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Topics - Daniel Levine

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Apocalypse World / Does Operator/Hardholder Barter Accumulate?
« on: August 13, 2010, 01:16:50 PM »
Just a technical question, but I couldn't find it in the book or on the boards.

When a Hardholder or an Operator gets Barter from Wealth/Moonlighting, does it roll over from session to session? 

I ask b/c I've got both in my game.  So far, "make them buy" hasn't often seemed like a natural move, and both have rolled well, so both are starting to accumulate 3, 4, 5-barter, easy.  I'm not *sure* that that's a problem, but it feels like one, and I sort of don't want to have to just start dropping in "make them buy" when I don't feel like it to limit how much money (or, in our world, bricks of hash) they have on hand.

The Hardholder's Wealth specifically says that her surplus is "available for the needs of the session."  That sounds like it might imply that, hey, if your Holding is doing well, you've got an extra 1-barter to play with this time, but if you're in the suck next session, turns out you spent that on food or your gang not killing you or something, and it doesn't roll over.  And having an automatic 1-2 barter to play with almost every session seems pretty good even if you can't keep it...

Anyway, just wondering how people use the surplus, whether this is something I should be concerned by, and maybe what the authorial intent was.

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Apocalypse World / Countdown Best Practices?
« on: August 13, 2010, 11:26:01 AM »
So... I'm heading into my third session of my AW game next Tuesday (see the "Another My First Front Post - Cannibal Farm" for details on the game, if you're interested), but I'm still struggling with Countdowns.

I wish I had a more tightly focused question, but I really just find myself with "blank page syndrome" when I start thinking about countdowns - I have some solid fronts/threats (I think) and some ideas about what they want and why they want it, etc.... but countdowns keep coming out flat or I have trouble coming up with enough things to put at the ticks of the clock.

So, if anyone has any general advice/best practices/lessons learned on crafting good countdowns for fronts and threats, I'd be much obliged.

For context, if it helps (so you don't have to go look up the other posts), right now I've got this layout of threats/fronts:

FRONT: The Farm (Corruption)
THREATS: Gnarly (Grotesque/Cannibal, the woman who runs the place and raises human livestock there), Twice (Warlord/Slaver, helps with the livestock and runs the city's only real medical clinic), The Farm Itself (Landscape/Prison)

FRONT: Dead City (Despair)
THREATS: The nanites (Affliction/Sacrifice, people destroy stuff/kill things to have the nanites rebuild them into mementos of the past), Kava's Gang (Grotesque/Pain Addicts - the Hardholder PC's gang)

FRONT: The Masses (Fear)
THREATS: The Sisterhood (Warlord/Hive Queen, a quasi-ascetic religion that preaches salvation through incorporation), The Unwashed Masses (Brute/Mob, basically the folks who live outside the main holdings), Dog Head's Crew (Grotesque/Mutants, the core of the gang are soldiers from before the apocalypse)

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Apocalypse World / Another "My First Front" Post - Cannibal Farm
« on: July 26, 2010, 07:53:51 PM »
I hope I'm not violating etiquette too badly by jumping in and making my first post a bit of a request for help... but I'm prepping fronts for my first game of AW and have a vertigo-inducing feeling that I'm not quite getting it.

So... without further ado, background.  In our AW, the characters live in a mostly-ruined, mostly-abandoned large city - they control an area that would have been a large neighborhood, at the center of which is a nearly intact corporate skyscraper (one of the minutae we came up with is that there are nanite swarms active that rebuild things at random, so it's not all decayed - I have a side question about my use of the nanites, not related to this mostly-worked-out front).  Aside from the nanites and the abandonment, the apocalyptic nature of the world manifests as extreme and random weather patterns.

The PCs are... Kava, the Hardholder - the Holding mostly lives by growing drug-producing plants (drugs are the de facto "currency" in the city, though straight-up barter also happens), and raiding others.  So, you know, setting themselves up big time.

