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Messages - Daniel Wood

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61

Our current game is about to go from 4 to 5 PCs, so six including the MC (me). I consider this a functional maximum, but it depends quite a bit on the players themselves, and also the characters' relations.

Once you get past 3 PCs you definitely want to start focusing on framing scenes with at least two PCs almost all of the time; with six PCs, you should be aiming for at least three. This will be easier if PCs have strong connections and a pre-established history of either working together or butting heads over particular areas in the fiction.

If you are beginning a new game with that many, the initial Hx choices should be a starting point for building very strong connections between the characters; if you are bringing in a bunch of players later, I would encourage them to make a set of connected PCs, especially if you are going to end up with 6 in total. An Operator + crew, Hocus + cult, Angel + assistants -- anything along those lines, so that at least at the beginning you can start fitting them in to the existing scenes/setting as a unit.


62
Apocalypse World / Re: Some conflict about highlighting stats.
« on: July 26, 2016, 05:38:49 PM »

Huh, fascinating. And good to know! I wonder if it has always been that way, or if this was a change I failed to learn post-playtest.

63
Apocalypse World / Re: Some conflict about highlighting stats.
« on: July 26, 2016, 03:24:14 PM »
EDIT: Also remember that a player can ask to have their highlights changed at the start of every session.

Just to clarify: this is not optional, highlighting stats happens at the beginning of every session.

(Unless this is some 2nd edition thing, I guess?)

64
Monsterhearts / Re: Changing Highlights
« on: July 24, 2016, 09:07:57 PM »

I am only a secondary authority, but that sounds like a weird PDF error or something similar to me. Highlights should change every session, as described.

65
Apocalypse World / Re: When do you reveal custom threat moves?
« on: July 20, 2016, 02:13:43 AM »
A useful middle ground can be to make move triggers public but not the actual move details. Knowing that Something Will Happen 'when you travel through the Fire Hills at night' can suggest opportunities to players without 'giving away' consequences that might be more interesting to reveal in the fictional moment. It also lets players know that something is up in a very general sense, which can be useful for players who might have taken the opportunity to use Read a Situation/Open Their Brain if they realised things with this person/in this area were operating differently.

66
Apocalypse World / Re: Custom Playbook: The Ditto
« on: July 14, 2016, 11:04:22 PM »
    A few things that I've been thinking about and would love to hear people's opinions on:
    • The Ditto's primary concept is that they are a copy of a person from before the apocalypse struck placed in a robotic body. I think this would lead to interesting interactions with other players, especially the Quarantine if they're in play - but they might be too similar to the latter.
      Is the Ditto too close to the Quarantine or does it stand on its own?

    My first reaction here is: if that's the premise, why is there so little to support it in the playbook itself? The Quarantine is built around the question of the apocalypse -- the Ditto is built around being a violent psychic maelstrom cyborg. The fact that you are a person from the past is mentioned in the intro, and then features in basically zero moves.

    To clarify, a violent psychic maelstrom cyborg is a perfectly fine premise for a playbook -- and the playbook as it stands is pretty coherently set up around it. But if you want the playbook to be about 'before the apocalypse' in the same way the Quarantine is, you need to build that into some of the moves. Same goes for if you want it to be about 'being a human mind in a robot body', for that matter.

    Quote
    • I recall reading on Story Games that the problem with custom Playbooks is that too many of them inadvertently make the whole game about themselves rather than letting the other players have time to shine.
      Do you think the Ditto avoids this? If not, what could be fixed?

    I think it avoids this pretty well -- though the more you move it towards your expressed premise, the less true that might become. Right now the Ditto seems similar to the Faceless -- it has a Thing, sure, but it's a Thing that's primarily important for itself. The Quarantine's Thing, on the other hand, is the history of the apocalypse itself.

    Quote
    • What do you think of Vampiric Drain Protocol and Maelstrom Dependency as moves?

    Not a fan. First off, healing harm is not that interesting. It's definitely not interesting enough to base two moves around it that both basically work the same way. Vampiric Drain Protocol is worse because most of the choices are extremely vague or (in cases where they are applied to PCs) actively hostile to player agency. A custom/playbook move should almost never say something like 'there will be consequences' -- it should describe some specific, concrete consequences that are going to happen right now. The more interesting those consequences, the more interesting the move.

    Maelstrom Dependency at least does that, but again the results don't seem that interesting -- or their level of interest depends entirely on the MC coming up with a good thing for the Maelstrom to ask the Ditto to do. And why 'you lose a highlighted stat', when the game already provides lots of good carrots/sticks to use (e.g. mark experience, a la seduce/manipulate.) So many moves in this playbook seem to boil down to 'hope the MC comes up with something cool here', instead of providing their own, move/playbook-appropriate structure.

    Also, while I am here, I am a bit confused as to why this is a Sharp playbook. Adding a +1 sharp move (that other playbooks can take, as opposed to an advancement line, which is limited to the Ditto) is already generally a super-dangerous idea (which I have ranted about elsewhere), but in this case it seems to make even less sense, since (to me at least) the Ditto reads as either a Hard or Weird playbook.

