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Messages - As If

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61
brainstorming & development / Re: Fuck yeah, Space Pirates!
« on: June 09, 2014, 09:53:00 AM »
Mister Metzger has too much couth to link to his descripto-page for Dungeon Planet.  But I don't.

62
brainstorming & development / Re: Fuck yeah, Space Pirates!
« on: June 09, 2014, 07:57:52 AM »
There's a lot of stuff in there.  Too much to answer right now but I'm sure others will chime in.  For now I just want to give you two links that you might find useful.

Star World *W hack by Rob Wieland and Mark Diaz Truman - includes ship officer classes, special basic moves and ship moves.

Pirate Class for DW by Melissa Fisher - it's the nautical kind of pirate, but it should give you some ideas for piratey moves and color.

63
One thing we all forgot to mention: It has been said (by none other than Vincent) that an AW campaign really gets going after 5 sessions.  When I started running the game, I didn't want to believe that was true.  "I can make these people connect much faster than that," I thought.  Well, guess what?  He was right.  There's a magic threshold that gets passed at a certain point, where the PCs have enough information to feel connected to events and understand their place in the world, and when your fronts have made enough moves for their intentions to become clear (or at least suspected), and the action suddenly starts being more player-directed.

Until then, just get your fronts out there, barf forth, and let the players soak up the world.  You're doing fine, you've only just begun!

64
Good point T.G. made about encouraging proactivity.  I have a similar group and I do need to remind them: "To make things happen, DO THINGS." :-)  At first only one of them really "got it" - and she leveled up twice as fast as everyone else!  Now the rest are beginning to get the picture (I think).

@dudemic - I want to talk about the difference between a plot and a countdown.  Basically... there's a step between "seeing a conflict ahead of time" and "guiding the players toward it".  Don't take that step.  The Countdown Clock (or Portents, since I prefer to use the Dungeon World approach here) is all you need.  It has its own innate sense of progression or escalation, but no dictation of player actions.  Just let your threats and moves be experienced by the PCs, and if they choose to go in that direction, then go with them.  If not, use a move (when you feel like it) to progress the Front to its next segment/portent.  An example might help.  Here are two Fronts from my current AW campaign:

FRONT: Megadeth - Brute/Chopper
(Leader of the Reapers)
IMPULSE:
•   To control the east side
STAKES:
•   Will he ever figure out who is killing his men?
•   Will his Alpha status be challenged?
•   Will OG King move in on his territory?
PORTENTS:
•   Sound of motorcycle engines nearby, unseen
•   Tales of people being interrogated by Reapers
•   Being followed/observed by a pack of riders
•   Someplace gets shot up by the MG on a jeep
•   Battle between King’s men and Reapers
          FRONT: O.G. King - Hardholder of "GG"
(Golden Gardens) expanding his turf
IMPULSE:
•   To control all trade in Vegas
STAKES:
•   Will GG take over the Strip?
•   Will GG suppress the Reapers?
•   Will King get taken out by the assassin from LA?
PORTENTS:
•   More GG patrols on streets
•   GG tagging appearing on new blocks
•   Firefights between GG and local scav crews
•   Firefights between GG and Reaper squads

As you can see, Megadeth and King seem poised for a conflict.  Anyone in town could tell you that, they might even try to give you odds on it.  The portents show me what's going to happen IF THINGS PROGRESS WITHOUT CHANGE.  Eventually either Megadeth or King will get to that point where they begin an open war with the other one.  But.... then again, it's totally possible (in fact it's highly likely) that the PCs will inject themselves into the mix before that, which means I have ZERO IDEA what will happen.  Which is exactly as it should be.

Backing up now.  Let's say for whatever reason, the players keep witnessing all these portents but decide to do nothing to insert themselves into the action.  So...  The Reapers are constantly tailing and shaking down both the PCs and their NPC friends, places are getting shot up, Golden Garden tags are appearing on block after block, some local scavengers (whom the PCs probably know) are getting shot and beaten... and the PCs are still doing nothing?  Okay then, if something else hasn't happened to change the whole situation (say King avoids getting killed by that assassin who happens to be after him), then a wholesale war would erupt between the two gangs.  It's possible.  It's probable, if nothing else happens.  But that's not likely.  Dig?

"Knowing what's possible" and "pushing toward it" are two very different things.  The most important difference is this: When you are plotting, you are planning for what the PCs will do.  But when writing portents, you plan as if the PCs weren't there.  The portents show what will happen if the PCs do NOTHING.  But we all know they're not gonna do nothing.  And that means your plans (or rather, your NPCs plans) are gonna get FUCKED UP, my friend.

Which is exactly as it should be. :-)

65
/nods in agreement with the above.  If you're familiar with programming jargon you may know the phrase "object oriented".  AW presents players with an object-oriented world, meaning that the individual NPCs are free-willed autonomous agents with their own ideas, pursuing their own goals independently.  Rather than writing a plot ahead of time, you simply wind them up and let them go, crashing into each other and the PCs like a bunch of billiard balls.  When it's time to make a move with an NPC, don't think about plot.  Just jump into the NPC's head and do whatever they would do.  Play to find out what happens.

Here's an NPC generator.
Here's the same generator with complications

66
Apocalypse World / Re: Grotesques.
« on: June 06, 2014, 01:06:19 PM »
Best way to decide on a Threat type is to look at their moves.

