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Messages - Chris

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61
roleplaying theory, hardcore / Re: Tactical Combat vs. Violent Conflict
« on: February 22, 2011, 02:01:45 PM »
I had this situation going where this huge crowd of unarmed refugees was facing off with a small crowd of heavily armed men who didn't really want to be there, but it was their job. Boston Massacre type stuff and both groups had connections to the PCs. Like I was really interested in how the PCs would respond to this. Which side would they come down on and why? What sort of consequences would there be? Etc.

And then one PC dives into the situation and just blows someone away and then exits it. 

Hi Chris, so why didnt that truck drivers actions have consequences?  What did the crowd do after that?  I can see the situation where a tense standoff is broken by the reckless actions of one individual and then all hell breaks loose, which would have consequences for the individual if his buddies survived.

Oh, there were. But that's what I mean about the issues for OTHER players. We've got this great build-up, we're circling the conflict, and then one PC who is used to the "GM lays out a problem, I solve it" mentality goes RIGHT FOR IT. It makes sense for him to do so, dice-wise. Of course there will be consequences. But again, dice-wise, it's fairly easy to solve those as well. And again, and again, and again.

What you get is a smashed setting. Because the settings tend to be interconnected, in that everyone relies on everyone to survive, whatever community that's been built, whatever triangles that exist are now gone. 

As an MC, you can combat this through building investment, building buy-in. But yeah, there is no status quo, sure, but when it's pushed through TOO fast, the quality of the game drops.

It's Deadwood if Seth Bullock and Al Swearengen killed each other in the first episode, Wild Bill Hickok killed most of the people he played cards with, Sol Starr got killed for being Jewish, and the whole town fell apart from conflict in the first two sessions.

I don't think AW does a good job of promoting the sort of circling of conflict that happens in IAWA. Looking just at the mechanics, a player can win and win and win and win and then look around and there's no town left, no meaningful community. If winning is the mentality they bring into it.

62
Apocalypse World / Re: tweaks for character-POV immersion?
« on: February 16, 2011, 07:16:21 PM »
Chris & Michael,

"As a player, I don't know if my character thinks they are going to talk or not," is the literal opposite of the type of immersion I'm going for here.  I want to be thinking as my character.

Yeah, I feel you. That might put you in a weird place with the Read moves. Because you can decide that your character thinks the window is the best way out, but the MC can tell you that the back door is. Since that info is sort of based on the character's numbers and the MC's answer can change per PC, I've always seen it as the MC telling you what your character thinks the best option is. After all, it now might BE the best option, because of the +1, regardless of your previous idea of what your character thought.

1) That's some good news!  It seems as though my group has misinterpreted the lists of success options.  Our expectations have somehow become that a successful roll entitles you to achieve something obviously useful.  "Conserver your strength and wait" would fail on that front and leave the roller feeling short-changed.

You should always say what honesty demands and your agenda is to make Apocalypse World seem real. If "Conserve your strength and wait" is the most honest answer at that place and time, say it.

Yeah. It can be a weird thing, where the MC is telling you something your character thinks, if only a passing thought, and then stamps it with a mechanical bonus, to give it even more weight. The answer for ME is pretty much there in Baker's Immersion rant, the first one. That immersion is a fun part of the game, but it's not the only fun part. Sometimes, I'm locked in; sometimes I fiddling with mechanics, clearly at the table.

What's clear to me is that if a player tries to con an NPC, grabs for their dice, and then I say, "No, there's no way that what you said would successfully manipulate them," the player will be pissed.  All of a sudden Dave is playing judge over their contributions instead of helping them be awesome.

Yeah, this is always a huge one with me. The usual answer of "follow your principles" doesn't jive with me because it's still "Make AW seem real to Chris". A player might think that it's perfectly real for Balls to 180 like that for a little scratch, based on how he's been portrayed. For me and mine, at that point, I usually just give it to the player. If they're that passionate about it, then it'll probably lead somewhere cool. Maybe Balls follows him around or expects a little more out of that relationship later.


63
Apocalypse World / Re: tweaks for character-POV immersion?
« on: February 16, 2011, 01:31:40 PM »
Yeah, you're reading the sitch as a player and then reading as your character. Doing it that way means that you as a player are making assumptions about the game world before your character or the other characters or the MC even knows what's going on. Since Read A Sitch/Read a Person actually creates fiction and firms up assumptions, I think it makes more sense to read the sitch as a character, then as a player, or better, as near together as you can get.

