and that's actually inspired quite a few little stories all by itself.

What it normally means, especially when the players are very busy on scene, is that they're getting moonlighting during the pauses between scenes working for some wealthy npc. This was interesting because it allowed an NPC hardholder to actually have significant influence over the day to day living conditions of the party. Sometimes we had that moonlighting blow up, but most of the time it went pretty smoothy and was more like "a Gunlugger on call" or a savvyhead doing general / consistent "maintenance" .

If the NPC got killed or that money got cut off, the players Immediately felt it, even if they had enough for a session or two of being stingy. Like most people with a consistent cushy job, they were very fond of their boss. Even when she was being a little sadistic.

----

In AW1 if a month of gameplay took 4-5 sessions before we passed time, then I would expect 1 barter to be earned during that period with more if they worked their asses off for it. a barter was HUGE, like a suitcase full of cash.

In AW2 a barter is more like a coat, a nice blanket, etc and because it was zoomed in so much these was significantly more interesting. But we had some weirdness still with the 1-barter auto 10 from the barter moves section. That never made any sense on scene. Not Once.

63
the nerve core / Re: New Here wanted to say hello
« on: September 06, 2017, 07:14:23 PM »
Asking questions is generally a good way to bring people out of the woodwork to chatter with. :)

64
You could carry a mechanical benefit. But I wouldn't do that (thought about it though). Instead I use that tag in the opposite way I use vulnerabilities. When I present opportunities, a hot car will draw people in, or help someone stand out, or allow actually INSPIRE the narrative reaction in everyone else. Hop into a Hard dump-truck, and we're talking knocking through walls and crushing over scenery. People seeing it coming at them are going to see the vehicle being fuck hard as hell. Same with cool, inspire the cool options and cool reactions. Weird is a bit more touch and go, and I figure that just takes the drivers personality and quirks and amplifies them through the vehicle. 

That could also all be represented by +1 to that stat, but in play, the mechanical benefit was just overkill to the fact I was barfing forth those opportunities anyway.

65
That's really incredibly easy to fix. I also mentioned something along those lines already.

I normally ask a driver to do one additional thing when they get in a new vehicle. Tell me whether it's Cool, Hot, Weird, or Hard. That is, take that truck and make it harder cause the driver is inside. Take that sports car and make it hotter. Take that bike and make it cooler. Take that crazy ass moving tech pile and make it weirder.

It's a thing, it's easy to do.

66
Apocalypse World / Re: The Landfall Marine
« on: July 30, 2017, 06:35:25 PM »
This looks awesome. Thanks Lumpley!

67
If I were to give a Driver a "thing" I'd probably focus away the cars and give him instead a "Name". Play into Reputation, let them use their name like currency. Cause, you know. Some people, when the world goes to hell just fly on by and everyone else is just left going. Cool.

68
What I meant is, feel free to hate it, hack the old one back, etc. I don't think you need to like the driver, much like I don't need to like or appreciate the rock and roll crap-noise-thing in the alternative play books. Only reason I kept going after that line is that if Vincent reads this, I wanted him to know I love it.

So like what you want, hate what you want. Driver has plenty of things, and if you and your player cannot figure out what he wants his to be, then, maybe a brain storming session is due.

IMO some of the play books just come with a lot of noise.

69
Apocalypse World / Re: the Driver has lost their "thing"
« on: July 26, 2017, 07:20:32 PM »
The playbook is whatever you make it. Before, the Driver was a handicapped cheat. Things were too easy behind the wheel, and there was nothing once he stepped outside the car. Sorry man, the basis of your argument is that the driver class EVER added anything major to the game, and really that just isn't so. None of his moves expanded the world, none of his shit had any influence unless the MC made it so it did. Gunlugger takes a motorcycle and the driver's as dead as the next guy.

So... No. I dont think I need to persuade anyone.

The Drivers moves now let him be whoever he wants to be. It lets the player decide how they wanna roll, and if that's locale, then so be it. Reputation, Escape, Big ass toys; It's fucking awesome. Driver decided he wants some heavy fucking machinery to do construction work around town, deciding he's part of say a savvy heads agarage and they're do big things here. Fuck yeah, it's what I've got to say. No savvy head? Meh, still all the same, just pick up your own workshop through the moves and do it that way.

You wanna have combat driver? It's badass. Really damn powerful in the right circumstances without fucking up the balance of your stats, or demanding the driver be some handicapped dude anywhere else.

The Maelstrom can be anything, but yet we still manage to make it cool. Why's it so hard to do that with a guy that can fly in any vehicle he wants? Nothing wrong with telling the gunlugger looking at a plane he's got no fucking idea how to move it, land it, whatever. Got a driver? Well shit, that could open up worlds of opportunity. You wanna make a guy that can drive anything awesome, present opportunities to do it. You don't? Still one of the top 3 playbooks for me, precisely because it doesnt carry so much conceptual baggage, and you can do fucking anything with it.

