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brainstorming & development / Re: Big List of Apocalypse World Hacks
« on: October 17, 2012, 09:17:42 AM »
This is great, thanks a lot for putting it up!
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I would suggest that you use the Hx move that concludes character creation at the outset of the game. It gives just enough detail to create familiarity, but not so much as to be a rigid straight jacket.
Also make sure you check out page 96, under "Say this Early and Often". In that paragraph, it very clearly says that the players are required to play the characters as if they are real people. Get this player to stop the inhuman monster concept and play someone a little more real. I think that saying no to a concept is a valid option, especially if it is going to result in a less than fun experience for all involved.
Right, not sure if you got my point, so I'll illustrate by way of an example. Two different commanders, A and B, are fighting an identical size 7 force. Commander A has a size 9 force. B has a size 6. Both are commanding from behind the lines.
Using battle commander, commander A doesn't appear to be at any advantage - they're still just rolling 'status'. Actually, if casualties are determined percentage wise, so let's say they suffer 10% casualties if 'Losses are small' and 30% if they're not, commander A is actually at a disadvantage, losing roughly 30 times as many men (absolute numbers) as commander B for the same result.
This is why I was asking if losses 'scale' according to the size - if so, having a larger army is an asset if you're fighting on the front lines and a liability when you're commanding from behind, because you need so many more replacements after a battle.
1) It is mechanically consistent, but logically impossible, for a force to be both well trained (+1 harm) and untrained (+unprofessional). (As distinct from mobile/grounded, where the narratively opposed elements are mechanically opposed as well). Not a *problem*, but slightly odd.
2) The new arrangement makes the elite squad much less prominent. The difference between elites and command is twofold: +1 harm, and better upgrades.
There is an option for the command to get +1 harm (and it is unclear if that affects the elite or not), which in one move makes them better overall than elites can ever be (assuming that each step in army size is equivalent to one step in gang size mechanically).