Mac, a Chopper, whose gang were nomadic raiders that hooked up with Kava after she stood up to them.

Snow, who knew Kava from before and hooked up with her as head of security for the holding after Ebb, with whom she'd been working, needed a new patron and safe place.

Ebb, an Operator, mostly into infiltration and doing murders, who worked with Snow but used her connections to get a new patron when he got caught out during an assassination.

So... the Front.  We only have about a 3-hour window for our sessions, so after chargen and socializing and answering questions, we only had about 45 minutes to play.  I tried to ask questions like crazy, but feel like I didn't get as deep a look as I'd have liked.  One thing that came out, however, was that the fuel used in the setting was biodiesel, and there was someone named Gnarly who had a farm that grew crops to be refined into the fuel.  After the game, I started thinking that this couldn't possibly be just some hippie love-in commune on the edge of the city, and we'd already established that there was some dude named Dog Head who terrorized relatively isolated folks in the city, and chewing those over gave me this Front.  I'd appreciate any feedback, esp. regarding anything that's likely to suck in play, or any ways to fill in what I don't have - I still need some stakes and  countdowns.

Overall idea:  The Farm is a wide swath of leveled land in the city where Gnarly and her people grow crops.  All the crops are GM and self-sterilizing, so growing your own is problematic.  Too bad Gnarly is insane and The Farm is a giant expression of that - she endlessly craves what she imagines are the more vivid and fulfilling experiences of others, an obsession that has flourished into literal cannibalism.  Fortunately, The Farm brings in a steady stream of fresh flesh through its raiding activities and the fact that it has fuel and medical supplies in desperate need elsewhere.

FUNDAMENTAL LACK: Envy (this idea came from the initial idea that the farmers were too easily seeming like the place where the grass was greener for everyone *else*)

RESOURCES: Food, fuel, medical supplies, water, meat (don't ask)

DARK FUTURE: The Farm is sealed off.  Gnarly becomes the heart of a mass of undifferentiated flesh.  Fuel, and medical supplies are effectively gone from the city.

THREAT 1

Called: Gnarly
Kind: Grotesque/Cannibal
Impulse: craves satiety and plenty

Description & cast: Gnarly - the ruler of The Farm, controls by drugs and some psychic power, plus the fact that most inhabitants are lobotomized by Imam and her doctors.

Custom Move: When you meet Gnarly for the first time, roll+hot.  On a 10+, she tries to attack and eat you ASAP.  On a 7-9, she thinks about it a lot, and makes plans.  On a miss, meh.

THREAT 2

Called: Dog Head's gang
Kind: Brute/Hunting Pack (seemed right to go with the obvious here)
Impulse: Victimize the Vulnerable

Description & Cast: DH respects only those who can fight to keep what's theirs.  Roll+hard to manipulate/seduce members of the gang.

THREAT 3

Called: Imam and her doctors
Kind: Warlord/slaver
Impulse: to own & sell people

Description & cast: Imam & her doctors: White, Preen, and Ik.

THREAT 4

Called: The Farm itself
Kind: Landscape/prison
Impulse: Contain/deny egress

Description & cast: lobotomized farmworkers and "livestock," spread out medical campus, rows after rows of same-y looking crops.

Custom move:  If you go further into The Farm than Imam's clinic or the public trading post, roll+weird when you  try to leave.  10+, good riddance.  7-9, Gnarly displays her world & then you can leave (but you can't unsee it).  Miss, and Gnarly attacks without warning.

Anyway, feedback appreciated.

Also, on the nanites... they're shaping up  to be part of a Despair-based Front.  The idea was that I didn't want them to be just, like, techy locusts.  So I had the idea that they were an Affliction/sacrifice - they can build stuff for you, if you know how to ask, but they disassemble things (or people) that matter to you to do it.  I'm not sure *why* yet... I left it as something to wonder about.  But is it kosher to conceive of something as a sacrifice affliction if it's an agent, and not just a social phenomenon?

Thanks in advance...

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