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Apocalypse World / Re: AW over Google Docs
« on: October 21, 2010, 03:24:19 PM »
(Bah! Vincent, a move please? To the Apocalypse World forum? Thanks!)
EDIT: (Thank you!)
EDIT: (Thank you!)
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Interesting indeed. I suspect we're finding different sorts of meaning and importance in it. I'll be sure to report how this change works when I get the chance to try it out, whether it's more trivial or meaningful.
(okay, okay, I've been doing other things and occasionally feeling guilty about my lack of visible progress, but I have been thinking about it)
On the other hand, having played some for reals AW, I really really appreciate how the playbooks a) give clear but not overly constraining direction to what the players are about and the sort of conflicts they should gravitate towards, and b) they concisely convey the world in intuitive bits and pieces. With a game set in an established setting, this latter consideration might not be as necessary, but would be helpful for people who get pitched a highly political historical-feeling fantasy game, rather than knowing Martin's work already.
The other AW related thought I've been having recently, and I think will *really* apply to SOIF is that the MC's job is soooo much easier when a) the characters have strong agendas and b) the situation generating moves come into play. The very first session I ran, the Hocus's followers provided loads of juicy NPC-PC triangles, potential conflicts and future badness, and so forth. When I ran again and all I had to work with was a successful operator's roll where the player played it safe and only did one gig, it was much harder.
All of this is a way of saying I'm very fond of building in MC fodder into the character types, and a purely 'pick your moves' modular approach might have the players avoiding such moves unless the potential gain is just too darn juicy to pass up.
So, to come back around to your suggestion, having written this post, I'm liking it more and more. I might make a number of playbooks that then have subtypes (come to think of it, like the monsterhearts playbooks). So you can be a high lord or a bannerman if you pick "Lord", you can be a sellsword or a sworn sword if you pick "Stabby Guy", et cetera.
And then maybe have some optional "make your own" rules akin to the custom moves and what not in "Advanced Fuckery", like the way Lady Blackbird gives you pregens and a super tight opening situation, but later on gives you complete character creation rules.
Strictly speaking, I believe a bannerman is a knight who is responsible for raising an army in his lords service. The term comes from his right to carry his own banner into war to act as a rallying point for his troops.
I guess the playbook could be expanded to handle guys like mercenary captains, who have a similar gig but aren't sworn to a lord and therefore aren't strictly speaking "bannermen" though.
Any comments? Does this mean anything?
When you fight for something, you get worn and hurt. Roll+strong. On a strong hit, you choose three. On a weak hit, you choose two:
- You get what you fight for
- You opponents are defeated
- You are not worn
- You are not hurt
- There is no collateral damage
When you try to outspeed someone or something, roll+fast. On a strong hit, you're fast enough. On a weak hit the MC tells you what it will cost you if you keep speeding, like getting you worn or hurt or causing collateral damage, for example, and then you choose.
When you defy the odds, roll+cool. On a strong hit, you pull through. On a weak hit, you can choose to do it, but the MC will tell you the consequences, like getting worn or hurt or causing collateral damage, or something else depending on the situation.
When you set something up, describe what you do and how it gives you or an ally +1forward, and roll+bright. On a strong hit, it goes as you say. On a weak hit the MC tells you what consequences you must accept if you go through with it and lets you choose.
When you push people to do as you want by telling them something good or bad that will come to them if they do or don't, roll+suave. On a strong hit, they take your word for it. On a weak hit, they need you to prove it before they do as you say.
When you go up against superior numbers, take -1ongoing against them if they're a bunch. Take -2ongoing if there's a shitload of them.
When you attempt something that is obviously out of your league (according to the MC's judgement), you just can't do it.
Getting worn, getting hurt, and Recovering
When you get worn, you check one of the worn traits and follow what it says, and the same with getting hurt. If you have one checked, you cannot choose it again, obviously.
Worn traits:
- Angry: you take -1ongoing when you do things that requires calm demeanor or a friendly face.
- Stressed: you take -1ongoing when you don't go for immediate results.
- Down: you take -1ongoing when you do things that require confidence.
- Desperate: you take -1ongoing when you don't act self-destructively.
- Scared: you take -1ongoing when you act boldly.
Hurt traits:
- Stunned: you take -1forward directly after you get bruised.
- Lost balance: you take -1forward when you need to be quick with a follow-up.
- Slowed: you take -1ongoing when you need your speed.
- Hurting: you take -1ongoing on everything you do that requires your health.
- A mess: you take -2ongoing on everything you do that requires you health, but this does not stack with Hurting.
When you spend some time recovering in some way with at least one other person, like chilling out, sparring to blow off steam, getting drunk, having sex or something similar that means recovering in some way, you can remove one of the worn traits.
If the recovering includes getting patched up or healed in some other way, you also get to remove one of the hurt traits. This has to take some reasonable time, depending on how you are hurt.
The idea is, in the Names section, there aren't any. You just don't have a name. Period. People call you what they will.
You can always just omit the Names list for The Drifter, and make no mention of the fact.
And then when other people are picking their names, and it becomes clear to the person holding the Drifter book that they don't have a name, you can just watch the grin dawn on their face.
This.
Grotesques
Ok, my first impulse is to remove Grotesques alltogether. My intent was to keep the supernatural dial as low as possible, probably at zero, and the historical dial high. So mutant-types and cannibals are out...but Disease-vectors or pain-addicts could work. And it's just too tempting to put in a Grendel-type as a Perversion of Birth or something of the like. Still, Grotesques are out. The good ones will be relocated.
I'm not sure about the whole Jain thing, but my last game had helluva lot of lasers inside, including 3 m height battle mech, seizing Golden Gate-sized bridge by force, dodging nukes, and basilion of nanobots transfoming British Isles. Not to mention fighting fastfood chains, Al Donaldi and KFC Sheikh. So, being a modal realist myself, I'd say: as written, Maybe Lasers.