In my current campaign I have a Grotesque who is also a mindfucker (she visits people through the maelstrom and messes with their perception of things, tries to seduce them, tells lies about people they know, etc).  She is also the ruler of a group of infected parasite victims whom she controls telepathically.  Her followers are called "Cordies".  I could have made the Cordies a separate threat, but since she's a secretive person and they are tightly under her control, I decided to treat them as a direct extension of her.  So when I/she makes a Grotesque move like "Put her in someone's path", I put some Cordies in the path instead.  But if you follow these luckless victims, eventually they will lead you to her.

67
Apocalypse World / Re: Limits of the Skinner's Lost
« on: June 05, 2014, 01:32:26 PM »
>> Was I right when I said the player was wrong, and bailing someone out of prison-like situations is just fine?

I think you're totally right, unless it really is a 100% irreversible unescapable frozen in titanium and sent to another universe kinda situation.  This is movie logic, y'all.

>> It doesn't even say they need to be alive when you call.

HOLY SHIT!  I don't know how the Maelstrom works in your world, but this sentence made me shout DO IT DO IT!!! :-D

68
brainstorming & development / Re: A Giant hack
« on: June 05, 2014, 11:19:22 AM »
Just wanted to say thanks for picking this up.  I loved the original concept and I didn't want it to fall out of existence.

69
Apocalypse World / Re: Star Trek:The Next Generation - AW powered
« on: June 04, 2014, 07:47:58 PM »
Perhaps there should be a Principle dealing with chain of command.
"Remember your duty to Starfleet" or some such. 

Oh and of course, The Prime Directive.

70
Apocalypse World / Re: Star Trek:The Next Generation - AW powered
« on: June 04, 2014, 02:23:35 PM »
I suggest to start with the Principles and MC Moves.

71
Apocalypse World / Re: Handling a Hardholder PC
« on: June 04, 2014, 06:52:25 AM »
It can be tricky mixing sedentary PCs with mobile PCs.  Not impossible, just tricky. 

If this is the case, jumpcut back and forth a lot between the HH and the mobile PCs.  Whenever possible, jumpcut just before you resolve something threatening (e.g. the bad guy raises a hatchet over your head and... CUT to the other group!)

72
I'm reposting this here because I'm interested to hear Vincent's reading.

Personally, I take the word "Obligation" to mean an onus to deliver something to another person. You're right that a couple of the obligation gigs seem more personal than interpersonal, but I read those socially, because the word used is "Obligation", not "Elective" or something else.  In other words, I would take "Pursuing Luxury" to be an obligation to live up to some luxurious standard set by your family, clan, mentor, boss or whatever, for social purposes. I would take "Maintaining Honor" to be an obligation to your unit, commander, flag, rank, mentor, sensei or whatever, for purposes of maintaining social status & face.

The question isn't whether these can be ignored; all gigs can be ignored if you choose not to work them. The question is "what makes them obligatory?" I believe the answer in the case of the "social" ones would be something like "because to do otherwise would be to bring shame, dishonor, downfall, ostracism, judgment, etc to (someone)."

I'm not 100% sure of the above. I'm not even sure if it's an important distinction to make (personal vs interpersonal), as long as it is felt as an OBLIGATION.  I suppose a neurosis would count, as long as it truly compels character behavior.

But in Lafferty's case, it feels like it doesn't.

73
Not worth starting another thread, but here's a variation I'm using to overcome some issues I had with other approaches:

When your Hx with someone rolls over to +1, select one of the below questions and both of you create the answer collaboratively:

1. What did I just learn about you (either shared willfully or discovered secretly) that no one else knows?
- OR -
2. What did I just see you do (either to me or to someone else) that totally changed my understanding of you?

74
Apocalypse World / Re: Random NPC generator
« on: May 25, 2014, 02:51:36 PM »
Complications have now been added to the NPC Generator.  To generate them along with your NPCs, hit the URL this way:
http://asifproductions.com/aw_npc_gen.php?complication=1

75
Apocalypse World / Re: Random NPC generator
« on: May 24, 2014, 09:22:18 AM »
Ok this is not part of the generator - maybe it will be after I get some feedback - but it's a 2d6 table for rolling a generic prompt for a plot/story/complication.  The idea is to complicate NPCs lives by giving them one of these problems (and detailing it, of course).

2   Disaster/Emergency, natural or otherwise OR savagely attacked by someone
3   Psychological/Physical abuse, brainwashing, coersion, codependency OR lying sociopath
4   Being extorted/vandalized/threatened/blackmailed by someone, OR playing for sympathy
5   Personal/family/friend's addiction/illness OR lying about who's really addicted/sick
6   Owes someone/lost a gamble/took a loan and can't pay it OR throwing good money after bad
7   Being extorted by someone with local authority but they're innocent OR so the story goes
8   The problem isn't personal, but a person they love has a problem OR they see it that way
9   Bitter rival, monopolist, once-friend-now-enemy, family feud OR yes but we started it
10   Someone they know is robbing/sabotaging them OR they are robbing/sabotaging someone
11   Their selfish acts are being exposed OR they are exposing someone's selfish acts
12   Something, something, something, Maelstrom…

ETA: You might consider this an MC Move: Add a complication to an existing NPC could be an example of Activate their stuff's downside.

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