64
Monsterhearts / Re: Outsourcing
« on: February 08, 2011, 01:31:59 PM »
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

The Twist - Frightened Rabbit

65
Apocalypse World / Re: A bunch of moves for knowing stuff
« on: February 05, 2011, 04:18:01 PM »
This move:

New basic/peripheral move: Remember Stuff
When you want to know what you know about a person, place, phenomenon or thing, roll +Sharp.

...is already in the game.


66
Apocalypse World / Apocalypse World and the Feminist Perspective
« on: February 04, 2011, 10:30:10 PM »
I had an interesting dinner where the discussion of a one-shot I had run last week came up. And the subject of how post-apocalypse fiction is way too bleak and all that was put across the table.

We started to discuss the bleakness and a friend mentioned that all the ways in which we were saying the genre was bleak were masculine. They were power based. She told me to read this and I just did. I'd read Ursula Le Guin, but not read this commencement speech.

Interesting parts:

Quote
Because you are human beings you are going to meet failure. You are going to meet disappointment, injustice, betrayal, and irreparable loss. You will find you're weak where you thought yourself strong. You'll work for possessions and then find they possess you. You will find yourself - as I know you already have - in dark places, alone, and afraid.

What I hope for you, for all my sisters and daughters, brothers and sons, is that you will be able to live there, in the dark place. To live in the place that our rationalizing culture of success denies, calling it a place of exile, uninhabitable, foreign.

Well, we're already foreigners.

In the framework of some of the discussions about how AW is too bleak or whatever, I find the whole thing interesting.



67
I've read that the game came out of you (here meaning Vincent, not you) wanting to make a game FOR someone. Knowing who you want to make the game for.

So what comes first in color first design? Was AW a post apocalyptic game that you wanted to make for someone or was it a game you wanted to make for someone and that somehow necessitated making it a post apocalyptic game, through some other design concerns?

For instance, maybe I'm making a game about for someone who enjoys monthly play about intimate communities, moral depravity and love. Or whatever. And that leads to making a game about ... I don't know, ghosts who committed some terrible crime and are now tied to the cities they lived in before until they learn to somehow rectify/learn from their crimes. And they have to do this through each other. And then I look into color about THAT and it's color first from there.

Was AW like that, or was it like "I'm making a damn post-apocalyptic game and I'll shift the color to fit whoever I'm making it for"?

EDIT:Like this:

Oh, that's easy. I set out to make a game about loyalty that isn't about betrayal, that Meg would enjoy playing.

...isn't color (unless it...is?). So how does that work? When does the color happen?

68
Apocalypse World / Re: Confessions of a Bad MC
« on: February 04, 2011, 06:54:45 PM »
AW makes me push into Right to Dream play, at least as far as I've ever been able to understand RtD.

I look at the tone of the book and the media influences and as the MC, I want a very, very specific outcome, in terms of tone and color, before we even sit down. And the guy who sits down, looks at the Hardholder playbook, picks Barnum as his name and then plays a crazy clown ruins it for me.

It puts cool ideas into my head about the sort of literary pretension that should be part of the game and makes me wish, sometimes fervently, that my players would make better, more literary decisions for their player characters. It makes me want to make them all go outside for awhile whilst I play the game by myself and make everything go the right way and use words like "whilst" during character dialogue. Not character talk, but dialogue. And then I can tell them about how well it all went later on.

:)

69
Apocalypse World / Re: How do you limit An Arresting Skinner?
« on: February 04, 2011, 06:43:44 PM »
Through trial and error.

When the player learns that psychically manipulating people and taking advantage of them results in those people wanting to murder them, they stop. Don't make the "frozen" people be in love with the skinner; that's not the move. It's not a seduce and it's not a hypnotize. No, they KNOW that what they're doing isn't natural and the MC should tell her about how she can see that in their eyes.

In our game, the male skinner used this on a noble woman (our setting was drifted) to distract her. But she KNOWS what's going on, the way we play it. She knows she should have looked away and she knows she's being held there by how supernaturally hot he was, but she can't look away. How does that make her feel, after? She HATED him before. The MC talked at length about how she felt the need to shower. And her threat type jumped to 11, I'm sure.

