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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?
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"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?""
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.
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.
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
So moves for this would depend on your gimmick, right? Or maybe that's the difference between character splats and character moves. hrm.
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.
I think the question you need to answer is whether "Do the investigators figure out the mystery?" is really at stake.
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?".