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Messages - lumpley

Pages: [1] 2 3 ... 88
1
Apocalypse World / Re: More questions about Burned Over
« on: December 14, 2020, 09:39:13 AM »
First question:
Basically yes, but be sure to use "or more" for vehicles and structures, and be sure to use the value modifiers for good things, big things, etc.

So like, the Operator with 4-barter wants a swimming pool. They can buy a normal post-apocalyptic swimming pool for 3-barter. If they want it to be nice, that bumps it up to 4-barter; really nice bumps it up to 5. If they also want it to be big, now it's 5- or 6-barter.

Ultimately, with a rich Operator, they can easily buy anything, and you can just say yes, UNLESS what they want to buy is nice or unusual. Then you should cost it out.

Second question:
As MC, explicitly announce how the NPC is using their hold.

The quick action could be anything! It could be a whole new move, sure, as long as it's a quick action. (Acting under fire is the easiest example here, but there are any number of moves that could be a quick action that they might take.)

-Vincent

2
Apocalypse World / Re: Burned Over - Devotion for The Vigilant?
« on: December 14, 2020, 08:55:08 AM »
It's a copy & paste error! The Vigilant doesn't start with devotion.

If they take the improvement, have them create their fallowing using the rules in the Monarch playbook.

-Vincent

3
Apocalypse World / Re: Couple questions about burned over
« on: August 02, 2020, 10:15:05 AM »
You got it!

-Vincent

4
Apocalypse World / Re: Couple questions about burned over
« on: July 31, 2020, 04:01:11 PM »
No sweat! I can talk you through it.

Let's make up an example. Who's the sniper and what's their weapon? Who's the target? What's the situation?

-Vincent

5
Apocalypse World / Re: Couple questions about burned over
« on: July 31, 2020, 01:09:42 AM »
Nope! You can't say that they're instantly killed unless that's the outcome of the move, so follow the procedure of the move to find out whether they are.

-Vincent

6
Apocalypse World / Re: Couple questions about burned over
« on: July 30, 2020, 01:01:05 AM »
Cool! Pretty easy answers.

1. Barter works like a stat now, measuring your ongoing economic position, which is like a combination of flow-of-resources through you versus your social footprint in the surrounding society. It doesn't go up and down as you spend and gain like cash. Instead, it tells you how much of a hassle it is for you to buy things every time.

I think you can just change your scavenge choice when you want to during play, whenever it makes sense for you to be able to.

2. Sniping is definitely officially doing battle, not anything else. If your target's not in a position to return fire, then in the exchange of harm, they inflict 0-harm, that's all.

3. Living expenses are gone too!

In general, Burned Over isn't about scarcity the way Apocalypse World is.

Thanks for asking!

-Vincent

7
Sure thing!

Somewhere in the document, if you would, please say something like "the threat map from Apocalypse World is ?2016 by Meguey Baker & D. Vincent Baker, used with permission."

Thanks!

-Vincent

8
brainstorming & development / Re: Making a new game?
« on: May 12, 2020, 11:12:01 AM »
No sweat!

If you're including verbatim text from Monster of the Week, you need the copyright holder's permission. The best thing to do is to contact Michael Sands directly. Tell him the text you want to include and ask him for permission. He'll tell you how to proceed.

You need a license to publish someone else's game, like if you wanted to publish an edition of Apocalypse World, or to publish a game derived from someone else's characters and world, like if you wanted to publish a literal Star Wars game. You don't need a license to publish your own game about your own characters and world.

You can definitely call your game PbtA. If you want to use the little PbtA logo, I'll send it to you. I like to reserve it for finished games, so let me know. If you're doing your book design / PDF design for publication and you're ready to put the logo in place, email me, I'll set you up.

Stardust Blues is a good title!

-Vincent

9
Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 03:09:18 PM »
You too!

Thanks for asking these questions. I enjoy answering them!


10
Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 02:55:06 PM »
It's A.

-Vincent

11
Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 02:24:20 PM »
I'm glad to help!

I remember debating with myself whether it should be automatic (+area -reload), automatic (+area), or automatic (+autofire -reload). It never came down to a clear-cut aesthetic decision for me. By the look of it, it never quite came down to a final decision at all!

I think that if I were to rewrite the list today, I'd go with automatic (+autofire -reload), but ask me again tomorrow and I don't know what I'll say.

-Vincent

edit:

Aw, I missed an opportunity here. Here's what I should have said:

If the battlebabe player comes to you and says "I'm picturing like a .357 magnum, but belt-fed, here's what I came up with," is this weapon okay?
  • Crimson's Bad-ass Belt-fed Magnum: handgun automatic big (3-harm close area)

That would have been MUCH more bad-ass than some old uzi or whatever.

12
Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 07, 2020, 12:36:22 PM »
You didn't quite understand me. I also didn't quite understand you. It's okay! We can sort it out.

Point 1:
The player should choose a base and 2 options, both from the lists provided. I didn't mean to suggest otherwise.

Point 2:
There's a contradiction between the playbook and the MC book. How are we to resolve it? Here are the candidates:
  • automatic (+area)
  • automatic (+autofire)

My answer is: oops! When there's a contradiction or ambiguity in the rules, give the player the benefit. In this case, the player doesn't have the MC book and doesn't even know that there's a contradiction, so you should go with automatic (+area).

Point 3:
The structure of the list suggests that these benefits are all balanced, equivalent. Right?
  • +1harm
  • +ap
  • +area
  • +range
  • +valuable
  • -loud
  • -reload

Goodness no.

