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Messages - eggdropsoap

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16
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 19, 2010, 12:12:23 PM »
Yeah, complete agreement with Motipha.

That's another reason I think "ask questions" is so genius: The MC gets to inject all kinds of interesting things just by asking loaded questions, but it's not fully formed until the players answer. The locus of story creation is almost perfectly centred between the player answering and the MC asking. Everyone owns the inputs to that process, but the output is entirely co-owned.

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Apocalypse World / Re: Playbook: Faceless
« on: August 19, 2010, 12:05:24 PM »
I thought I remembered Vincent saying that he wanted to make it into a playbook to give out at GenCon but that after that it would be up to Bret what to do with it.

Well anyone could put together a playbook for personal use. I'm pretty sure I could lay one out, but having the time to muck with that is an entirely different question, and without the fonts and graphic elements it wouldn't look like the rest of the playbooks.

Y'know, a blank character sheet would be useful. Fill in the character type and improvement lines, and we wouldn't need playbooks for custom classes like this…

18
Apocalypse World / Re: Playbook: Faceless
« on: August 18, 2010, 08:56:53 PM »
Aww, are you really keeping it exclusive, Bret?  Though I can't possibly deny it's yours to do with as you wish, I think that's a shame.

Not Bret; Vincent put together the playbook in a proper foldable manner after asking Bret, et al.'s permission to use it as a GenCon exclusive.

19
Apocalypse World / Re: Help me understand the logic behind advancement?
« on: August 18, 2010, 05:28:48 PM »
Vincent,

if that's the case, I'm confused again.  Consider the following system:

"Whenever you make a move, mark improvement.  When you fill your 8th bubble, select an improvement option."  

Could you explain in what way the current system improves on the hypothetical?  

Think of this angle: Who's job is it to hand out experience in AW?

The MC? No, they just highlight a stat. The other players? One of them just highlights a stat. Yourself? No, you gotta work to earn it by doing what others have highlighted.

The end effect is: "Here," say the MC and another player, "We're going to give you experience for doing this stuff. Except we're not going to give it to you: you give it to yourself."

So instead of having a GM that awards discretionary XP according to their taste and their vision of the game, you've got a negotiation. The MC and another player are going to declare their taste, and you're going to make a statement in-play about what you think of their taste. Rinse, repeat, and you'll find play and advancement awards converge into the sweet spot of the group, while staying dynamic enough to keep things fresh.

20
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 18, 2010, 05:21:26 PM »
Yeah! "Master of Ceremonies." That's a big clue that was just staring me in the face… Introduce PCs, put them on stage, and then give up the spotlight and make sure the backstage stuff goes smoothly meanwhile.

(Sorry about the handle. I'm cagey about mixing RL and online identities too much. But I should put my blog identity in there… so added. And "Scott" works for me.)

21
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 18, 2010, 03:07:59 PM »
Asking questions is pretty awesome, and is the thing I think I'll be importing into any game I run. I don't think I couldn't import it, at this point.

The hardest thing about being MC, I think (and not having done it yet, mind), is avoiding trying to own the game like you have to as GM. I think the best antidote for that is to lean hard on "ask questions", and "play to find out what happens". I think "be a fan of the characters" is the explicit principle telling the MC not to own the game, but I think those other two are the direct method.

To be honest, I hadn't actually grasped that insight until I came into this thread and started writing, and then you named it. So: awesome!

22
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 18, 2010, 02:17:30 PM »
Yeah but neither Luke nor Hans said anything about plots and I think you guys are getting sidetracked by making it about plots. It's about player priorities.

Yeah, but what are mechanised player priorities for? In a game where the GM controls story? In a game where you can directly express your player priority?

BW Beliefs are about having your cake and eating it too: You get to have a GM-directed game, and you get to have a player-directed game as well.

AW is all about letting the players direct. The MC's job and the MC mechanics are all about making flags unnecessary: why use semaphores when you've got a cell phone?

23
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 18, 2010, 11:10:13 AM »
Except the structure of 4E doesn't support me nearly as much as AW's structure in this regard (is this true? why is this?)

The kind of player-priority flags that Burning Wheel contains (and 4e lacks IMNSHO) are there to make GM plots and player agendas compatible.

