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.


Messages - Khimus

Pages: 1 2 [3]
31
Apocalypse World / Highlighting Hx?
« on: April 07, 2011, 02:22:45 PM »
Would it be too weird to, in addition to highlighting stats, do the same with Hx?

I don´t know... The whole group or the MC could name 2 characters, so if one of them rolls +Hx to help or interfere with the other one, he marks experience.
Or maybe a sort of inversion: if you interfere with Jammy, Jammy´s player marks experience.

It could be done in addition to or in spite of a highlighted stat. Maybe this way: "Okay, I won´t highlight weird this session, but rather your Hx with Scarlet...". The max would be 1 Hx and 1 stat, not 2 Hxs.

And now that I think about it, what about highlighting barter sometimes? Mark experience every time you spend barter (if you spend barter to roll, mark experience once no matter how much barter you spent).

Any comments?

32
Apocalypse World / Playbook Idea, The Viper´s tongue
« on: March 21, 2011, 01:59:57 PM »
This is a sort of savvy & manipulator, behind-the-curtains kind of character I wanted to make. It does many of the things the Skinner already does, but in a different way.

The Viper´s tongue
In these troubled times, being the alpha boy´s quite a job: too many responsibilities, plus you´ll be the one blamed if sth goes wrong. No protection from bullets or crazy people, sadly.
But the viper´s tongue doesn´t take the glory path. He´ll rather act behind the curtains, have others mess their hands while he stands as clean as a princess. Good for him.

When you create your character, define your affiliation group (a gang, cult, working for sb, serving a hardholder, etc.).
You get Behind the curtains:
At the beginning of the session, or when some downplay time has elapsed, roll+SHARP. On a 10+, hold 3. On a 7-9, hold 1 plus and an obligation, plus another one with a tweak, if you wish.
Spend your hold during the session or prior to it to:
-Know a secret about someone inside the group. (tweak: someone knows you´re watching people)
-Have someone do something for you, and no one will discover you told him (tweak: someone will discover that indeed).
-Influence the group as a whole to take a new direction or do something (tweak: you´ll be blamed if something goes wrong)
-Gain a new, stronger position within the group. (tweak: you make sb fall, and he´ll have his vengeance)
-Get 1-barter (tweak: in exchange for another obligation).

An obligation means the group demands something from you, a service, whatever it is.
On a miss, you get an obligation, and you may choose something from the list (except gaining a stronger position) with a tweak.

Special moves: choose 2
From the back: When you do it from behind or unexpectedly, roll+SHARP instead of HARD to go aggro.
Savvy boy: roll+SHARP instead of HOT when you manipulate someone. If he´s a PC, roll +Hx.
Good sammaritan: when you help somebody without asking for retribution, you get hold 1 over him. While you have hold, they can´t act against you, or get -1 to do it (if PCs).
They may spend 1 of your hold over them if they:
-Give you something you want
-Do something for you (never tell anybody you sent them to do it)
-Act as your eyes and ears
-Become a supporter/ally.
Dirty secrets: when you reach the psychic maelstrom looking for info, roll+WEIRD. Say a name, and on a hit, ask a question from the list:
-What does he contain under the surface?
-Is he involved in a forbidden relationship?
-What sin or mistake haunts her mind?
-Has she got something that doesn´t belong to her?
On a 7-9, you gotta have an input first to get the data. The MC wil ask you one question, and if you answer it you get the secret. The MC will tell you also who knows your secret now.
On a miss, you receive a secret from someone else (MC´s call), plus answer one question from the list. Someone knows your answer, but you don´t know who she is.
If you get a PC´s secret, you get +1Hx with them on your sheet.
I´m nothing!: When trouble arises and you have something to do about it, or are in the middle of it, roll+SHARP. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to:
-Not to be blamed or deemed responsible for the trouble, offense, etc. If already known responsible, they show mercy instead.
-Make them fail their vigilance upon you for a moment.
-Keep your reputation untouched and clean.
Lord of secrets: When you show somebody you know a secret about him, you hold 2 over him, as in GOOD SAMMARITAN, but you lose it if you uncover the truth.
Veiled message: when you want to deliver a secret message to somebody, or uncover an ugly truth, roll+SHARP and state who will understand the message (and when will he understand it) and who won´t. On a hit, you deliver it. On a 7-9, though, choose 2 complications from the list, the MC will pick one from those and make it true:
-Somebody you didn´t expect understands it too, or intercepts it (if a letter).
-Somebody you didn´t expect understands it all the way wrong, or reacts badly.
-Somebody´s suspecting, and will act accordingly in the future.
-The target of the message understands it sooner or later than what you expected, or gets it incompletely, a little changed, etc.