If what you care about is raw numerical killing power, +1harm is the best tag to choose, followed closely by +area, with +ap and +range next. -Loud and -reload have some tactical value, but it's hard to assign a number, and +valuable obviously doesn't have any.

"But Vincent, if the options aren't balanced, what's to stop the battlebabe player from always choosing the best options?"

Nothing! The battlebabe player should choose the options that they want. If what they want is raw numerical killing power, they should choose +1harm and +area. That's fine.

Reload, especially, can throw you off if you're coming from other game systems. Apocalypse World isn't based on an economy of turns and actions, at all, so reloading your weapon is a matter of cinematic visuals, and possibly pacing, NOT a mechanical opportunity cost. You might be thinking that reload effectively halves the damage output of the weapon, but that's not correct. For instance, when the PCs are setting the rhythm of a battle, "I slap in another magazine and keep firing" satisfies the reload requirement and might easily let the PC make a battle move and inflict harm again right away.

In other words, reload DOES NOT mechanically counterbalance +1harm, or indeed any of the positive options. The game's cinematic underpinnings just don't work that way.

Point 4:
You asked: "how does "automatic" pairs with base weapons with "reload"? Do I have to take "semiautomatic" and then "automatic" or is it really that I can take automatic and keep "reload" as it is?"

It turns out that I misread this question. Let me try to answer it more carefully.

First, yes, you can take automatic (+area) and keep reload as it is. This would mean that every time you pull the trigger, you empty the magazine. This weapon is legit:
  • Crimson's Room-sprayer: handgun automatic big (3-harm close area reload)

Second, Apocalypse World uses the area tag for two different things: lots and lots of bullets (thus "automatic") and explosions. If you look through the rest of the game, though, the weapons with both area and reload are all explosive, grenade launchers and mortars and stuff.

Would it be a problem to let the battlebabe player cross out automatic (+area) and write explosive (+area), and create this weapon?
  • Crimson's Grenade Pistol: handgun automatic explosive big (3-harm close area reload)

No, it wouldn't be a problem. As MC, you're allowed to say "no, stick with the list" if you prefer, but if you feel like going along with the player here, it will cause no problems at all.

Along the same lines, would it be a problem to let the battlebabe cross out semiautomatic (-reload) and write belt-fed (-reload) instead? No, it definitely wouldn't.

Third, the terms used - semiautomatic automatic autofire area reload - are pretty confusing.

If the battlebabe player comes to you and says "I'm picturing like an uzi, but belt-fed, here's what I came up with," is this weapon okay?
  • Crimson's Bad-ass Belt-fed Uzi: handgun automatic big (3-harm close area)

Well...

As MC, you're certainly allowed to say "oops, no, if you want to remove reload, you'll have to drop big and add semiautomatic (-reload) belt-fed (-reload) instead. There's no way for you to have realized this, but that's the rule." If that's what you prefer, say that.

Would it be a problem to say "cool! Looks good," even though technically the battlebabe player made a mistake?

Because the terms are confusing, because reload isn't a strong balancer anyway, AND because the game just doesn't depend on keeping real automatic weapons out of the hands of the battlebabe, then when I'm the MC, I go along with the player here. You can too, if you want to, without worrying about messing up the game.

Point 5:
What if the battlebabe player happens to be looking through the Extended Refbook, and finds this weapon, and it seizes their imagination, and they come to you and say "please, MC, I know it's not possible to create this as a custom weapon, but can I please have it anyway? I love it, I want it, I need it, please?"
  • Flamethrower: close, area, d-harm: not being on fire, volatile, refill:OOO

As MC, you're certainly allowed to say "yeah, no, make your custom weapons like the rules say, if you want a flamethrower you'll have to somehow get one in play. Yikes."

Are you allowed to say "yes! Yes! OMG yes, of COURSE you can have a flamethrower! Hooray! I can't WAIT to see who you're going to light on fire with it!" Yes you are.

Technically speaking, you're creating a custom move that gives the battlebabe a flamethrower instead of one of their starting custom weapons. The game's rules allow you to do this, under "Advanced Fuckery," any time you want to.

The implications of this are serious and far-reaching!

But I'm not worried. I think you have a pretty good handle on what you're allowed to do as MC versus what you've agreed to do as a play group, and how the rules provide a hard constraint even while they allow you to change them.

-Vincent

13
Apocalypse World / Re: Battlebabe custom weapon choices and armor
« on: May 06, 2020, 10:50:00 AM »
Both can be firearms.

When the player creates a custom firearm, be generous. The idea is for them to create the badass custom firearm they want, not for them to create a balanced firearm. "But then [automatic] should cost 2 options" isn't a consideration here.

If a playbook and the MC book contradict each other, go with the playbook whenever you can. The player's relying on those rules to be correct, so back them up, even when it seems like the playbook is probably mistaken and the MC book is probably correct.

In sum: yes, it's fine for the automatic option to give +area -reload, the question of balance isn't important. If that's what the player wants it to do, go with it.

-Vincent

14
Apocalypse World / Re: Warlords and Grotesques: Always Plural?
« on: May 06, 2020, 10:36:52 AM »
Right on.

15
Apocalypse World / Re: Question about Burned Over Venue
« on: May 06, 2020, 10:35:20 AM »
For the Brainpicker, change it to "establish a refuge" instead. Use the medic's rules for creating the refuge.

Sooner or later there'll be a Maestro D'-type playbook for Burned Over, but there isn't one yet!

-Vincent

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