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Messages - Chris

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46
the nerve core / Re: Apocalypse World's binding
« on: May 30, 2011, 09:45:09 AM »
No savvy opinions. But my two AW books are also coming apart at the 136-140 range. Is it a book problem, or a "I read the fronts too much" problem?

47
Apocalypse World / Re: Is Fighting supposed to be Seize By Force?
« on: May 30, 2011, 09:42:27 AM »
When, I MC, "Go Aggro or Seize" is not a me decision. That's decided by the fiction the characters, both PC and NPC, are putting in motion. On the PC side, if, like you said, they're throwing grenades in and not even trying to enter, they're clearly Going Aggro. If they're going in guns ablazing and I decide that the NPCs are going to fight THAT fight, in that little space, rather than try to surrender, then it's Seize.

So while my choices and those of the players are creating the fiction that leads to the move, by the time we get to the move, it's not a choice. The fiction decides.

Do it to do it and if it's happening, then it's fucking happening. If harm is being traded in the fiction then it's Seizing. If not, then it's something else.

In other words, the MC and the players don't decide if harm is being traded by looking at the moves tri-fold and picking either Seize or Go Aggro. The characters decide if harm is being traded and then we roll the move the fiction demands.

48
Apocalypse World / Re: Front=Prem​ise and Threat=The​me?
« on: May 27, 2011, 06:53:09 PM »
Hmmm. It's hard to game toward a theme, from the GM's end, in AW. I've tried it and it's never really worked out. I'd get to tied to my plans, not enough toward the PCs.

That said, I think you're on, but it's... organic. So front /=/ premise and threat/=/ theme, but later, after, you might see theme and meaning.

I don't know.

49
Apocalypse World / Re: Real life battlebabe!
« on: May 25, 2011, 05:50:07 PM »
The battlebabe's weapons are detailed on the sheet so they are detailed in the fiction. The angel has a .38. The battlebabe has an ornate, hi-powered handgun.

This is important.

50
Apocalypse World / Re: Apocalyptic Documentary on Kickstarter
« on: May 19, 2011, 12:30:56 PM »
Quote
"Things are going to change. And the question is "Will they be changes we initiate or will they be changes that are forced upon us because of the consequences of our behavior?""

Apocalypse World.

51
Apocalypse World / Re: Choosing names from the list
« on: April 30, 2011, 02:16:17 PM »
I think I'd be more scared of meeting a gun-toting hardarse named Steve than an identical one named Vonk the Sculptor.

The only thing worse would be a gunlugger named Sue.

:)

I doubt that.

"Pack up your shit and run for your lives, people. Steve's coming to town!!"

But Sue would be a good name for a Gunlugger. It has cultural implications in the direction we're looking at.

52
Apocalypse World / Re: Choosing names from the list
« on: April 30, 2011, 11:59:17 AM »
I think everyone forgets that, like greg said, the names don't just communicate things into the world, to the other PCs and NPCs, but also to the players around the table.

The fact that the gunlugger has a list of dog names communicates very little to the other characters in the world, but it communicates a lot to the other players and most of all, to the player of that character himself.

A character named Steve and a character named Vonk the Sculptor are two very different characters and I defy anyone to play them the same.

That said, I'm sure Baker doesn't claim to have a patent on cool post-apocalyptic names. The playbooks are designed so that someone who has never played the game and has no character concept in mind can make an appropriate character for Apocalypse World. So my rule has always been "If you can come up with a name that everyone thinks is better than one on the list and is setting appropriate, go for it. Otherwise, the list it is."

53
Choose a harder/different move?  Totally a better choice,  but this doesn't address when you have to Inflict Harm because of a PC Seizing By Force. 

Is the PC Seizing All three NPCs? Like in a hold? Or what? If not, then it only the harm coming from the one being seized. And read this.

Basically, screw the rules. Try not to think so much about them until you trigger a When. And when you do, resolve that little bit and move on.

Proceed both narratively and chronologically. It sounds obvious, but just have everyone, PCs and NPCs alike, do one thing at a time and only use the moves when the Whens are triggered. Otherwise, it's up to your principles, prep, all that.

54
Monsterhearts / Re: The New Sexy
« on: April 13, 2011, 08:33:25 PM »
I posted this song by Frightened Rabbit in the Outsourcing thread and then played around with it for fifteen minutes or so, looking for a playbook angle. Never could get it. A doopelganger-type who can only relate to people as someone other than herself? And needs something from people, like their energy/heat or whatever. Maybe too close to the ghoul. It felt like a stealth ghoul.


Quote
You twist and whisper the wrong name
I don't care nor do my ears
Twist yourself around me
I need company, I need human heat
I need human heat

Let's pretend I'm attractive and then
You won't mind, you can twist for a while
It's the night, I can be who you like
And I'll quietly leave before it gets light

So twist and whisper the wrong name
I don't care nor do my ears
Twist yourself around me
I need company, I need human heat
I need human heat

I need human heat
I need human heat
I need human heat
I need

55
Apocalypse World / Re: The Touchstone
« on: April 13, 2011, 05:31:06 PM »
Yo! Have all playbooks but the Touchstone. Will trade one for one if someone hits me at theparableengine at the G mail.

56
blood & guts / Re: Investigative moves
« on: March 07, 2011, 04:00:55 PM »
Well, I like that, but it's still just a way to pass out info. It's a great way, sure; I'd do countdown clocks with hold moves that fill it up, each tick giving more info, something like that. But does anyone got anything for clue interpretation for investigation games? I dig the Cthulhu thing, sure, but it's a small part of the investigative genre that seems overrepresented in gaming.

