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Messages - Daniel Wood

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The Dragon Killer / Re: Some Content
« on: June 16, 2010, 04:44:19 AM »

Woo, awesome. I want the Recitation to be the Key for all Playbooks, but I suspect it may not be so.

Eschaton / Re: New Stat: Status
« on: June 16, 2010, 04:41:56 AM »

Can you give some examples of where the Make A Contract/Pledge Service/Whatnot would get used in play, fiction-wise? It feels like a weird move to me -- especially with the 7-9 being essentially 'you do that thing you just did in the fiction'. That kind of makes me wonder if it's really a move, as opposed to just an important component of the fiction?

By contrast, the whole 'Call on an ancient pledge' move makes total sense and sounds awesome. Maybe it's like John says, and you just need more in the 7-9 -- or maybe a second move that is just kind of generally-about pledges would work better than the actual make-a-pledge move, leaving that to be purely fictional?

More likely I am just not understanding the scope of play.


Reading through the moves (at least in the playtest document), it's interesting to note that in terms of 'other playbook' moves available, you can get +1 in hard, hot, and cool from moves; you cannot get any bonuses to sharp; and you can get up to +3 weird, not even counting the Angel move.

I assume this balance was mostly intentional -- everyone likes Weird! -- though I'm not as sure about the lack of +1 sharp. In any case, that means most characters will be able to get at least +2 to any stat, and in some cases +3 (some playbooks have multiple stat advancements for the same stat.)


You could always use your 'get a move from another playbook' advancements to grab +1 hard moves from other characters -- though I think only the Gunlugger has one as a move (it is interesting that every other role has their +2-to-+3 improvement as a move, but the Hardholder has it as a regular improvement option.) So you could get up to +2 to your Hard, regardless of your original role -- at the cost of one of your 'from another playbook' advancements.

Similarly, if you did want to improve your Hot to +3, you could take the move from the Skinner book, unless I am misunderstanding something.

Vanguard / Re: Ships and space travel
« on: June 14, 2010, 09:44:25 PM »

So doing anything in a ship is, overall, more prone to catastrophe than the equivalent thing on land? (This is my understanding of the stat limitations/base ship stats.)

Can ships get further improvements?

Vanguard / Re: Rapport
« on: June 14, 2010, 01:48:52 AM »

If rolling over Rapport isn't going to be a source of advancement, having it reset to +0 might seem like even more of a 'say what?/argh!' deal -- while AW has some dissonance around the reset (why do you suddenly get worse at helping/hindering, when you have previously been getting better at it?) it can be somewhat justified by the advancement tie-in.

And of course there is some explanation in the rules about reaching a 'new baseline' of understanding.

Anyways, do you anticipate that being an issue? What's your read on the +3 -> +0, besides the obvious mechanical problems with allowing +4 and up?

Apocalypse World / Re: [custom move] reasonable??
« on: June 11, 2010, 10:03:09 PM »

Tangentially related, but here's my favourite custom Battlebabe move, which (sadly) I have yet to introduce in-game:

What Doesn't Kill You, Makes You Hotter
When you have taken two or three harm, all your +hot rolls have a +1 for as long as you remain wounded. If you have taken four or more harm, take +2 to your rolls.

OR, alternately

Whenever you take five or more harm in a fight and survive, gain +1 hot. You cannot choose to be disfigured.


I am kind of waiting on the final game because I understand the Harm system has been overhauled somewhat -- I am hoping it will have some new bits to hook this move into.

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