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Apocalypse World / Re: Chopper Custom Move for Padding Out Gang
« on: December 01, 2015, 06:19:19 AM »
1.
When you convince people it's in their best interest to join your gang, add them to your gang.
Being "in your gang" is not a magical tag that's added to each person in a drop-down menu. What does your gang do for you and with you, day-to-day? Where do they live? By answering these questions, you should be able to tell, in-world, who's in your gang. If you add people to that group, then you've added them to your gang. There's no move to do so in the rules, but there is a comment about the rules being both descriptive and prescriptive. If you grow your gang, adjust your sheet accordingly.
2.
Alternately, just use go aggro on people you want to recruit, if it is that temporary (they probably won't stick around long if it's only the threat of violence that got them to join). If it's just a guy or two, you can probably do it yourselves but otherwise the litter of no-gooders count as a gang and you ought to bring your gang to the go-aggro harm calculation in order to be, er, coercive.
Go aggro I think works best when you ask people to do something concrete. Like "come back to our base". Then when it's time to go raiding, do you ask the new guys, cowering in fear by the fire, to join in? If so, do you need to threaten them with wippings again, or have they got the message? If they come, are you worried they'll desert you, let you down, or turn on you? Once you get to the point where the player and the MC agree that they are "in the gang", add them to your sheet and consider them included in rolls for pack alpha and fucking thieves from now on.
Both of the above alternatives presume that you do it in play, as in: you had already established who these people were, where they were hanging around, and then the Chopper player actually says they want to roll up and get them to join the gang. That's interesting, play that shit out. As above, either using go aggro, or just play out the conversation, possibly with manipulate rolls or promises, until you have triggered the "when you convince people..." from alternative 1.
However, the sort of move from the OP is cool to use in a love-letter – or more generally as a between-session / time-skip custom move. Then it's clear that you the MC is not giving them this move to use as they see fit, add it to your sheet-kinda deal. Rather, it's "instead of playing out the time when you go recruiting those freshly leaderless bandits out in the caves, how about you just roll this move?".
When you convince people it's in their best interest to join your gang, add them to your gang.
Being "in your gang" is not a magical tag that's added to each person in a drop-down menu. What does your gang do for you and with you, day-to-day? Where do they live? By answering these questions, you should be able to tell, in-world, who's in your gang. If you add people to that group, then you've added them to your gang. There's no move to do so in the rules, but there is a comment about the rules being both descriptive and prescriptive. If you grow your gang, adjust your sheet accordingly.
2.
Alternately, just use go aggro on people you want to recruit, if it is that temporary (they probably won't stick around long if it's only the threat of violence that got them to join). If it's just a guy or two, you can probably do it yourselves but otherwise the litter of no-gooders count as a gang and you ought to bring your gang to the go-aggro harm calculation in order to be, er, coercive.
Go aggro I think works best when you ask people to do something concrete. Like "come back to our base". Then when it's time to go raiding, do you ask the new guys, cowering in fear by the fire, to join in? If so, do you need to threaten them with wippings again, or have they got the message? If they come, are you worried they'll desert you, let you down, or turn on you? Once you get to the point where the player and the MC agree that they are "in the gang", add them to your sheet and consider them included in rolls for pack alpha and fucking thieves from now on.
Both of the above alternatives presume that you do it in play, as in: you had already established who these people were, where they were hanging around, and then the Chopper player actually says they want to roll up and get them to join the gang. That's interesting, play that shit out. As above, either using go aggro, or just play out the conversation, possibly with manipulate rolls or promises, until you have triggered the "when you convince people..." from alternative 1.
However, the sort of move from the OP is cool to use in a love-letter – or more generally as a between-session / time-skip custom move. Then it's clear that you the MC is not giving them this move to use as they see fit, add it to your sheet-kinda deal. Rather, it's "instead of playing out the time when you go recruiting those freshly leaderless bandits out in the caves, how about you just roll this move?".