SPECIAL MOVE: if you and another character have sex, you either get 1 hold over him, as in GOOD SAMMARITAN, or you get to ask a question from the DIRTY SECRETS list, your call.

I might need to drop one of the moves in order to have a shorter list of moves. What do you think?

33
Apocalypse World / Re: Playbook Idea: The Mother
« on: March 21, 2011, 01:15:31 PM »
Heart of a mother: at the beginning of each session roll+number of children (max+3). On a miss you hold 3, on 7-9 you hold 1, on 10+ you hold your breath. You can spend the holds at the beginning of the session or when the MC ask you to spend them . I get the point on this, to keep your kids safe and etc, but it seems like a move that really blocks some of the other moves, and it feels like it could put some of the prime motivations of the character off the table.
I´d make Heart of a mother a more positive move, perhaps.
"Spend your hold to (10+, hold 3, 7-9, hold 2):
-Have your children work a little for you, giving you 1-barter.
-Place one child in a good position, get him a job, a girlfriend, whatever.
-Keep your children out of trouble.
-Mantain your relationship with your children just fine.

But I´d really like you to keep that session-start move, I love it.

34
Apocalypse World / New playbook: the child
« on: January 31, 2011, 03:40:03 AM »
In the golden age, children grew up loved and well fed and inside a fucking home, with a family and all that shit. Now, you´re lucky if your parents don´t sell you for cattle, and a mentor, a home, or respect, is something you´ve got to fight for, ´cause nothing comes free. You, child, what are you willing to risk for it?

Choose one set:
Cool +1, Hard -2, Hot +2, Sharp +0, Weird +1
Cool +2, Hard -1, Hot +2, Sharp -1, Weird +0
Cool +1, Hard +0, Hot +2, Sharp -2, Weird +1
Cool +0, Hard -1, Hot +2, Sharp -1, Weird +2

Child moves: choose 3
PERSONAL ANGEL: when you take a killing shot (up to 12 in the harm-clock or more), roll+WEIRD. On a hit, you´ve been saved from death, and wake up in a circumstance chosen by the MC. On a 10+, that circumstance is favorable: saved by an expected or unexpected ally, to whom you owe now a big one. On a 7-9, you wake up caught and at the mercy of a totally unexpected savior, who wants something in return now. On a miss, you´re still dead or, if you take a debility, you wake up in the 7-9 hit circumstance.

LINKED: when you first meet someone importante (player´s call), you may roll+WEIRD to see how are you gonna be linked.
On a 10+, choose one from the list:
-Friend: +1 to manipulate.
-Lover: +1 to seduce.
-Protector: Automatic hold 2 over him/her, as in I´M JUST A CHILD move, and a +1 to use that move over him/her.
-Mentor: +Insight on you.
The bonus is permanent, unless the relationship changes completely or you end it.
On a 7-9, the MC may add an adjective to any of the above:
-Abused friend (abused by you?), envious friend, manipulative friend, desperate friend, etc.
-Obsessed lover, agressive lover, desperate lover, etc.
-Overzealous protector, jealouse protector, etc.
-Sadist mentor, misguiding mentor, etc.
+the bonus is not permanent: +1forward to manipulate, +insight only for one time, only 2 hold, not the +1 for I´M JUST A CHILD.
On a miss, the MC chooses one from the list:
-Bully: -1 to go aggro or seize by force.
-Master (either with or without sex): when he tells you to do sth, it´s like a PC hitting 7-9 to manipulate you (act under fire, or mark experience).
-Deceiver or Traitor: -1 to read him.
-Distrust: -1 to manipulate
-Indifference: -1 to seduce

SHOW SOME MERCY!: when you´re at someone´s mercy and want to avoid reprisal, humiliation or bullets, roll+HOT, for an NPC, or +Hx, for a PC. On a hit, they can´t shoot, punish or humiliate you. On a 10+, you have to pay or do something in return, and you have -1ongoing against them until you redeem yourself. On a 7-9, the same as above, plus you have a permanent -1ongoing against them, if NPCs, or they get Hx+2 w/you on their sheet, if PCs. On a miss, it´s MC´s or player´s call if they forgive you or not. If they choose to anyway, they get the 7-9 result.