MCs are not allowed to have plots, so they don't need flags to tell them where to modify their plots to accommodate player agency.

24
Apocalypse World / Re: Extended Mediography
« on: August 17, 2010, 12:06:43 PM »
David Brin's The Postman. Can't speak to the movie, but the book is right-on. Scarcity, fragments of lost civilisation, warlords, a weird AI turned Oracle, a small town just trying to get by, having to make choices that you wish you didn't have to make.

Paul O. William's Pelbar cycle (seven novels, starts with The Breaking of Northwall) is great for a post-apocalyptic world of scarcity. Though it's set a thousand years after a nuclear apocalypse, there are lots of little details of life that are perfect for AW. The entire society who were infertile—and so stole children from others—because they scavenged lead pipes to make their super-awesome cookware is the sort of thing I'd use in a game of AW.

25
Apocalypse World / Re: NPC "brainers"
« on: August 17, 2010, 02:06:46 AM »
Y'know, the skinner doesn't have to be removing things in a sexy way, either, to be arresting in a sensible way in the fiction.

Picture a dapper violin-cello player whipping his battered top-hat off with a flourish; the last lounge singer removing and hanging up her shawl with an "I own this place" attitude; the skinner whipping off his trademark ankle-length leather coat and flinging it over the back of the chair as he enters/interrupts the meeting. Consider that such non-sexy uses of the move might be the only way these skinners ever invoke it.

You can have lots of fun with this interpretation of An Arresting Skinner if you fully embrace the colour-first ethos of the game. Go ahead and make a skinner that isn't about the sexy; don't worry about restricting the move with your character's colour. Leading with the colour is way more interesting than leaving every mechanical use of the move open.

Moving slightly back on topic: Imagine an NPC brainer starting from the Skinner as a template. They command attention where-ever they go, everyone does what they want, and they can just call people to them like nothing. And everyone will swear up and down that there's no psychic mucking about going on… they just happen to want to do whatever this NPC suggests. That's almost creepier, standing on the outside looking in, than if they were an obvious brainer analogue running roughshod over people's brains.

26
Apocalypse World / Re: Playbook: Faceless
« on: August 15, 2010, 08:33:35 PM »
Vx said it was a GenCon exclusive, much like the Maestro D' was a preorder exclusive.

Alternatively, take everything from this thread, fire up your desktop publishing software of choice, and have at it. ;)

27
Apocalypse World / Re: What do you do with doubled-up wants?
« on: August 15, 2010, 01:03:37 PM »
Yeah. Idle hands…

28
Something to consider too is that it's easier to move the spotlight around, and easier to get 2+ PCs into one scene, when all the PCs are packed like sardines into some small space. Like everything, it's not worth forcing if the players are obviously picking playbooks and talking up things that indicate a wide-open game, but tight quarters is a great way to kick things off.

Remember too that you can not only frame scenes aggressively, but you can also frame scenes that are "loaded questions". So you can say something like, "You're all in the guest suites of [rival warlord] Kreider's hold. What are you there for? Are you together, or just shoved together by Kreider's hospitality?" and then go off their answers with, "[some relevant badness], what do you do?".

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Apocalypse World / Re: What do you do with doubled-up wants?
« on: August 14, 2010, 11:41:51 AM »
[…everything…]

Yeah. This! This sounds like the AW Way.

Sweet. I'll point my MC at this if he hasn't already been by.

30
Apocalypse World / What do you do with doubled-up wants?
« on: August 13, 2010, 09:52:51 PM »
So I've got a hardholder, and I chose the manufactory and bustling marketplace as gigs (among other things). Both of those come with +idle.

So what does that mean? Are tags just flags and don't stack when they're already present? Or does this mean if I roll 7-9 on my Wealth at the beginning and pick "idle" for the session's want, that I get super-idle (idle x2)? Or are the two idle tags discrete, so that I pick one of "hungry, idle, idle, or famine" and the second idle is redundant?

My MC just shrugged and said that it's super-idleness, which seemed sensible at the time. But of course I didn't want to pick super-idle, which gave me pause after the game when I thought about it. Now that I go looking for it in the text, I'm thinking that tags work like on/off switches and the first interpretation up there makes most sense to me.

How have you played this in your games?

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