    --

    Reading more thoroughly, I kind of feel like you accidentally put the entirety of the playbook into the Consciousness Transfer Kit. That move is ultra-dense and ultra-powerful -- you could base an entire playbook around it, in fact -- but for some reason it has ended up as one option among many, despite containing what you later describe as the premise of the playbook. Meanwhile, your mandatory, playbook-defining move is about being in a broken-down cyborg body.[/list]

    67

    Kind of the same answer as Ebok, but basically: if you have a burning idea for a Front already, by all means create it. If not, there is no reason to do so -- you don't really need to worry about Fronts for the first few sessions of the game, and there is no need to rush into them.

    You could definitely think a little bit about Threats, though -- like take a moment to think about each NPC that you know about so far, and ask yourself what their deal is. How might they threaten the PCs? That sort of thing. I wouldn't worry at all about forcing any decisions, but if something jumps out at you while you're thinking about it, by all means start building some ideas around that.

    68
    Apocalypse World / Re: Fallen Empire Warband Rules
    « on: July 01, 2016, 05:06:27 PM »
    If a PC is fighting with one member of the Strongholder's gang, how would you approach adjudicating it?

    This is what I was responding to. The question of whether a PC can reasonably be said to fight a 60-person group of people 'at once' -- i.e. in the context of a single roll -- is an interesting one, but is probably mostly going to depend on the tone of the specific game and the specific logic of the world the MC is presenting.

    69
    Apocalypse World / Re: Fallen Empire Warband Rules
    « on: July 01, 2016, 03:47:10 PM »

    If it's one person, they aren't a gang, so why not just ask yourself 'what weapon is this one person using?' followed by 'how much harm does that weapon do?' and go from there? At that point the PC is just fighting an NPC who is armed as the fiction suggests they should be.

    70

    Maybe but those rules are terrible and nobody should ever use them.

    I am with the 'they definitely can' camp, for the record. If your rules interpretation sounds like a 'gotcha' then you need to reread the Principles -- unexpected interactions should never negate the obvious benefits of the moves in question.

    71
    Apocalypse World / Re: New player that has a question
    « on: June 18, 2016, 02:55:19 PM »

    To your next roll. Whatever it happens to be, you get +1 or -1.

    Occasionally it will say something more specific, like +1 forward to Hot, or +1 forward to your next interaction with this or that -- in which case, it will apply to the next roll that meets those conditions.

    72
    Apocalypse World / Re: Weapon Tags (Specifically "Slow")
    « on: June 10, 2016, 04:44:00 AM »

    Yeah, the lack of an article -- 'take... action' vs. 'take... an action' -- is not a typo, though if you are used to combat rounds as a default mode of play it's probably an easy distinction to overlook. And certainly 'battles' are usually going to happen in turns, broadly-speaking -- but what sort of things make sense to say on your turn is going to depend on the scene and what level of moment-to-moment detail is currently guiding the conversation.

    73
    Apocalypse World / Re: Weapon Tags (Specifically "Slow")
    « on: June 06, 2016, 01:06:56 AM »

    Unless tags have been overhauled in the new edition, I would assume it does the same thing all the tags do, which is tell you something about how the weapon works in the fiction of the game. In this case, I don't think it's too hard to see how a boomerang would operate much more slowly than, say, a handgun. Whether that is relevant or not in any given situation will depend on the specifics of that situation -- much like reloading a shotgun, sure, but also like whether a shotgun being 'loud' or 'messy' is relevant.

    I mean, there are lots of situations where you have a shotgun and you use it and then the next 'action' you take you just use it again, because the need to reload it just wasn't relevant to the situation -- the conversation makes it obvious that enough time had passed that you could easily have reloaded the shotgun. In other cases, where the scope of battle is very narrow, having to reload your shotgun might be a crucial limitation. It all depends what is going on.

    74
    Apocalypse World / Re: The new Threat Map
    « on: May 27, 2016, 08:15:51 PM »

    I haven't seen the new rules, but the idea of displaying the Threat Type of various NPCs/locations to the players seems like an Absolutely Terrible Idea. There is just zero upside -- for inexperienced players, all the terminology is just going to be weird and distracting, and for experienced players the terminology is just going to pull them out of their characters or result in awkward second-guessing behaviour. You never call a move by its name, why would you ever want to do the same for a Threat?

    75
    I try to think like some weird twisted therapist.

    Lots of good answers here, but I wanted to highlight this one, 'cause I think it's spot on. I feel like whenever possible you should imagine that it is the Maelstrom asking the questions, not the MC. Not surprisingly, the Maelstrom and the MC will often be interested in similar things, and so especially at the beginning this distinction might be less important -- but eventually, all these questions start to build up a picture of what interests the Psychic Maelstrom. A Maelstrom that is always asking about traumatic memories or murders or the like is subtly different than an otherwise identical Maelstrom that always asks about family members and social connections.

    Eventually, as you figure out what the Maelstrom is like, the questions will start to become part of its agenda -- and as that questioning voice becomes clearer, the players (and PCs) can start to interact with that voice in different ways. Their answers can start to have clearer consequences in the world, or at least the part of the world the Maelstrom has influence over.

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