I´M JUST A CHILD: when someone sees you suffering cruelty, pain or poverty, roll+HOT (if many ones see you, choose one to roll against him): on a 10+, hold 2. On a 7-9, hold 1 over him. Spend your hold to make them:
-Give you lodge, or a gift worth 1-barter
-Help you when in danger
-Forgive a debt, theft or betrayal
-Believe a blatant lie you tell them (if feasible).
-Pull down their guard on you on a critical moment.
On a miss, they see your true face: the MC will ask you 2 questions, answer them truthfully, plus you won´t ever be able to use this move over them.

FUCKING REBEL: When you act against good and honest advice given by other characters, mark experience.

DIRTY LITTLE HANDS: when you try to get something someone else already has, roll+COOL. On a 10+, you got it, you fled safely, no one noticed. On a 7-9, you got it and you fled, but someone noticed you, and word will be quickly spread about your action in that turf. Beware.
On a miss, treat it like an act under fire miss.

CANNY SCUM: roll+COOL to read someone when planning something tricky. On a 10+, hold 2; on a 7-9, hold 1. Spend your hold to ask questions from this list:
-What useful stuff does this one have I could steal?
-How might I deceive him best?
-What is he planning against me?
-How is his mind or attention vulnerable?
When you act on any of the answers given, you get a +1.
On a miss, he fully realizes your intentions, and acts accordingly.

EYE ON THE DOOR: the same escape-move the operator has...

------------------------------------------------------------------------
CHOOSE 1 MATURING CONDITION (always +2 max.)
-When someone you value dies, you get +1HARD.
-When you´re unexpectedly betrayed, you get +1SHARP.
-When you face unstoppable opposition and choose to back off, you get +1SHARP.
-When you lose suddenly what little you had owned, you get +1HARD.
-When you fail utterly in a personal goal, task or job, due to incompetence you get +1COOL
-When you see a favorable situation turned suddenly into disaster, you get +1WEIRD.
-When you´re deceived or convinced to do something terrible, you get +1SHARP.
-When someone you value loses his trust on you due to something you did to him, you get +1WEIRD.
------------------------------------------------
CHOOSE WHAT YOU´RE AFTER:
-A stable and new home
-A family
-Respect and consideration from everyone else
When you meet your first maturing condition, you´ll be able to buy with an advance what you´re after. In the case of a family, it´ll be a ally: mentor, and some friends and contacts; in the case of respect and consideration, it´ll be either a gang or followers, whatever suits best the moment, plus a clean reputation; in the case of a new home, it´ll be a house, 2-barter and 2 gigs.
When you get what you were after, you may change the playbook.
----------------------------------------------
SPECIAL MOVE: When you have sex for the first time, Mark experience and roll for the LINKED move, even if you don´t have it. Only the lover-like links are eligible. If the other character had the initiative (pushed you to have sex), roll with a -1.

When you have sex after the first time, roll+HARD.
On a 10+, you had a good time and didn´t remain entangled. +1forward.
On a 7-9, you had a good time but somehow remained entangled. He/she is now a master as the one in the miss list of the LINKED move.
On a miss, you had a bad time and remained entangled. He/she is a master, plus you have a -1forward
---------------------------------------------
ADVANCEMENT:
-Choose another growing condition
-Choose another growing condition
-Choose another growing condition
-Get a new Child move
-Get a new Child move
-Get a new Child move
-Get what you were after (ally, gang, followers or gigs)
-Get a second thing you´re after...
-Get a move from another playbook
-Get a move from another playbook

It´s been written in a hurry, I haven´t revised it yet properly, and it still needs to be tested. Any comments on it?

35
Apocalypse World / Re: New Playbook: The Feral Kid
« on: January 31, 2011, 01:50:56 AM »
It´s too weird, I just had the idea of a similar playbook and did it. It´s sort of different, I´ll post it soon...

36
Apocalypse World / Re: Changing playbooks
« on: November 26, 2010, 02:22:45 PM »
I don't see getting access to the improvement lists again being a problem either.  I mean, the stat boosts have maximums, right?  And it's not like you can advance basic moves twice. So those things will be off the table once they are.  but why shouldn't you be able to retire to safety, bring in a second character, or switch playbooks again just because you've already done it once?  Is your real objection to the possibility that a character might eventually get all his stats up to +3?
I don´t know, I guess that gaining access againt to a list of improvements that is essentially the same for every playbook strikes me as odd. Not really dangerous or game breaking, except perhaps because the +1 to any stat makes it easier for them to reach +3 on 3 or 4 stats by the second playbook (but anyway they´re already very powerful, so it doesn´t stop them much.).
Maybe the most important thingie about allowing or not the advanced improvements is that, if you get to choose them again, you can reach a 3rd playbook, then change again, etc. If you can´t, your character is nearly finished upon the 2nd playbook. I don´t know which one is correct, and I wouldn´t like to make that decision myself (I´d prefer to see here the "official canon" on the subject).


