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Messages - Ell975

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Apocalypse World / Re: Waterbringer Question
« on: May 29, 2018, 06:28:19 PM »
Oh cool I've never even thought about the laws applying outside the waterbearer's source. I think it actually opens up a really interesting avenue of thought if the laws are being proselytized and pushed like an authoritarian tumour. That totally sounds like a GM threat to me, both the laws themselves and the simmering resentment of having someone else's ideals pushed onto you!


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Wow, I sure am glad Vincent keeps supplying us with playbooks, the emails from patreon always brighten my day and fill my head with dreams of characters yet to be born. But unfortunately I've not yet had a chance to play with any of these exciting new toys, does anyone have cool stories/notes of interest they fancy sharing? 

I absolutely adore the nod to the Marmot (the best playbook of 1st ed) in The Patron supplement.

3
The Waterbearer tells an interesting story, like the hardholder they hold something of immense value and power, which everyone desires. However the Waterbearer does not come prebuilt with an explanation of how they keep it. A Waterbearer needs to be constantly working to keep their Source fully under their control, as there are plenty looking to pull it out from under their feet. What is the WB willing to do, willing to give up in order for the water to keep flowing. Their cupped hands runneth over, but that water will trickle between their fingers and feed the parched earth beneath.

I found The News needs to be prodded into the action. Too often a player will seek to sit back in his station, you need to give him reason to get up and get his hands dirty. Because game doesn't happen unless the players go out and seek it

4
Have you ever seen Mad Max? Because Max is the perfect example of the Driver
Quote
I am the one who runs from both the living and the dead. Hunted by scavengers... Haunted by those I could not protect. So I exist in this wasteland... A man, reduced to a single instinct: Survive.

The driver isn't about driving, they're about movement. They're about moving on and never getting tied down. They're the person who connects distant settlements.

By playing the Driver you want to draw attention to the scale of the world, while simultaneously being the one who can ignore it. Other people are tied down to their home town, where they have a support structure. Travelling should be an ordeal, something which requires serious effort and some planning. Unless you can get a ride from the driver that is.
Sure, you could buy passage with a merchant convoy, or you could get the chopper and her gang to let you ride in a side car. But if you want freedom, the ability to just raise anchor and move on, you wanna be the Driver.

Look at the Driver's special move
Quote
If you and another character have sex, roll+cool. On
a 10+, it’s cool, no big deal. On a 7–9, give them +1 to
their Hx with you on their sheet, but give yourself -1
to your Hx with them on yours. On a miss, you gotta
go: take -1 ongoing, until you prove that it’s not like
they own you or nothing.

While pretty much everyone else gets something out of sex, the Driver just gets obligations. They get tied down, their freedom is hindered. A driver should draw attention to the dichotomy of Freedom/Obligation and Separation/Connection

(Truth be told, I've not actually played with a Driver yet. But this is the impression I get from the playbook and the aspects I would try to push as the MC)

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Apocalypse World / Re: Question's about +1 Forward and +1 Ongoing
« on: August 28, 2016, 06:31:59 PM »
Well alright, you can hack it however you want, but if someone asks a rules question, it's probably safe to assume they want to know the way it works in the actual rules.

I think that's an unhelpful way of looking at it. A game's rules are only worth following if it will lead to a better game than if you hadn't followed them, and the only way to determine that is to discuss and analyse the rules and possible alternatives. Game writers make mistakes too, though admittedly most Apocalypse World rules seem to have some pretty clever design behind them.

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Apocalypse World / Re: When do you reveal custom threat moves?
« on: July 20, 2016, 07:54:12 AM »
Quote
Make your move, but never speak its name. Maybe your move
is to separate them, but you should never just say that. Instead,
say how Foster’s thugs drags one of them off, and Foster invites
the other to eat lunch with her.

But that only applies to MC Moves, because you as the MC are supposed to make Apocalypse World seem real and so your moves should feel to flow from the fiction. But these custom moves are player facing, like Open Your Brain or Seize By Force, shouldn't the players know what they're getting into?

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Apocalypse World / Re: a 'Fillable' front
« on: June 15, 2016, 01:24:47 PM »
Wow, that looks awesome, nice work. I especially like the countdown clock, it might have been hard to use without the little arrows. I'll be sure to use this for the next game I run.

Also, when you say the fonts etc can be edited, does that require acrobat?

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Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 26, 2016, 12:18:23 PM »
Can we talk about the new playbooks? Because I think there are some fascinating design choices there that deserve picking apart.

