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Messages - Chris

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331
Apocalypse World / Apocalyptic Wave
« on: July 08, 2010, 12:56:01 PM »
For those of you with a Google account, Michael and I are doing a Google Wave game of AW.

No idea how it will work. If you're interested in this crash and burn, let us know.

https://wave.google.com/wave/#minimized:search,restored:wave:googlewave.com%252Fw%252BqAtaYOJQC.7

332
blood & guts / Re: the basis for all the moves
« on: July 01, 2010, 12:40:45 PM »
My point is that 90 percent of this game (and most others) happens at the table. It's influenced and massaged by the rules, but saying that "if my character doesn't get anything directly mechanical out of an action, then there is no reason to do it" is weird to me.

And I disagree, Vincent. I think we may forget, but I run a local board in Louisville and a lot of the gamers on there are gaming at a purely tactical, "my character is less important than how my mini is painted" viewpoint. And there's nothing wrong with that.

But AW is not for them; I don't mean that in a derogatory way. Maybe it's better said that they're not for AW. For something. Either way, it's not their thing, like In a Wicked Age isn't mine.

333
blood & guts / Re: the basis for all the moves
« on: July 01, 2010, 10:34:20 AM »
Thinking about it starting with the mechanics is backwards?  I hope not, because if so, this game will never work for me and my friends, and that would be too bad, because I'm really excited to try it out.

But I don't think anyone I've gamed with has had their PC pursue sex just 'cuz since my younger teenage D&D days.

I'm also not entirely sure I buy your explanation, because the battlebabe doesn't only avoid the strings, she avoids any potential benefits as well.
Plus... for some reason the other person also has no strings, which doesn't really jive with your explanation.  Take, say... the driver.  He's normally got a chance to get attached to someone he fucks right?  But if he fucks a battlebabe, he's like "Eh, whatever, it's just a battlebabe, who gives a shit"?

So all of the characters you've played since  you were a teenager are sexless, fictionally?

But yeah, if your character is only doing things because of a game system advantage, AW is probably not for you.

334
Apocalypse World / Re: First try today!
« on: July 01, 2010, 07:29:48 AM »
Yeah, Ben got that. What he means is that you should play your NPCs' humanity to the hilt and your players will back off a little. Trust me, my group will go rape/torture at the drop of a hat. In any setting.

But they don't do that in real life (that I know of). And the difference isn't always just consequences. It's humanity. When you have very human NPCs tied together into a community, there's less genital mutilation. Trust me.

Make death meaningful. Then make it not.

335
blood & guts / Re: [a cry for help] AW broke my brain
« on: June 30, 2010, 11:39:51 AM »
On a miss, you fall down in an airport in front of everyone because your boots are 10 inches high. Choose 1:

 - You're much more interested in getting attention than you are in being a music artist.

336
I think it's because we're used to roleplaying until the character "does something", which requires a roll.

All the dice are is a way to simulate the thousands of variables a game can't account for. If there are no variables, i.e. I throw you off a cliff or shoot you when you're tied up, there is no need to roll. Nothing is random about that situation. You're just dead.

Now, play a savvyhead. They're awesome.

337
the preapocalypse / Re: Help me pitch sales?
« on: June 29, 2010, 07:27:43 AM »
The character classes come directly from Firefly. Think about it.
I am, and it's interesting. I can see most of it, but not all.  What's Mal?  Or Book?

Mal is EXACTLY an operator. Book is a Hocus. Obviously, things have drifted with the setting. But those character types work well together, on the archetypal level.

To me, Firefly isn't about the "adventure". The "things" occurring in that show are just a lattice to hang the character interactions on.

Deadwood is also a great example. Looking at the rules or several iterations, and maybe Vincent can speak to this, but it seems like the game began as a travelling game similar to Dogs and morphed somewhere on the way into a game centered around a singular town.

338
the preapocalypse / Re: Help me pitch sales?
« on: June 28, 2010, 07:54:13 PM »
The character classes come directly from Firefly. Think about it.

The firefly reference is an interesting one. It makes sense only in terms of plot, story, and characters, which is almost everything, but it doesn't have lasers so everyone gets so hung up on "genre".


339
Apocalypse World / Re: Be the fuckery you want to see in the world.
« on: June 21, 2010, 08:12:39 AM »
See, I hate having to do this, myself. It's almost the Czege Principle. If I'm creating the problems for my character and then also trying to fix them, they don't have the same emotional response for me. It's not as fun. It's like playing 52 card pickup by yourself.

I'd rather the fuckery be something that never occurred to me. I play my character as smart as my character is. I don't like to have him make bad decisions for meta reasons.

I think this gets confused with being a proactive player, rather than a fuckery generating one. My player has an agenda, which in AW gets him into trouble on it's own. If the MC is doing his job, I don't need to worry about problems.

That's the beauty of AW.

340
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 07:42:30 PM »
Nevermind. Duh.

341
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 07:40:37 PM »
Not getting a link to order while in the Bookshelf. Just "Find Out More"

342
Apocalypse World / Re: [custom move] reasonable??
« on: June 11, 2010, 07:40:04 AM »
Yeah, I agree. The battlebabe is quite powerful, even in combat situations. She just requires a little more prep.

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