You think cars and trucks or whatever are all over, so what makes a driver's special? Simple, he's got choices the others dont. He gets what he wants, the rest only get what shit is already falling apart here. Also, he got all the best moves out of Operator, and that is damned cool too.

70
Apocalypse World / Re: the Driver has lost their "thing"
« on: July 26, 2017, 06:05:40 PM »
I hated the Driver playbook before. Now it's one of my favorite. So... disagree. :)

71
Apocalypse World / Re: Optimal number of players?
« on: July 18, 2017, 11:33:26 PM »
Agreed.

The only downside to MC+3 is that if you have people missing out during weeks, you're left with the MC+2 option, which isn't as dynamic. MC+4 tends to start to put strain on all the things happening at once, and it can be difficult for some people to keep the correct balance of screen-time. I've done MC+5 before. It's a different kind of game at that point, and has it's own kinds of rules of thumb to keep working.

These can be very dependent on the players too. 

72
Apocalypse World / Re: Threat Analysis
« on: July 16, 2017, 01:50:58 AM »
Thanks! :D

I was really afraid that the database change affected the max value of the column and it was gone.

73
Apocalypse World / Re: Threat Analysis
« on: July 15, 2017, 04:28:53 PM »
Is it just me, or are these posts missing pretty sizeable parts?

If anyone has the unclipped versions, let me know. I'm after the last half.

74
People drive down the road to get to where they're going. They're probably in every day type cars. IN the apocalypse world, maybe those cars are diesel fueled war-machines, but the in the end, they're still just the trash people put together.

In my games, the driver is the luxury car, the racer, the real damn tank. For whatever reason they've got a relationship with their vehicle that tends to go their way. The vehicle and the driver both care about each other, and it shows. The other crap on the roads just don't compare in the same way, hell, the other cars are probably jealous.

Driving is a drivers art.

The driver also has access to vehicles that other people just don't. If you've got a bunch of people sailing on the coastline with rickety old fishing vessels loaded with arms and small speed boats with front gun turret. The Drivers the guy I'll let say. I want a Helicopter, a Submarine, A hovercraft for the marshland, a small airplane. They get access to things that change the scope of the game.

Drivers don't escape threats. He can try, but the threats might still come after them, and word-gets-around. The driver also generates threats, because he's got shit that other people want. He can access things that other people cant. When you've got a driver on the move, then probably the most relevant threats are also on the move. The game probably covers a larger area. Just because the driver moves, doesn't mean he doesn't need the road. Or he doesn't need friends along the way that help him resupply. Think Firefly (the movie) and what happens to Shepard with the Crew tries to go to ground. A driver still has to eat. 

I dont do mad max type of games, not even close. But My games normally encompass a larger area. Usually it all plays around a few hardholders and whatever is in between. Getting through the middle of that and all the threats, that's always dangerous and I'm always pushing problems in into it. The driver can get ~anywhere~ more reliably then someone else, but that doesnt mean he's just gonna drive off into the sunset.

Drivers also pretty much swallowed up the operator. Far as I'm concerned, all the cool things an operator could do are now in the drivers hands. So I talk about how he gets his jingle, and play into that pretty hard. These places probably sit pretty still, and thus are vulnerable to all the things the driver might out run.

As for playtime, keeping people on scene can always be a challenge. Doesn't have anything to do with a driver though. I don't see how its related. I rarely if ever have all the players in the same place at the same time. That's just too much firepower, and they're not always friendly towards each other.


75
Quote
2. Although all the playbooks are intended to be "unique" archetypes, none (in my opinion) are as much so as the Skinner. Sure, you're the Hardholder... but there are other hardholders out there. Gunlugger? You may be the baddest, but there are others everywhere. Even the Brainer... there are probably some other wackos out there.

But the Skinner... to a far greater extent, you are truly unique.

In games where we don't have a skinner, every now and then there's an NPC that grows into something beautiful. So it's not entirely exclusive, although they do lack to moves / real power that the skinner has. One of the more interesting ventures had a Skinner competing with their Art with another NPC (granted the skinner's player created them too).

I'm wary of the whole celebrity thing. Skinners aren't celebrities, they don't have reputation inherently or anything. Nah, they're just something beautiful in a world that isn't. It's hard to understate that. That's literally the most important part of life. And the art doesn't need to be a craft either, my favorite skinner idea has always been kindness. I'm not talking demands for peace, but instead, just someone truly so good to others that it's impossible to ignore once you see it.

That can be a very personal thing, done right.

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