Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - caitlynn

Pages: 1 [2]
16
Apocalypse World / Playing two characters
« on: September 09, 2010, 10:41:37 AM »
Not a rules question! Just curious about what people have done when they or someone in the game they're MCing pick to play two characters.

Do you generally have a player who plays two characters play them in the same scene, like just interacting, or do you send them apart and have them interact with other people but not really with each other?

As well, what about rolling against each other? The two characters don't get Hx and can't help or interfere with each other, but what if one player wants to go aggro or manipulate their other character?

Again, not looking for any rules clarifications, because I'm pretty sure it's up to the MC and the players, but just seeing what guidelines everyone else came up with before I go further.


17
Apocalypse World / Why are grenades at hand range?
« on: September 07, 2010, 01:20:31 PM »
You'd throw them, right? So wouldn't it be close range? And then, like, you duck down or run? Most people could toss the sucker far enough.

I know it's got the area tag, but (hand area) isn't the same as (close area) - one affects an area at arm's length, the other affects an area within a shouted conversation's distance.

Or am I reading the (hand) tag wrong?

18
Apocalypse World / Another Go Aggro vs. Seize by Force question
« on: September 06, 2010, 01:19:30 PM »
Okay, the issue I've still got with the game is that sometimes I can't discern when to Go Aggro versus when to Seize. Like, okay, you Seize by Force when it's a fight, right? Guns out on both sides? But aren't there some exceptions to that?

- I run past all the explosions and gunfire to slide under your legs and chop you in the back with a machete. Act Under Fire first, but then what - is that a Seize, or Go Aggro? As in, what if you manipulate circumstances in order to set it up that they can't really defend themselves well? You're such a badass that they have no opportunity of defending against your crazy leg-sliding-machete-attack?

- We're full on fighting, but what I want to do - and let's say there's a countdown clock and everything going - is convince their gang leader to back the fuck off and end the fight. He's gunning at me, but I want to threaten him with violence: "You're outnumbered! Chill the fuck out or we'll shoot you dead!" Is that Seizing by Force (say, their submission?) or Going Aggro? Does being in a fight demand only Seizing, or can you throw in an Aggro if the situation calls for it? And if so, how can you tell which is which, like in the above scenario?


19
Apocalypse World / Hardholder Compound
« on: August 23, 2010, 07:56:15 PM »
When making a Hardholder: during holding creation, it says you get a compound of concrete, sheet metal, and rebar. Is that compound the holding itself, or a special base within its walls?

20
blood & guts / Why make everyone a threat?
« on: June 14, 2010, 12:33:09 PM »
Why does every NPC get listed as a threat? I dig it, but I'm not sure I see why. Is that an aspect of the system, or an inevitability of the setting?

21
blood & guts / Basic move restriction, and what shouldn't be changed
« on: June 10, 2010, 04:51:27 PM »
Two questions!

Is there anything in the given Apocalypse World ruleset - all in your opinion, of course, not for gospel - shouldn't be altered, removed, or heavily touched, if one's going in tinkering with things to create a hack? And the opposite, anything you think definitely should be changed?

The character playbooks all say "you get all of the basic moves," but what about restricting a character from having one of the basic moves, what impact do you think that would have on balance? Maybe you can't read a person, for example, but you get some other cool move in your special playbook. Or are the basic moves strictly untouchable?

Pages: 1 [2]