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Messages - Daniel Wood

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481
Apocalypse World / Re: New Playbooks I Want!
« on: August 13, 2010, 08:23:23 PM »

I dunno, a lot of these feel like things you could do with existing playbooks + one or two custom moves. I guess it's just a matter of taste, but I really enjoy putting a serious twist on existing types (I played a lot of WoD back in the day) over inventing a new playbook for what is mostly a shift in colour, not activity/moves.

This isn't intended as some kind of threadcrap; it's just a difference in player preference I've noticed elsewhere as well. I guess I wonder if there are players out there who really want to be playing these types of characters, but feel like they can't because they have a much more set-in-stone idea of the colour for some of the existing classes.

482
Apocalypse World / Re: Custom Moves Compendium
« on: August 13, 2010, 07:13:17 PM »
In our Apocalypse, there are year-round cold snaps followed, inevitably, by grayscaled snowstorms.

When you Open Your Brain during a snowstorm, roll +sharp.
On a 10+, your sight is clear.
On a 7-9, choose 1:
  • you're Snowed In, take -1 until the storm clears.
  • you're Desperately Cold: you must Act Under Fire to avoid lighting everything around you on fire.
  • It's Got Its Claws Into You.
On a miss, the MC chooses one.

And the obvious follow-up move, which is rolled once per session.

When It's Got Its Claws Into You, roll +hard.
On a 10+, it's not the boss of you. Choose 1:
  • you purge it from your brain.
  • you can Ask It A Question, as though you had Opened Your Brain with a 10+.
  • you can Make It Tell You about someone else it has touched, as though you had performed a Deep Brain Scan on them with a 10+.
On a 7-9, choose 1:
  • It Gets Its Claws In Deeper.
  • you temporarily lose the ability to speak intelligibly.
  • you temporarily lose the ability to understand human speech.
  • you wake up several hours later. The MC will tell you where and how.
On a miss, it gets its claws in deeper, and the MC chooses another.

I have a few more but I'll wait until my players encounter them, so they don't feel the need to avoid this thread out of misplaced spoiler-fear.

483
Apocalypse World / Re: Countdown Best Practices?
« on: August 13, 2010, 06:16:06 PM »

I think you have to look at the Dark Futures you've written for your Fronts, and how the individual Threats work into that -- there's no need for a countdown if there isn't some forward progress that is going to happen (to some degree) with a certain degree of inevitability (barring PC interference.)

One thing that I find tricky is coming up with at least a few points on the clock that can be both prescriptive & descriptive -- so that the clock can advance for fictional reasons as well as according to whatever moves or arbitrary schedule I've come up with.

That said, I haven't got a lot of use out of countdown clocks yet in the current game I'm MCing -- but I also don't feel like my pacing is off-kilter, either, which seems to be the main use of the clocks-as-a-tool.

484
Apocalypse World / Re: An Arresting Skinner
« on: August 13, 2010, 06:02:26 PM »

You can't copywright playing Yo-Yo Ma in the post-apocalypse. That's practically everybody's first character concept!

485
Apocalypse World / Re: Re-Situation Moves
« on: August 09, 2010, 10:14:33 PM »

Wow, those are remarkably harsh 10+ results.

486
Apocalypse World / Re: Battle rolls - Am I doing it right?
« on: August 09, 2010, 02:23:52 PM »

Definitely not at the same time. If they're doing two things, it's two rolls and two separate actions -- assuming that, after the result of the first roll, they are still interested in their original plan.

I would say something about never having two rolls for the same action, but I went and wrote a custom move for a threat in my game that does just that -- so no moral high-ground for me. But I don't think you should ever have someone Acting Under Fire to see if they get to make a second roll or not.

487
Apocalypse World / Re: Battle rolls - Am I doing it right?
« on: August 09, 2010, 11:27:04 AM »
Taking cover behind a wall and laying down supressive fire, is that Sieze by force (Siezing and holding a safe spot) or Acting under fire? (Acting to keep foes away)

That sounds like two actions: taking cover and laying down suppressive fire. Taking cover is probably acting under fire, while laying down suppressive fire could be any of: going aggro (if you come out of there you get shot), seizing by force (seizing their attention, therefore preventing them from doing anything else for the moment), supporting another PC's move (if you are suppressing them while another PC does something), interfering with another PC's move (if you are suppressing a PC with your fire.)

Of course if the suppressive fire part is not actually doing anything important, it could just be part of the description of how they effectively take cover -- in which case it would just be acting under fire. But if the goal is to do two important, separate things -- both prevent yourself from being fired upon and then suppress the enemy position -- that should require two actions and two rolls.

