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Messages - Chris

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31

Well I think ultimately it's your call as MC whether you want to allow it to work on groups, but personally I wouldn't unless there were some particularly appropriate circumstances.

Yeah, its a "established precedent" thing. I'd probably say it's for onesies, but I've been in a game where the brainer had this and the hardholder had him mount the relay on a tower in the middle of town he could do anyone or everyone looking at the relay at once. But people knew that's what the tower was for. And it was awesome, because sure, he could use it, but how long would the people stand him reworking their brains. Further, how long before the hardholder lorded over a town of brain-addled zombies? That shit can't be good for people.

It's one of those in the moment judgement calls where there's no wrong answer, but you gotta know that it's gotta be consistent. It's the same every time.

32
Apocalypse World / Re: Help - my skinner want a workshop
« on: June 17, 2011, 07:21:02 PM »
Love detector?

No, you've got to get Dust, the Hocus, you've got to get him to pull a piece of Alan and Joe's Girl's love out of the maelstrom.

33
Apocalypse World / Re: C.R.E.A.M.
« on: June 16, 2011, 09:35:20 PM »
Yeah, I'm sort of referring specifically to PCs that work for the Holder. On a 7-9, the want is hunger, but I guess the Gunlugger still gets paid out of the surplus? Hmmm. Maybe it just depends on what that specific barter the Hardholder usually pays the Lugger actually is. If he usually pays him with meaty from he hunting gig, then hunger probably means he doesn't get paid. Hmmm.

34
Apocalypse World / Re: C.R.E.A.M.
« on: June 16, 2011, 03:56:24 PM »
7-9? A miss?

35
Apocalypse World / C.R.E.A.M.
« on: June 16, 2011, 12:37:59 PM »
So a Hardholder, he's got that barter, right? He's the cheeseman, just rolling in so much cheddar.

But when he pays out to those in his gang, or those working for him in other ways, is that coming out of his personal barter? Or is it "On a 10+ Wealth roll, we assume errbody got paid?"

36
Heavily depends on the fiction of both moves.

Not double+plus hard. But neither get what they want. Maybe the gun used in the Go Aggro goes off by accident, hitting god knows who.

In a case of continually failed rolls, I just escalate and escalate.

37
Apocalypse World / Re: AW kickoff, or "Who's the _____?"
« on: June 16, 2011, 10:18:50 AM »
Oh, we were sitting around last month and I friend of mine decided to run AW having never played it, read the book, anything.

Did awesome.

38
Apocalypse World / Re: The Unwritten Rules of Apocalypse World
« on: June 15, 2011, 10:17:03 AM »

4. Don't Meta-Game the Fronts

If you've read the book, you know the MC has Fronts they're advancing.  Like cooperative board games such as Arkham Horror or Castle Ravenloft, the threats arraying around you become obvious fairly quickly.  It disenchants the fiction, however, if you as a player explicitly point it out in game.  Think of the Fronts as the Great Unmentionables: their daily troubles and their imminent crises mixed together in one shit sandwich.  

Eh. You've seen the Brainer's Additional Rules, in the tri-fold?

Don't say it, sure. But it's there.

39
Apocalypse World / Re: The part of the secret
« on: June 15, 2011, 08:56:15 AM »
It would be weird if a player was all like "There's a big holding just over the hill from here, where they've got lots of water"

Usually it would be like

"Hey, where are we gonna get water from, is there anywhere around here?" and the MC says "I don't know, <i>is</i> there anywhere around here?"

and they reply

"Oh yeah, how about there's a big holding with lots of water over the next hill?"

Both of these happen equally, especially in that first session and nether is really weird or different. In either case, they go to the same place, which is me putting a bloody spin on it. '

But, yeah, in my games, especially during the first session, players throw out as much as the MC.

40
Apocalypse World / Re: Most and least popular playbooks?
« on: June 15, 2011, 08:49:21 AM »
Other curious cases. It takes time for a player to see why having an Angel would be useful or awesome, compared to a brainer. Only after they´ve played AW they recognise healing means an awful lot of power over people, as much as a skill greatly demanded.
Maybe players that come from traditional RPGs think that a character whose power relies on people is less powerful than one whose power comes from his own.

Running for a DnD-oriented group has always always always resulted in someone playing an Angel. In fact, it's usually the first off the table.

"Who's playing the Healer?"

In general, someone almost always plays a Hardholder, but I've never seen anyone enjoy it. The Hardholder gets blamed for everything.

In my games, almost no one ever plays a Battlebabe, besides me. The playbook's seemingly female nature means that some men dismiss it out of hand. This happens to the Skinner as well, as the short hand that seems to stick is "Oh, this is the whore".

41
I think it has to be.

A better, longer, more personal answer:

In my experience, detailed in lots of other places on this board, I only get into trouble with AW when I try to keep the Physic Maelstrom as this unknowable thing. I have a similar desire to not want to nail the Maelstrom down into an answer and it's just turned out to be frustrating for my players every time.

The line? In some games, the players are pushing towards finding out what the maelstrom is. This happened in a game I ran for Mike P and others. He wanted to explore the Maelstrom and I wanted to keep it vague, at least to start. I was "doing it wrong". He got frustrated with me being evasive, but I had to be evasive because I hadn't nailed the Maelstrom down to anything. It was a bad idea.

In other games, I nail the Maelstrom down and the PCs simply aren't the type to care about it. I've got a driver, an operator, and a gunlugger and to them, the Maelstrom's just some fucked up thing that other people get into. But in both, the Maelstrom is a threat.

So. That's all just a really long way of saying: "Is your Maelstrom a threat, to the PCs or others? Then it's a Threat. Is it not a threat to the PCs or others? Then it probably should be, because it's the fucking Maelstrom." :)

42
Apocalypse World / Re: Types of games
« on: June 02, 2011, 03:20:43 PM »
I've been in two PbPs and I think there's some serious issues with the natural back and forth flow that's supposed to happen in AW. For instance, Go Aggro with multiple PCs can be a nightmare if the MC doesn't hold tightly to the reins, which isn't how I like to game.

43
the nerve core / Re: Apocalypse World's binding
« on: May 30, 2011, 01:54:34 PM »
Mine are first run, I'd guess. Pre-ordered one and bought the other from Vincent at GenCon while the other was in the mail.

44
Apocalypse World / Re: Is Fighting supposed to be Seize By Force?
« on: May 30, 2011, 10:03:06 AM »
Also, that harm that's being traded? I mean that it's being traded right the fuck NOW.

From the other day:

One of the mutant-people's Big Fuckers is charging down on a PC and is like, ten feet away with a lead pipe and bad intentions. The PC is going to shoot it, of course. Fuck those Big Fuckers.

So is this Seize or Go Aggro? Clearly, there's going to be harm that's traded. But it's not being traded RIGHT NOW. He's Going Aggro. After that, we might be Seizing, we might not. In our case, we didn't.




45
Apocalypse World / Re: Ambient Music
« on: May 30, 2011, 09:52:17 AM »
Straight from the Ludography:

http://youtu.be/b3GtitpzhFc

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