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Messages - octoscott

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46
Apocalypse World / Re: Merciless
« on: February 23, 2011, 09:19:04 PM »
As I said, I'm not really arguing either way is correct, just is an interesting intellectual debate of a move defining who you are versus what you can do.

It really seems to as the rules are written, which is exactly as you've described, you have the merciless move, therefore you've fundamentally and forever changed who you are but it's interesting to contrast with interpreting it as a choice.

47
Apocalypse World / Re: Merciless
« on: February 23, 2011, 05:26:28 PM »
EDIT: Not saying either of these approaches is better, I think they're both interesting ways to interpret the rules.

Many moves, you need to DO, in order to benefit. If I want to open my brain, I need to open my brain. I'm not just walking around all day with my brain open.  But yeah, that move includes a roll.

Merciless. Does taking the merciless move imply that I am forever and irrevocably a merciless person in capable or moderating my cruelty in any situation, or does it mean I now have obtained a capability for obscene acts of merciless behavior when I choose to. Those are two very different things.

Most games choose the former which is perfectly cool, they must be used all the time, and that's probably how it's meant... but does that also imply: (Battlebabe moves just to keep them on one page)

Dangerous & Sexy: "When you enter into a charged situation..." You must roll+hot to engage someone in eye contact. You don't choose to be dangerous and sexy, you just are.

Visions of Death: "When you enter into battle..." You must roll+weird to choose who will live or die. You don't choose to do this, it happens. You have visions of death when you enter battle, you don't choose to have visions of death.

In the case of these two, I've always had it interpreted that you can choose to do things like this or not. Is that only because there's a roll involved?

But I wonder if these shouldn't be a choice. If you don't want to have visions of death, you'd better not go into battle. Does anyone play moves like this in this way?

48
Apocalypse World / Re: The Hoarder
« on: February 23, 2011, 01:25:37 PM »
Love the hoarder!  Now I need a new game in which to try one. (Or to earn that 6th advance)

49
Apocalypse World / Merciless
« on: February 23, 2011, 12:32:47 PM »
This has been turning around in my head for a day or so since it came up in a game:

First, consider a move like merciless:

Quote
Merciless: when you inflict harm, inflict +1harm.

Ok, so I deal +1harm whenever I deal harm, cause I'm merciless, right? But do I have to deal +1harm? To do it, do it right?  What if I'm not acting merciless at the moment:

"The kid doesn't know who I am, he doesn't deserve death so I'm going to let him live, with a little scar to tell the tale."

Sounds merciful... or at the very least not merciless. Which suggests I do not have to inflict +1harm when I deal harm.

On the other hand, if it's ruled that I must inflict +1harm on a hit (And this is usually the ruling I hear) then the opposite applies. If you do it, you do it which means simply having this move requires me to act merciless whenever I deal harm. My character may not choose to act in a non-merciless manner if one were to rule the move means I have no choice, If must deal +1harm every time I deal harm, then my character may not ever... choose to be merciful.

You can't separate the +1harm, a mechanic from the fictional behavior of the character. If I'm not acting merciless, I'm not merciless.

50
Apocalypse World / Re: Advice For running Apocalypse World at Cons
« on: February 07, 2011, 12:55:25 PM »
The four love letters chosen for my recent running of the scenario, I will bold the options chosen by the players:

The Savvyhead is critical to the scenario and is the only one which must be chosen:



Dear Savvyhead,
Nobody remembers how the world caught fire. But now we got dirty black rain, that gritty dust that sticks to everything in the wind, and the fire. All we know is now the fire burns underground, all the time, it moves and flares and grows and sometimes rarely goes away for a time, but it lives beneath the soil like a vast living thing. Now it’s coming this way, get the hell out or die, most people figure.
Years ago some savvy engineers here in the scrapyard started working on that old hulk of a rusty steam engine. Erie and his partner dedicated their lives to getting that thing running, until Erie lost his hand in that explosion. He abandoned the scrapyard, taking most of your gang with him to the Stacks. But the boiler’s finally fired up and they say it’s almost time to get the hell out of here.
That pure white plume of steam serves as an unintended signal though to everyone for miles around. Scavengers and all kinds of drifters been coming by the dozen and crowd the walls already been fights and some been killed. Shit’s not looking good outside the compound; many looking to you for hope… or to blame. Erie’s out there too somewhere they say.
This is where we find you.
Sometime before we start I’ll ask you to roll+weird. On a 10+ choose 1 to be true, on a 7-9 choose 2, and on a miss (6 or less) we’ll each choose one:
  * You’re really important to the scrapyard and the train and everyone knows it. How the hell did this ass hole sneak into the compound and brain you with a pipe. You wake up over her shoulder just outside the compound. Shit. Name one PC who knows you’re missing.
  * Erie wasn’t just the leader of the scrapyard gang, he was a damn fine engineer and probably your friend. What did he take with him when he left that you really can’t bear to be without?
  * You’ve figured out that Erie is building something massive out there in the stacks, but no idea what. Curiosity…. you know, he was a pretty good mechanic. If you see the stacks and choose not to check it out, you’re acting under fire. If you see with your own eyes, mark experience.

Cheers!
Your MC



The Hocus, (Note the opening paragraphs are all identical)

Sometime before we start I’ll ask you to roll+weird. On a 10+ choose 1 to be true, on a 7-9 choose 2, and on a miss (6 or less) we’ll each choose one:
  * The fire is your friend. Most people fear it and loathe it, but you, it seems to protect. You seldom suffer from the smoke and your most dedicated followers expose themselves to it intentionally and suffer little ill. Some say it’s a miracle.  Some think you’re the devil, might have to deal with them.
  * You figured out that a couple of Erie’s boys who you don’t know from before, they must be scavengers he’s paying, Dingo and Mars maybe, have infiltrated your followers and gotten very close to you. What are you going to do about it?
  * You’ve managed to get a few followers into Erie’s gang. You can use them to make some moves on your behalf over in Erie’s compound, but missing that roll is going to get people killed. Who are they?


The Faceless:

Sometime before we start I’ll ask you to roll+hard. On a 10+ choose 1 to be true, on a 7-9 choose 2, and on a miss (6 or less) we’ll each choose one:
  * Why do you think Erie blames you for the explosion? Is it true?
  * Where is she? Someone precious to you is missing from the compound. Tell us who she is and where you fear she went. Shit, you think you hear her screaming.
  * There’s this kid who thinks he’s like you. Wears a mask and follows you around all the time. Name of Kopper. He’s going to get himself killed doing that and he’s starting to get in your way.




The Gunlugger:

  * Erie has asked you to join his new gang several times. He’ll make you the new gang leader, says he needs you to keep the scavengers in line. Why have you always refused?
  * Nobody’s noticed but you have a sense for this kind of thing. Someone’s watching you closely from a high place. You’re sure there’s a sniper about to pick someone off in the compound. You’re pretty sure if you don’t raise the alarm and she fires you’ll know where she is but someone’s gonna eat it. Who’s about to get shot?
  * Without you the scrapyard would probably be in a lot more danger than it is already. There must be someone here you’re trying to protect. Who is she? Who else knows about her?


51
Apocalypse World / Re: Advice For running Apocalypse World at Cons
« on: February 07, 2011, 12:46:31 PM »
Hey!
I've run my apocalypse world scenario Iron Road a couple times now in a single 4-hour slot at Engame Oakland. The games have been very fun and though it is a short period, definitely let the players experience character creation.

I think though that you want a strong scenario in mind with a few very well understood individuals, you're not going to have time to organically establish NPC triangles or let the situation grow, you need to throw some people and problems at the players and let them deal with it.