488
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 06, 2010, 03:36:54 AM »
Does that mean he can now just kill the bastard, regardless of how much harm he's actually done?

Well, Vincent may chip in with something official, but my answer is: "yeah, absolutely, what the heck else could it mean?" It means you have seized power over their life, and unless something immediately stops you from being able to act on that power (like say, you get +harmed to the point of unconsciousness at the same time), you can absolutely make your next thing 'I end that guy's/girl's life.'

As for the Battlebabe being poor in battle -- if the only objective in your battle is killing people? Then sure, okay. But most battles aren't about killing the other guy before they kill you -- Battlebabes excel at creating and (then presumably) exploiting tactical advantages. If you use the 'hold an untenable position' move from the optional battle moves, it generally allows a Battlebabe (and other strong +cool characters) to go anywhere and do almost anything that can be accomplished in the space of three 'ticks.' Need to plant a bomb somewhere? Need to rescue someone? Need to distract the crap out of enemies? Battlebabes are where it's at.

As for straight-up killing, I assumed that any Battlebabe who wants to kill folks has taken the move that allows them to Go Aggro using +cool. (Otherwise my comments earlier wouldn't make a lot of sense.) This move is pretty much indispensible if you want to play a Battlebabe with a more options in the 'serious violence' department. Combined with their +harm move you can push people around until they snap -- and when they snap they will almost assuredly be dead.

489
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 05, 2010, 09:02:38 PM »
If you are trying to kill someone in a straightforward fight then generally you are seizing their life by force (and once you have it, you are ending it.) Or you could seize something else by force, and as long as they are opposing you you can just focus on doing tons of Harm to them while you go about your other business. Alternately, you could use other moves to get yourself in a position in the fiction in which simply shooting them in the head or otherwise killing them would be trivial.

For example, you could pull out your gun and Go Aggro on someone to let you tie them up -- then kill them if they let you tie them up, because what are they gonna do about it at that point? Of course, if they think you are just going to kill them, they will probably choose to suck it up rather than go along with your demands -- but if you have a big enough gun then sucking it up is the equivalent of getting shot in the head, so you just killed them via Harm anyways. This is less effective than seizing their life by force because on a 7-9 result they can get out of your way instead -- but if you are a -1 hard +3 cool Battlebabe, then this is probably still your most effective route to killing someone.

In the bunker example, it depends on what sort of opposition you have. If there are armed people defending the bunker, and they are willing to fight you for it, then you are probably seizing it by force -- if you stand outside the bunker with your rocket launcher and grenades and shout out 'clear out of there, or I'll turn your bunker into an ez-bake oven!', that would probably be Going Aggro.

Part of the difficulty distinguishing the two (for me, at least) is determining whether the PC has sufficient positioning to Go Aggro. I mean if the moment the PC steps up to the bunker to deliver her threat, the guys inside open fire... there was no chance to Go Aggro -- it's seize by force or nothing. In order to Go Aggro on someone you have to take the initiate to threaten them before they are ready to just straight-up fight you.


490
Apocalypse World / Re: Obligation Gigs: How do people get 'em?
« on: August 05, 2010, 07:04:06 PM »

I wish I knew, because obligation gigs are one of my favourite things in the game, but nobody ever seems to play a damn Operator 'round here!

491
Apocalypse World / Re: Fronts - Am I doing it right?
« on: August 05, 2010, 07:03:24 PM »

How about taking one of the hardholds that is a Threat from the first Front and instead/also making them a Threat in the second -- a hold that has already somehow given in to decay/savagery/hyena worship? I mostly suggest this because you have like three hardholds in the first Front, and also because I think Threat crossovers are awesome.

492
Apocalypse World / Re: Fronts - Am I doing it right?
« on: August 05, 2010, 04:30:31 AM »

For the 'Famine' Front I think you just need to make sure that it has specific, concrete threats and (also) a specific, concrete Dark Future. There's some result that is going to happen if the PCs do not deal with the Famine -- that's what makes it a Front, a thing that advances on the PCs until they are well and truly fucked. So the general principle of famine probably doesn't get you very far, but a specific famine (like you said, the Famine of 1902 or whatever) affecting their hardhold or surrounding hardholds definitely does -- it's going to threaten them, it's going to screw with their lives, etc.

On the other hand, the 'power balance' Front feels pretty wishy-washy to me, though again that could be rescued by some nice, concrete Threats. Buuuuut, even if you can rescue it, you yourself have pointed out that all of your Fronts seem very hardhold-level in terms of scope -- none moreso than that one.