I guess a brainer would lose his specialty gear, and the gunlugger and battlebabe would lose their custom weapons. Am I right here, or is there anything else they could lose?

In my game, they're gonna lose whatever makes sense. The gunlugger's MG doesn't vanish just because he switched playbooks. "Duke, would you keep your MG and all that shit now that you've gotten this following?" "Oh yeah, it's a gun cult." "Sweet."

If the battlebabe, both character and player, adamantly want to keep their custom sword, there's little you can fictionally do to take it away without resorting to narrative backflips. No, you'd have to actually go into a game with your prep as "Take away the battlebabe's sword". Yeah....

It's an improvement and a big deal, not a start from scratch. They've earned this and gone through hell to get here.
Well, there´s an example where a Hardholder loses his/her holding, and that is indeed a big loss, if we see that hardholder have almost nothing besides a holding. Maybe for playbooks where there´s not much dependance over other people (like the 3 PCs on my group) there´s not much to lose. Anyway, even if the story rules otherwise when we reach that point, I´d like to have some sort of guideline when I reach it (like: ok, you say you don´t want to kill people ever again and become a Hocus, why don´t you give away your custom weapon to better represent it?)

37
Apocalypse World / Changing playbooks
« on: November 23, 2010, 11:26:54 PM »
My players are approaching the advanced improvements, and I figured out I don´t know what to do if they choose to change their playbook. Here are my doubts:

-Do they get to choose all the basic improvements from the second playbook? I guess they can.
-Do they get to choose again all the advanced improvements? I guess they can´t, or at least I´d prefer it that way.
-In the book says they keep the moves from previous playbooks, but lose the stuff related to them. What if they don´t have stuff so important as a holding? What would a brainer, gunlugger and battlebabe lose?
I guess a brainer would lose his specialty gear, and the gunlugger and battlebabe would lose their custom weapons. Am I right here, or is there anything else they could lose?

38
Well, I´ve read here recently that at least other MC has trouble creating PC-NPC-PC triangles, interesting and compelling relationships, antagonism and drama sources between the PCs in the fiction, etc.
Well, I sort of have trouble with that too, but I´ll explain why because it is a particular issue:
In my campaign, the group´s got a mission related to travel to other holdings to gather a debt, look for a missing cargo, etc. I had struggled to build an interesting relationship map within the first holding: Awkward, but then they started to travel to other ones and I found it difficult to extend the relationship map outside the first holding.
I tried, anyway, to resolve it, by creating NPCs connected to the PCs on the fly, as I needed them. And the way I did it was by creating past relationships with the PCs, like this: "White was hired by the gang you´re about to fight against; he´s a colleague of yours, and you´ve worked alongside with him sometimes" or "To find Hugo, you shall get Shazza´s permission first. She was Melody´s (PC) best friend while they were child, but then they grew apart, as Melody didn´t want Shazza to start working as a prostitute. On another subject, Doom (PC) also knows her, he spent some nights with her while he was travelling or being hired."
Is it right to do this a lot, create background or past information for the PCs? Or the relationships should always involve things that are happening right now? Should I have already a list of Melody´s friends and partners, Doom´s colleagues and employers, etc., handle it to the players and start using them as the campaign moves on?
Another possibility is to handle that by asking the players themselves: "You already know her, how did you get to know her and what were you doing then?", but I fear that sometimes the players might not involve their PCs in the situation too deep "Just worked once with her, nothing important".

I´d like to get help with this, because I´m acting here out of "instinct", but I´d like to have some principles to guide me, and I can´t relate the ones AW has to what´s happening.

39
Apocalypse World / Re: Body implants as custom moves!
« on: November 10, 2010, 02:13:18 AM »
Well, they´ve sort of appeared already in the fiction, plus yes, they´re both stuff and moves (rather moves than stats, I think).
But it isn´t like they´ll have access to whatever they want. I´ll choose 3 or 4 from that list, then offer them to the character. This is just brainstorming.
An option I was considering is to have them spend an advance in order to get the implant. They cross out an advance, and then it´s not all like go shopping, plus they paid for it with blood or barter.