One of the best ways to do this is the MC Love Letter, you can include any background information in those, set up triangles and really set things moving. I'll include a couple of those from my Iron Road scenario in a follow-up post. Each love letter includes some (identical) background information and then the three results which might come from an opening roll. I tried to make each letter include:
  * One result which needs immediate response (e.g. someone is in danger)
  * One result which ties into the main situation at large
  * One result which is personal to the character
These love letters produced two very different games based on the same material, depending on which options the players chose, I deliberately left the game open enough that anything can happen, there is an ostensible goal to get this steam train running, but that's really not material to the scenario, the real question in the game is do the characters reconcile with their estranged hardholder/gang leader Erie, or do they fight him.

Love letters to follow:

52
Apocalypse World / Re: Rules question: Implant Syringe
« on: February 04, 2011, 10:45:45 PM »
Sounds cool.  Thanks for the input!

"Pull the strings!"

53
Apocalypse World / Rules question: Implant Syringe
« on: February 03, 2011, 09:38:46 PM »
How are people playing the implant syringe.
Quote
After you’ve tagged someone, if a brainer move allows you to inflict
harm on them, inflict +1harm.

If say I have 3 hold on in-brain puppet strings would the previous use of the implant syringe let me inflict 2-harm with each hold, or just the first one?

54
Apocalypse World / Re: levelling up
« on: January 30, 2011, 02:35:44 PM »
This is related, but only a little bit.

I find when I have "cool" highlighted I am generally waiting for the MC to give me an opportunity to act under fire, like I keep saying I do more and more risky things and hope I get the chance, it's not so concrete. But when any other stat is highlighted I can usually just definitely do it.

55
Apocalypse World / Re: change your character to a new type
« on: January 27, 2011, 01:38:35 AM »
So more like this:

At the end of each session, for each move held over from an old playbook, roll+(that playbooks stat). Add +1 if you used the move this session, add +3 if more than once. On a 10+ no problem, you still got it. 7-9 getting rusty, use it next session or lose it. On a miss you're just not so great at that any more, it's gone.

You literally could not lose something you used a lot in this case, you'd have +5 or so.

56
Apocalypse World / Re: change your character to a new type
« on: January 26, 2011, 09:03:27 PM »
Could be.

My version is more like "Oh shit, I better use that"
Your version is more like "Oh shit... I forgot to use that!"

Both cool, different flavor.

57
Apocalypse World / Re: change your character to a new type
« on: January 25, 2011, 11:30:57 PM »
At the beginning of each session, for each move held over from an old playbook, roll+(that playbooks stat). On a 10+ no problem, you still got it. 7-9 getting rusty, use it this session or lose it. On a miss you're just not so great at that any more, it's gone.

Just for fun. Moves for moves.

58
Apocalypse World / Extended Hx "Questions"
« on: January 24, 2011, 03:50:55 AM »
Hey have a question for the community.

Having played in a number of con games and a few longer term, I find the Hx 'questions' come up a lot. I thought it would be cool for the community to come up with a longer list for each playbook (we know how Vincent loves lists), like a brainer gets a list of however-many and can choose up to 3.

Stuff like this:

BRAINER: (Added to the original offering)
On the others’ turns, choose 1, 2 or 3:
  • One of them is quite obviously in love with you. At least you think so. Whatever they tall you, write +3 next to the character's name instead.
  • One of them has a dark secret that only you know. Whatever they tell you, write +3 next to the character's name instead.
  • One of them has a trait which seems mundane to most but to you is absolutely, bizarrely enchanting. Whatever they tell you, write +3 next to the character's name instead.

Thoughts?

59
Apocalypse World / Re: Apocalypse World Book/PDF order question
« on: January 24, 2011, 03:36:25 AM »
In answer to the other part of the question, yes he does post here.

60
Apocalypse World / Re: The faceless at cons
« on: January 16, 2011, 02:01:59 AM »
Faceless got chosen at my con game at Endgame Oakland tonight, we lots of fun. The faceless was a masked circus ringleader almost, dressed to the nines but scary and fierce with his metal cane. Nasty.

Player sketched him during platy, too.

Was great fun running for everyone, love the game, Vincent thank you again!

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