This isn't a problem for any individual Front (a hardhold can totally be a Threat, though more accurately it is the NPCs who are a member of the hold that are the actual threats, unless you make it like a Landscape or something) -- but in terms of the overall set of situations I would suggest trying to have at least one Front that operates on a smaller, more personal scope -- it might result in much more fruitful interactions between your Fronts, and also not make it seem like the Hardhold is the Absolutely Only Thing Worth Worrying About. A grotesque or a scary landscape or a family or social group that spans multiple hardholds -- something that will provide the PCs with opportunities that go beyond just 'maintain the status quo, maintain the status quo' -- and will really shake things up regardless of whether the PCs succeed in dealing with it.


493
Apocalypse World / Re: Opening your brain and missing
« on: August 04, 2010, 04:20:44 AM »

I think it can help, to some degree, to try and figure out what the Psychic Maelstrom's angle is: what sort of perspective is the Maelstrom bringing to your Apocalypse World, above and beyond answering the PC's questions?

One way to do this might be to think of it in terms of fronts -- does your Psychic Maelstrom represent a fundamental scarcity? If so ideally it's one that you don't already have in the game -- so it can interact with existing fronts freely, instead of merely appearing to be the instrument of one or another of them. Or maybe, instead of that, your Psychic Maelstrom represents the opposite of one of the scarcities -- your Maelstrom is all about satiation, or generosity, whether in a straightforward or a warped sort of way.

This is different than actually making your Maelstrom a Front, by the way -- I'm definitely not advising that (unless you already have an idea for it). I'm just saying: maybe it would help to think of it in terms of a scarcity, as a way of getting an angle on it. A hungry Maelstrom has a different character than an envious one -- it wants different things from the players, and it provides different perspectives as well.

Similarly, you could use the Threat structure (what does it mean to have a Maelstrom that is a Warlord (Hive Queen), or that is a Grotesque (Mutant), or that is a Landscape (Prison) or whatever. Again, doesn't have to actually be a Threat, but you can use the language (and then borrow the Moves, even, for when the PC's miss.)

Another thing that's already been mentioned is the Questions. Hopefully you've already been following through on the game's advice: the first time the character Opens Their Brain you have to ask them what it's like for them to interact with the Maelstrom. In terms of the aesthetic of the visions and such -- for me, those should be based almost entirely on what the player brings to the table. In our first game we all had very different visions of the Maelstrom, but they ended up sharing certain commonalities -- but how your Gunlugger gets her answers vs. how the Angel gets his, I think you want to follow the players' leads. And keep asking more questions about 'what it's like' until you feel like you've got what they have in mind (or until you force them to have something in mind.)

But apart from questions about the Maelstrom, the sort of questions the Maelstrom asks seems like a really high-potential area to me. I remember one of the first times a character Opened Their Brain, and the MC question went something like:

MC: Who was your best friend/closest ally, back in <previous home>?
PC: Uh... <describes a person and a situation and how it worked.>
MC: Okay. Actually, there was someone else you liked more, but you've forgotten them.

At which point I was like 'whoa!' This Maelstrom means fucking business.

And of course the Maelstrom has particular interests -- it wants to know specific kinds of things, which is where some of the above bits about 'the Maelstrom's perspective' come in. An Envious Maelstrom might tend towards exactly the sort of question described above -- asking about nice things and then snatching them away for its own use -- while a Maelstrom made up primarily of dead children might ask lots of simplistic, experiential questions ('what's it like to do X?' 'what does that taste like?' etc.)


494
Apocalypse World / Re: Changing prep
« on: July 30, 2010, 06:46:19 PM »
The game is limited by the moves you have available.

I'm only just reading through the prerelease MC section now (first session as MC tonight, yay), but this is absolutely not my understanding of the rules. My reading is much closer to what John said -- the principles and the agenda are the thing, the moves are just examples of those things in practice. Just because I don't have a move that covers something I want to say as MC, doesn't mean I can't say it -- I can say it so long as it supports the MC's agenda (make Apocalypse World seem real, etc.) and doesn't contravene any of the principles.

495
Monsterhearts / Re: Skin Deep
« on: July 30, 2010, 06:41:01 PM »

Ghoul feels really out of place to me -- maybe just because it doesn't have the same iconic status as the others. Also the name makes me think that they are all about eating the flesh of the living, not remaining aloof and distant? To my mind, vampires already cover the whole 'undead and sexy' thing pretty thoroughly -- if there's another kind of undead thing, it needs a new angle or it ends up feeling like an also-Vampire. If they're a zombie-remake the blurb should at least mention the overwhelming hunger, right?

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