40
Apocalypse World / Body implants as custom moves!
« on: November 10, 2010, 01:40:02 AM »
In my campaign, there´s a "cyborg" workshop where people get implants. It has access to weird technology and its crew looks like cult members. They´ve already promised to a PC a new and shiny implant, so I´m starting to create some ones to see how they´d work.
These are the first ones I created. What do you think?

Internal antenna: at the beginning of the session, you can link yourself with two persons (PC or NPC). When you want to speak with them, roll + weird. On a 10+, you can deliver your message, and choose 1 from the list. On a 7-9, you deliver your message, but the MC chooses 2 from the list:
-Someone unexpected also hears the message
-The message is somehow twisted (only a little) by the psychic maelstrom
-You tell him more than what you intended to. The MC or target player will ask you a question about yourself, and you should answer it truthfully
-Part of the psychic maelstrom enters target´s mind.

Cyborg claws: you have replaced a hand with claws, getting AP when you use them. The claws have reached, though, your own mind, and they have their own ideas:
-If the blades speak to you and tell you what to do, or if you ask the blades for advice, and then do it, you mark experience. If you don´t, though, you lose the AP harm benefit until you follow their advice again. The claws don´t allow you to use another weapon until that moment.
The MC determines the claws´ agenda, but it always involves killing.

Ear radar: you have a mini radar implanted on your ear, which lets you get a +1 to read a sitch and open your brain to the psychic maelstrom (the lowest one). However, on a miss and a 7-9, your radar goes against you: you draw unexpected attention from someone attuned to the psychic maelstrom in the area, apart from the common results on each case.

Internal antenna 2: whenever you want to intercept someone´s plans and intentions, roll + SHARP. 10+, you know their intentions, plus choose 3 from the list. 7-9, you know their intentions, plus choose 2 from the list:
-You know exactly how and when will they do ti, and who ones.
-No one else perceives your detection, nor does any one see their intentions.
-You don´t overexpose to psychic maelstrom information (1 harm, AP)
-You don´t awake maelstrom´s rage.

Voice chip: your voice acquires a metalic and musical tone. When you impose your will upon your gang, or seduce or manipulate, or go aggro on someone, you have a +1. However, if you miss or get a 7-9, besides the common outcome, that person becomes resistant to the chip, and from then you get -2 to use those moves upon her (if it´s a gang, then someone becomes invulnerable to "imposing your will...").

IRON HAND: if you tag someone with it, and then use your weapons against him, you get +1 harm. If that person dies after you tag him (and you hadn´t changed the tag), its spirit remains somehow in your iron hand. It will tell you its last wish, and the MC will get 2 hold. He may spend them to do 1-harm to you, or give you -1 to a roll. You may make the MC spend all its hold by accomplishing the spirit´s last wish. When there´s no hold remaining, the spirit goes away.

WIRED HAND: you may "plug" your hand to a weapon, vehicle or machine. If it´s a weapon, you get +1 when using it to attack. If it´s a vehicle or machine, you get +1 to use them under fire.
After using the object, roll+HARD:
-On a 10+, you may unplug your hand without any issue
-On a 7-9, you remain conected in part to the object. If it were destroyed, you suffer 1-harm. You learn something interesting from that object´s past or previous users.
-On a miss, you remain dependant to the object. If someone gets hold of it, he gets a +1 when acting against you (PC), or you get a -1 when acting against him (NPC). You learn 2 or 3 interesting things from that object´s past or previous users.

METALIC CHEST: you have automatic and undetectable 1-armor (only adds with armor 1, otherwise use the highest one). When you have sex with another character, roll+HOT:
-On a 10+, both have a good time, no one cares about the metalic chest.
-On a 7-9, he/she notes it, and it is disgusting. -2 to seduce and manipulate him, and Hx-1 with her (on your sheet) if PC.
-On a miss, he/she perceives it, and it is extremely disgusting, to the point that he no longer thinks of you as a human, rather a beast or robot (and acts accordingly). Won´t ever have sex with you, and will try to damage you for the experience. -2 to your Hx with him (if PC).

