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Messages - Simon JB

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16
Apocalypse World / Re: The new Threat Map
« on: May 30, 2016, 07:14:52 AM »
That's cool, for me it's the other way around. For me it's much easier to see how that hive queen, and those enforcers, and that breeding pit are connected, since they're in the same general area, than connecting them through the much more symbolic or abstract scarcities of the first edition.

At least I think so, we'll see when it sees play properly. :)

17
Apocalypse World / Re: The new Threat Map
« on: May 28, 2016, 06:57:20 PM »
Yeah, I realized soon after posting how obvious the answer was. :) Thanks, all, for replying!

18
That sounds like great work, arakn_e! :)

19
Apocalypse World / The new Threat Map
« on: May 27, 2016, 05:40:33 AM »
I presume Vincent is too busy designing and writing to answer, but the rest of you: would you use the new threat map as a tool for the whole group, lying there in the middle of the table, or for the mc, hidden to the players because they shouldn't know if Roark is technically a pain addict or a warlord?

20
Ok so what I have to improve the game after reading all theses posts:
- Make NPC behaviour simpler: if they want something, they want it now. If they do something, they do it now. If they disagree, they it now.
- ask for clear actions, reasons and motives : and hard move if it's not convincing for the NPC

And always make sure actions are described in the fiction first, and only when those actions match a move do you bring out the dice!

I find, when play and moves are confused or unclear, that it is often helpful to wait with the dice a little longer than I initially want to. To keep moving forward with the dialogue and the actions until the point comes where it is absolutely clear what move we need to roll for. Especially when it comes to judging between going aggro and manipulate, or going aggro and seize by force.

21
Sorry about not actually answering your question, just commenting, but still... You need to search up the "Playbook focus" threads, by user Arvid. :)

22
Great to hear it worked so well!

23
Apocalypse World / Re: Some character portraits
« on: April 28, 2016, 10:18:12 AM »
Very nice!

24
Apocalypse World / Re: A calmer apocalypse?
« on: April 26, 2016, 06:12:46 PM »
Those last couple of posts are fantastic! Agreed in full.

(Also, treating the maelstrom more strictly will probably play nicely into the topic: "a calmer apocalypse"...)

Oh yes, I agree completely! (About both points!)

25
I think it's a cool way to do it! Also a good idea to consider the gang leaderless if Jamaica dies, as Daniel suggests.

We did something similar once, with an operator that was inspired by the tv-series sandbaggers. When you pace by the radio, waiting for reports from agents on a mission... Something like that. That game didn't get off the ground, so I have no experience using it, but I still think the idea could be fun.

26
Apocalypse World / Re: A calmer apocalypse?
« on: April 19, 2016, 05:29:45 AM »
Very helpful thoughts, everybody, thanks a lot!

Jonatan, those pieces of advice especially are spot on for me, thanks!

27
Apocalypse World / Re: A calmer apocalypse?
« on: April 16, 2016, 03:17:37 AM »
Borogove, Paul, thanks!

28
Apocalypse World / Re: A calmer apocalypse?
« on: April 15, 2016, 10:23:15 AM »
Rubberduck, that sounds like a nice level of fuckery. Thanks for pitching in!

29
Apocalypse World / Re: A calmer apocalypse?
« on: April 15, 2016, 06:14:27 AM »
Yeah, that's the question I'm grappling with at the moment! I'm surprised I haven't thought about it like this in the ten years since AW came out.

Then again, it's not that strange that PCs' gangs tend to become more of a problem than a resource pretty quickly. I mean, a player misses a basic move and the MC looks for a hard move to make and there it is, a big, juicy Threat on the home front, right next to the PC. So, the PC looks weak, and the hunting pack pounces on them. Some scarcity in the holding gets worse, and the sybarite gang starts plundering the population they are tasked with protecting. Another PC is an oddball, and the enforcer gang victimizes them. And so on.

It obviously doesn't have to get that way, that fast, but in my personal experience, it has been quite hard not to.

30
Apocalypse World / A calmer apocalypse?
« on: April 15, 2016, 05:20:55 AM »
It's been a while since I actually played AW, and I think I've figured out why. While the explosive chaos that the game breeds is fun, I started missing something... calmer, for lack of a better word.

I mean a sense of a more living world, a more functioning society, more stable relations. It can still be full of scarcity and conflict, of course, and apocalyptica, but I long for playing in a world that has some basic stability, which can then be ruptured and brought into crisis, if that's where the game takes us. I just want a change from the gasoline stinking, chainsaw whipping, free-for-all that the game always seems to pull towards.

(Yes, I know there are other games, and I've revisited Solar System for a while, but then I started to miss AW's rules even more! :) )

I can't really see anything in the hard rules that means the world has to burn by the third session, or that your old lieutenants must try to cut your heart out with a chainsaw by the second, but somehow that's what always seems to happen.

One thing I just read, that got me thinking, was a comment about the PCs' gangs and stuff as threats. I've always read that as very real threats against the PCs, and that made playing a leader much less fun for me (turning the hardholder's lieutenants against them is like taking away the driver's cars; fun at some point, but not immediately and constantly, is my feeling). But this comment pointed out that the gang might be a threat against the PCs' enemies, which, strangely, was a new way of thinking to me. But of course, just because they are dangerous and have an agenda doesn't mean that agenda needs to be opposed to the PC's!

Soooo, I wonder if anyone has any more tips on how to think, or thoughts on what makes a game of AW more explosive versus more stable (while still being interesting, but that goes without saying)?

Best,
Simon

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