It just seems that the entire point of the genre, that deductive part, happens entirely outside of the character.

Sort of a "When you [want to] make a deductive leap, roll..." sort of thing? And then the MC tells you what your character came up with? But that feels so bad. Is this a fruitful void conversation?

57
blood & guts / Re: Investigative moves
« on: March 04, 2011, 08:47:53 AM »
So moves for this would depend on your gimmick, right?  Or maybe that's the difference between character splats and character moves.  hrm.

I think I'm not really explaining myself well. I realize that the moves will change depending on the specific game we do, but I'm still at a more esoteric level here. From another thread:

Jared Sorensen said an interesting thing about investigation games.

He said that the normal approach to investigation rules is like:

"When you search a place high and low for clues, roll +observent"

or

"When you analyse a substance, roll +science"

and so on.

He said it would be interesting to make a game where the rules are like:

"When you have an unanswered question about something, and you try to find an answer, roll +investigate:

10+ The MC gives you a detailed answer to that question, in the form of clues and analysis of those clues.
7-9 The MC gives you a clue that suggests the answer to that question
On a miss, the question cannot be answered with available evidence."

Not sure that's the right format for AW though. It's more broad and genaral than a move really should be, I think. It might be better to have specific questions you can ask, like Read a Person and Read a Sitch:

When you examine a crime scene, roll +observant.
10+ hold 3
7-9: hold 1

Spend a hold while looking for clues to ask one of the following questions:
What is out of place here?
What is not what it looks like?
What happened here, exactly?
What should I be on the lookout for?

Or something.

That's more police procedural than Cthulhu, though.

See, all of those give us, the player, clues. And then we, the player, interpret them. In AW, that's fine. The questions in that game are more "Is Smith going to be able to get Ruby to marry him?" or "Can Barbie hold off the Biker gang?"

But in an investigative game, the question is "Can the PC solve the mystery?".

So in AW (and lots of other non-investigative games), it's always "I make decisions and then if I trigger an appropriate conflict, we go to the dice". But in investigative games, we roll to observe or get clues or we spend resource points to do so, a la ToC, and then we make decisions, using our player noodle, to figure out the clues our character got us through rolls or spent points.

There also what Simon suggested:
I think the question you need to answer is whether "Do the investigators figure out the mystery?" is really at stake.

Which is good. Outside of Cthulhu games, which are a bit more inevitable, it's hard to see a game where we know that the mystery is going to be solved and I'm just acting out the path to get there while dealing with personal conflicts. A House game or a CSI would seem to be that. The stakes are not "Do we solve..." but what personal conflicts are going on inbetween.

Maybe the answer is in this:




58
roleplaying theory, hardcore / Re: Stepping on Up to the Investigation
« on: March 04, 2011, 08:30:04 AM »
I think a Right to Dream investigation game is Trail of Cthulhu. The question in ToC is not "Can you find the clues that lead to the conclusion?" (of course you will) or "What will you do to find the clues?" but rather "How will your investigative skills lead you to the horrible conclusion that will wreck your mind?".

See, I think both CoC and ToC are ultimately about how the PLAYERS interpret their clues. CoC makes you work for the clues while ToC doesn't, but the actually nitty-gritty, solve the mystery stuff is done purely out of the character headspace, to me. And in ToC, having all the clues doesn't mean you know what's up. That "Dr House/Sherlock Holmes" AHA moment is always on the player end.

I think investigative games are already in that challenge space. I made a thread here about getting them out and pushing more toward story.

The best I was able to come up with is a more robust ToC-style clue "giving" system that uses resource points earned in personal conflicts.

59
Apocalypse World / Re: Hardholder hold size seperate from gang?
« on: February 25, 2011, 12:30:16 PM »
Yeah, we had this issue with a player where he dropped the size of his hold all the way down and brought the size of his gang all the way up and now he's a chopper with wealth. Because everyone in the hold is in the gang.

60
roleplaying theory, hardcore / Re: Tactical Combat vs. Violent Conflict
« on: February 23, 2011, 12:54:56 AM »
I'm saying that in games that thrive on creating interesting, untenable situations, the resolution of those situations is much more simple if the character's morality is directed tied into the player's perception of the mechanics. I.E. he knows that mechanically, he can "solve" this situation by removing one or more elements from it like a math equation. And the argument for consequences is reductive; he can do it all the way down until his destruction of the environment and the MC's subsequent consequences are ruining other people's enjoyment.

For some players and GMs, even those looking for dramatic situations to arise out of play, their play style simply needs a set of rules that encourage status quo rather than discourage it. They naturally dissolve status quo and run through situations. It might be pathological, sure, but it's also problem of looking at just the mechanics, not the character. Like the fact that there's no reason to take the Hypnotic move as a Skinner. The Skinner can just as easily sleep with someone and get the Hypnotic move for free; it's the same roll based on the same stat, with more options and no need to waste the character move slot. Except people in the RL don't sleep with everyone they run across. As Baker put it in another thread "That's icky".

As far as what type of rules discourage that? Grittier ones, I suppose, where it's easier to die from that sort of behavior. Maybe Hx for NPCs, to create a larger sense of investment in the NPCs at a mechanical level.

These aren't things I think AW needs. But I think some of the people I play with, ones who look at the mechanics more deeply than I do, would appreciate. More mechanics that effect mechanics, rather than fiction, which looks to be the exact opposite of AW's intent.


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