SHOTGUN ARM: works like a shotgun, but gives you +1 to seize by force with it, due to the sinergy between your body and the weapon.
When you use seize by force, add an extra option to the list of effects:
-You don´t atract the attention of the oxide wraiths (the shotgun is cursed). The MC may set what exactly they are, or ask it to you (they are related to the psychic maelstrom)
They don´t have to be neccesarily the oxide wraiths, they might be called otherwise (oblivion knights, specters, etc.).

Another ideas? corrections for any custom move?

41
Apocalypse World / [Actual Play] In the metropolis
« on: November 09, 2010, 01:05:17 PM »
NEW AW CAMPAIGN
I finally managed to get my whole table together with the aim of starting a new campaign of AW. It was my 3rd attempt to achieve this, because we had tried a couple of times before to start a campaign, without much success, and thus we (at least one player and I) were tired of creating the setting and holding so many times.
The 3 players are Ace, Hernán and Alan.

SETTING AND HOLDING CREATION
I told them to comment me about their image of a post-apoc world, and start building from that. As I said, we were a little tired to deal with this phase for the 3rd time, and there was a bit of dispersion and distraction in the group, but the result was good.
The elements that emerged were that there was a great city in ruins, giant, called Vancouver, inside which survivors had developed several holdings. All these use to compete with each other for resources, while they have come to develop a fledgling trade. The settlements were small populated areas, but most of the ruins of Vancouver remained uninhabited or inhabited by mutants who plundered unsuspecting travelers.
Awkward is the settlement where the PCs live. It´s maintained by the scrap trade in the area, and they use it to build and repair vehicles and weapons. There is also a mysterious workshop where implants are performed, whose members appear to belong to a religious sect, and have access to weird technology.

THE PCS
Hernan is a Brainer, called Mr. Burroughs, a quite mysterious guy that works as a trader for workshops, negotiating deals, fooling whomever he can, with the aid of his powers. However, his interest is to get some peace for himself and his group.
Ace is a Gunlugger, called Doom, who works as a mercenary to protect cargo and passengers from the mutants and raiders on the wilderness. He doesn´t care to take a side in the conflicts that arise between the different holdings, he just goes with whomever pays him the best. He´s worked with Burroughs, and distrusts him as Sr. B left him almost dead during a mission . He also worked with Melody (see below), and likes her.
Alan is a Battlebabe, called Melody, that, during his childhood, was raped and, therefore, has a great deal of resentment with men. Now works as a farmer in the holding, in a small community, although sometimes she´s hired to kill or spy on people.

THE SESSION
The initial situation is Burroughs, Doom and TAO (a mechanic and truck driver, a rebel woman) entering a cargo to Awkward. They go to FUSE, one of the leading traders there, a skinny and withdrawn man, but terribly cunning and treacherous, who inspects the shipment with FIANNELLY, a mentalist peeled and mysterious, visible face of the implants workshop (let´s call it cybog workshop). After inspection, both go angry, because there´s something missing in the cargo: some engines they had specifically requested.
FIANNELLY begins to rebuke the 3 ones responsible for loading and protecting the truck about the lack of such engines, which were part of a deal, and very important. Melody hears the screams from afar, and decides to come and see what happens quietly. Burroughs, who knew that since TAO worked with them, things started disappearing from shipments, blamed TAO for it (TAO denies this, of course), and tries to "read" her. He misses, so I say that his attempt to blame her is seen by FIANNELLY as a lie to cover his own responsibility. As a mentalist, she begins to delve into his mind, and creates an initial link (custom move: vulnerable to FIANNELLY: -1 to read and manipulate her). Burroughs, to get it out of him, goes aggro on her and tells her to retire, and she, seeing that Sr. Burroughs has certain qualities, eventually retires. But she ordered his men to apprehend and bring him home, where she´d interrogate him personally. Burroughs tries to escape, without much success.
Doom, seeing he´s no longer a suspect approaches FIANNELLY and tells her that he could find and return the engines, investigating who was responsible. FIANNELLY agrees, and Doom tells her that he needs Melody and Burroughs for the mission. FIANNELLY says he will have Sr. B the next day, if he wasn´t guilty from stealing the enginges.
Burroughs, in FIANNELLY´s workshop, is kept constantly sedated, while she digs into his mind. She finds him innocent, but I tell him to roll for a custom move (when FIANNELLY delves into your mind in his workshop, roll+cool: 10 or more, you don´t give in, so she doesn´t find out anything about you; 7-9, the MC asks you a question, answer with the truth, if you fail, the MC makes you 3 questions). He rolled 7-9, so I asked: Who do you value above everyone else? Hernán created an NPC at the moment: Isle, a 15 year old girl whom he protects, for some misterious reason, and who belongs to the farming community where Melody works.
When Burroughs was awakened, FIANNELLY was sitting on her chest, and said she  already knew what she needed from him, and that in the future he´d would see her again. She kisses him, then, and Burroughs gets rid from it to do a mental scan (I must say Hernán took me by surprise, but he used it well, and I wasn´t interested in protecting FIANNELLY).
Among the questions, he found out that FIANNELLY had an obsession about being the center of others´ attention, to attract admiration, and this time she was infatuated by a girl who works at a car garage, JEANETTE. If she´d reject her, FIANNELLY would be destroyed and lose its security.
Another thing she learned is that, previously, FUSE was not so withdrawn and silent. When his girlfriend was alive, FUSE had confidence in himself and was much more wise and intelligent. FIANNELLY killed his girlfriend and made it look like an accident, and FUSE has lost since that his former vigor, and became much more submissive to their influence. FIANNELLY saved his girlfriend´s head in a secret place.
Before that, Melody had inspected the truck for clues about the disappearance of the engines, and found a note where a mysterious HUGO set an appointment with TAO to give him the engines. With this paper, he goes her and asks what´s happening. TAO tells him that she´s creating some "savings" to leave this accursed holding, and flee away from the tyranny of FUSE and his henchmen. Melody didn´t convince her to leave her purposes, but TAO advised her that, although they were friends, she wouldn´t hesitate to retaliate if Melody tried to stop progress in its plans.