As to it being psychic or hot-hot, it's pretty psychic. It can be hot-hot in a lot of situations, but the first time some one who is really pissed off at the skinner makes a move toward the skinner and the skinner starts to slowly drop his jacket and unbutton his shirt, it'll jump to supernatural. At least for us. I'm sure you can explain it other ways.

70
Apocalypse World / Re: How Explicit Are Your Sex Scenes? [+AP]
« on: February 02, 2011, 01:11:28 PM »
....to off-set all the crazy dogma from both pornography and bleed from our childish sex imagination. 

Yeah, and there's the sheer homoerotic sexual tension that groups of males tend to feel. In my experience playing football and in the military, it gets bled off as homoerotic jokes, which might offset the tone of the game.

I mean, just asking a male friend of mine to share a coffee with me while we talked about a project last week lead to him feeling the need to make jokes about it being a date because he was uncomfortable with it just being two guys.

Humor bleeds tension, but isn't always the best for the tone of the game. Push until the tension is just before that point.

71
Apocalypse World / Re: Extended Mediography
« on: February 02, 2011, 10:54:16 AM »
I was really surprised not to see Deadwood on the list. The characters are straight playbooks and I can see the moves happening on the screen, not just the basic ones, but even the character ones.


72
Western World / Re: The Showdown
« on: February 02, 2011, 10:52:54 AM »
Which one got him? Don't know.

Oh I'm geeky enough to frame by frame it and Hickok beat Bullock on the draw by a mile, but still, you don't know who hit.

73
Apocalypse World / Re: How Explicit Are Your Sex Scenes? [+AP]
« on: January 28, 2011, 08:48:33 PM »
It's funny, the sex moves are 100% not working for us.

This is interesting to me. In this context, what does "not working" mean? And what would "working" mean?

74
Apocalypse World / Re: Alt. Battlebabe Special Move
« on: January 28, 2011, 08:40:35 PM »
Hmmm. I kinda like it the way it is. I don't think the sex moves really advocate having sex or not having sex. I'm not sure it's about it being mechanically interesting, which I think is something that makes more sense for Monsterhearts.

I think it does this:
...they communicate a bunch of things about who these characters are...

...and they communicate it both to the battlebabe's PC, the other PX, and all the NPCs.

I like this:
...when you're a battlebabe, you decide what sex means...

...but I already think it's true, more so than giving the gunlugger the option to give me some scratch because I slept with him.

I think your version makes the battlebabe a wildcard, in that s/he can use sex as either a weapon or a gift, but I think that deadens the original effect, which is that sex matters to h/e/i/r/m as much as s/he says it does, including not at all.

If this is the move, does it include the battlebabe's current one?

75
Monsterhearts / Re: The Mortal
« on: January 28, 2011, 05:21:54 PM »
But, if what you want sexually is abstinence, you should be playing a Vampire. Mortals are all about letting themselves get hurt and hoping they get what they want out of the exchange. Mortals are about letting the Werewolf take you forcefully, hoping that they let you come first. Etc.

It's not to say that it won't work, but Mortals are incredibly bad at saying no, and incredibly good at letting the wrong ones in. So to speak.

I meant more the Character me instead of the Player me. So like I'm a Mortal, sure, and I've got this thing going with a Ghoul and we decide a hunger for flesh isn't like zombies, but like... you know, flesh.

So the Player me is all like, Yeah, my Mortal dude, he's religious and he's saving himself for Jesus, but the ghoulchick I know, she died and came back with a need for ... flesh. Or whatever.

So the player me, again, I know my dude is ... screwed; mechanically, I'm done. The character is going to give in and then the ghoul is gonna want it all the time and then I'm going to fall in love with another girl, a chaste/still alive one I met at church camp and so my strings go to her, but the ghoul decides to kill her, but this particular ghoul is about getting flesh, and so seduces my love, fulfilling her hunger and maybe killing her and then I hate the ghoul and it's a whole thing. Ha. Melodrama Snowballs. :)

I was more asking if abstinece was allowed as a "what you want". I realize that mechanically, it's not the best, but I think it could still work out and lead to a cool story.

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