First, the Child-Thing's den is seriously well described, it talks about smartphones and calendars. But these are things of the past, the savvyhead has their weird-ass electronica, but a Child-Thing's book knows what the electronica used to be. My thoughts are because the CT is something different from all the other playbooks, everyone else is born in the apocalyptic world, all they know are what they can piece together from ruins of the past. But the CT is different, they're not from the apocalypse but instead from the Maelstrom. Of course they know some things no-one else does: its yet another reminder of their otherness.

Also the Waterbearer's Lawbringer move is triggered strangely, not by the WB doing anything but instead the move is triggered by someone else breaking the law. I'm interested in whether that's an intentional difference because I can't (off the top of my head) think of any others like that.

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This sounds like the perfect time to Disclaim Decision Making. Ask the player, work with them to figure out how naked they want to be. 

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Apocalypse World / Re: Apocalypse World 2nd Edition
« on: August 04, 2015, 07:43:54 AM »
I for one am not really interested in the new edition from what I've seen of the previews. The basic moves and stats were awesome because they simplified and streamlined so much. Making them more complicated is a step backwards IMO.
Just my preference, I know Vincent is not looking for feedback or votes.

But the new edition has so many other changes, the battle moves are just the most obvious. The debility changes, the change to hx, tons of little things which will just make the game better.

11
Apocalypse World / Re: Knowledge and Defend skills?
« on: July 31, 2015, 05:37:36 AM »
I'm not so happy with Spout Lore's trigger, because it doesn't really follow the fiction. You aren't really doing anything in the world, just remembering. In Apocalypse World you either ask the MC and they tell you What Honesty/Prep Demands if its something you might reasonably know. Or maybe they'll Disclaim Decision Making and ask someone else at the table. And if neither of these quite make sense, you might choose to Open Your Brain allows you to interrogate the fiction, to find out information while the MC puts their bloody fingerprints all over it.

In the Apocalypse Engine, if there isn't a move for what the player is doing, that means that its the MC's job to respond with one of their moves. It doesn't (necessarily) mean that the game is lacking a move, but that the writer didn't feel like this action deserved one. Moves don't define what you can do, what you do defines what moves are rolled.

As for defending an ally, it depends what you're actually doing in the fiction. If you mean in a violent conflict, you're seizing the ally's safety by force and maybe the ally is helping(again, depending on the fiction). If they don't help, then taking definite hold would probably mean the ally doesn't get hurt and if they do help then On a 7–9, you also expose yourself to fire, danger, retribution or cost.

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I think I remember Vincent saying something about how the trigger is have sex with another character, while Poison'd would have been "When you fuck another character", the two having very different implications.

Rape isn't just a subset of sex, its just happens to be a thing done with the same bodyparts.

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Apocalypse World / Re: Apocalypse World 2nd Edition
« on: June 21, 2015, 07:29:52 PM »
No, it still seems to be a work in progress, so no pre-ordering yet.

As for Patreon, you sign up to pay x amount of money to Vincent every time he releases one of his unfinished games, in exchange you get access to them all. I think the minimum is $1 per instalment. For Vincent's stuff, $1 per is definitely worth it.

Here's the link to the Patreon

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Apocalypse World / Re: AW- Vehicles (non-Drivers)
« on: June 20, 2015, 08:31:17 PM »
So in Apocalypse World, there are two kinds of advancement, descriptive and prescriptive. If you level up and take the "My Other Car is a Tank" move, then you have gained a tank through a prescriptive advance. However, if you get a tank by going out and aquiring a tank, then you have a tank, there's no way the GM can deny that or else they aren't making Apocalypse World seem real. This is descriptive, your fictional positioning has been altered by fictional actions.

Vincent wrote something along these lines in a Blood and Guts post:
You can get followers by descriptive improvement, same as you might get a car or a new gun. Like, you might be this angel you're talking about, and in play you might accumulate a bunch of people around you who are into you and who generally do what you tell them to do. Then, taking fortunes from the hocus playbook would make perfect sense.

Skinners are the only ones who can get followers prescriptively, the only ones who can choose them from a list instead of having to make them happen in play.

-Vincent

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Apocalypse World / Re: How collaborative should Hx be?
« on: June 09, 2015, 07:19:05 AM »
My personal view of Hx is that its from one player's perspective, and coloured by that. For an example, the Gunlugger has "One of them once left you bleeding and did nothing for you" as a Hx option and that's what the Gunlugger saw happen. She doesn't know/care that you were being chased by Jackals boys and couldn't stop, all she cares about is that you left her!

However in the new edition Hx is indeed reworked, I wont give too many details because if you're interested you can send a little bit of money Vince's way, but it does give each person the power to decide how they're known by Hx.

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