THE BEGINNING OF THE JOURNEY
Finally, the group buys a car and heads north, taking a highway. In between, there are all sorts of group conflicts, which reach the point where mentally Burroughs threatens Doom to stop insulting him. Luckily, they didn´t scale beyond that.
After driving for a while, they get to see some fires burning in the distance, along with some mutants that dance around them. All this stands interrupting the highway. Burroughs opens his mind to the psychic maelstrom to discover that Melody´s lost father is there.
They decide, then, to move into the mutants and clean their way through. This is the first game´s battle, and it got resolved quickly. Doom, displaying his power, takes his rifle and starts blowing mutant brains, clearing the road and ensuring the passage for the car. Melody, then sees that his father is who leads the mutant group, and furious to find that out, decides to run over him with the jeep (which she does, of course). After this interruption, they go on to the next holding.
In Vault 101, they should look for a trader called PRIME, who was selling diluted fuel to Awkward. On reaching the settlement, they find the streets empty, people hidden in their homes while thugs were patrolling the area. When they meet them,  they thugs insist, the group should leave their weapons to enter, which they do not want to do, and so the fight begins. Burroughs is left on the brink of death, although they´re able to kill most of them.
Then a house´s door opens, and a 40 year old man tells them to take refuge there. Once inside the house, he starts healing Burroughs, and while he does so he presents himself: he is PRIME. The holding´s been invaded by a rival gang. Doom reads it, and sees that it is not telling the whole truth. PRIME is a miserable merchant, lacking the capacity for savings and pension, and that is why we can only secure their profits by defrauding others. The gang invaders came from another holding he had also cheated.
So ended the session.

COMMENTS:
-The first part of the session was saturated with conflicts within the group, but not the kind of dramatic conflict the game pushes, but rather fighting for no reason. In fact, part of the discussion was that Doom constantly insulted Burroughs. It got a bit boring because that delayed the dealing with real conflicts and opposition. I hope, in the future, to make conflicts between PCs revolve around conflicting interests, different priorities, rather than just for the pleasure of arguing.
-The moves that provide information: reading a person or situation, open your mind, etc., are excellent for establishing and developing the characters and situation, and so to create the past, relationships, unexpected connections, etc. Even when improvising, just asking a question to the GM helps him to creat contradictory characters and situations: when Sr. Burroughs scanned FIANNELLY, I created at that moment FUSE´s past, the murder, his current submission, etc., and that gave so much life to the game (rather than if, for example, I had tried to prevent hernán from making that move).
-It happened that the meeting with the Melody´s father didn´t develop as strongly as I hoped. When I talked later to Alan, I realized it was because of a mismatch around our representations of the moment: alan had imagined mutants as destructive and almost mindless beings, whereas I had them in mind as mere deformed and twisted people who had been exiled, and were seeking a proper place to live and subsist. That difference meant that Alan did not even consider approaching her father during the melee. It is a point to consider for future sessions.
-I got a very interesting consistency in the assembly of the story. Most of the NPCs introduced led to tension building and had their own agendas. Now, while I'm developing fronts, I realize that the greatest virtue of this first session was to generate all the future potential for other issues: mutants and mutation source, cyborg worksho, FUSE, competition with other holdings, the farming community that works Melody, etc.
-I'm taking my first steps around the creation of custom moves: Doom was scaned and Ace had to create his vulnerability. What he made up was that Doom is vulnerable to group tension, he is uncomfortable working when the group is having internal conflicts. As I thought it´d be nice to give mechanical expression of this vulnerability, I invented that when there is conflict within the group and Doom doesn´t try to solve it, he is acting under fire. Another solution is that Doom marks a point of experience when he resolves a dispute in his workgroup (I like this one better).
-2 Of the PC, Burroughs and Melody, conceptually, "flee" or refuse sex. This isn´t per se bad as a PC´s concept, but AW gets more interesting when the relationships between PCs and NPCs become more intense. I want to break those locks, perhaps through offering easy opportunities to get things in exchange for sex. How would you push for sex in these cases?
-Sooner or later, I´ll have to deal with the mechanical effects of implants, and I want to make some custom moves to represent them. Any ideas? Maybe they could be "once per session" moves that give you bonuses, or just objects that otherwise would be very hard to come by:

Internal antenna: at the beginning of the session, you can link yourself with two persons (PC or NPC). When you want to speak with them, roll + weird. On a 10+, you can deliver your message, and choose 1 from the list. On a 7-9, you deliver your message, but the MC chooses 2 from the list:
-Someone unexpected also hears the message
-The message is somehow twisted by the psychic maelstrom
-You tell him more than what you intended to. The MC or target player will ask you a question, and you should answer it truthfully
-Part of the psychic maelstrom enters target´s mind. The MC will tell you what happens.

Cyborg claws: you have replaced a hand with claws, getting +1 to the harm you can do with a blade. The claws have reached, though, your own mind, and they have their own ideas:
-If the blades speak to you and tell you what to do, or if you ask the blades for advice, and then do it, you mark experience. If you don´t, though, you lose the +1 harm benefit until you follow their advice again. The claws don´t allow you to use another melee weapon.
The MC determines the claws´ agenda, but it always involves killing.

Ear radar: you have a mini radar implanted on your ear, which lets you get a +1 to read a sitch and open your brain to the psychic maelstrom. However, on a miss and a 7-9, your radar goes against you: you draw unexpected attention from someone attuned to the psychic maelstrom in the area, apart from the common results.

What do you think? are they good? I figure that an advancement should be spent in order to get access to the benefits of an implant.

42
Apocalypse World / Good complications for "Act under fire"
« on: October 21, 2010, 12:13:41 AM »
Hi
I´ve been testing AW with some friends (not playing truly, since I ran it with only one player), and one thing that wasn´t easy for me (as MC) was to create interesting complications for "act under fire", particularly for weak hits (7-9).

If I recall correctly, I have to offer a hard bargain, a difficult choice or a worse outcome. But sometimes I can´t find how to include the first 2 of them. Maybe because my first session scenario was rather weak in conflicts, but some regular actions didn´t allow a hard bargain or difficult choice.

I´ll throw in some examples of things that might happen because of a weak hit. Any addition or correction is welcome:
-You do it fine, but someone you didn´t want to see noticed it. You´ll have to convince him so he doesn´t reveal your position (sneaky stuff).
-You can do it, but it will open a wound you were recovering from, or you will have to take a bullet yourself first (action stuff).
-You can grab it, but the enemy takes a hostage first and tells you to drop it off or he´ll shoot him/her.
-You manage to run away from him, but you drop or forget something important on your way.
-You may avoid the fire if you take cover behind Dawson.
-You may drive their attention off from you if you mock at III or otherwise humilliate him.
-You wanted to close on him (for this he rolls) and then shoot him with your silenced gun without being noticed? You close, but the vigilance is tough, so you´re in a bad position to shoot: -1 forward.
-You resisted his look enough to get his trust upon you, but something unexpected is revealed. Roll+weird to open your brain. OR now he knows that little secret about Lili: what it was?
-You can´t turn on the "computer" without taking the damage. It seems you´ll need to help Fucker with his "issue" if you don´t want to take risks.

Out of play, I see that building weak hits isn´t that hard. Any advise about setting up a context for this move during the session that helps building good complications?

Pages: 1 2 [3]