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Messages - henrythewhite

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16
Apocalypse World / Re: How can I make more realism more fun?
« on: April 06, 2011, 05:19:14 PM »
Yeah, totally!  I have a hard time wrapping my head around Conditions, and I think I need more time and practice coming up with and/or recognizing them, but that seems like the perfect use for them.

17
Apocalypse World / Re: Treepocalypse Fronts (spoilers for the series)
« on: April 06, 2011, 05:13:15 PM »
Nice!

Out of curiosity, will Rolfball work with the blacklisted ones at all?  I notice that both of them have "supplies disrupted" in their countdowns (3-6 for Rolfball, 12-3 for the blacklist).  I imagine this could lead to entertaining moments of competition to dick over the Rout, or a truly terrifying partnership.  Or both!  Or maybe they were planning on screwing the Rout's supplies in different fashions?  Fun things to think about.  Also, do you have any ideas on what in particular will push the countdowns further?

As for custom moves, maybe you'd want something for what might happen if you spent too long around Rolfball and his gang: first you have an odd furry moss on your limbs... next thing you know you have vines growing through you... etc.  Hopefully this can be good grist for your creative mill.  I look forward to seeing more.

18
Apocalypse World / Re: How can I make more realism more fun?
« on: April 06, 2011, 02:37:46 AM »
Hah!  When you announce future badness, misdirect and say: "Huh, that's funny.  This powder smells a little odd to you.  Whatever.  You certainly shot the hell out of that guy now didn't you?"

I suppose that is less than straightforward, considering that there is a custom move involved, but I can just imagine the players remembering it later when their gun jams.  THEN they can have their "Why that rat-fink son of a bitch!" moment.  And just to hammer it home, say something like "Remember that weird smell you were noticing?  This round, the one that didn't fire? It stank all wrong."

For location custom moves, saying that there is one sounds like a really good way to entice the players, which is both cool and tricksy.  I'll have to keep that in mind.

19
Apocalypse World / Re: How can I make more realism more fun?
« on: April 06, 2011, 01:07:27 AM »
There's also "activate their stuff's downsides", which is maybe a better option.

When you buy ammo from Le Roy, it's half price but when using it your guns are +unreliable.

Honestly, I think that right there is the closest to what I was looking for.  I wasn't trying to introduce ammo scarcity as much as I wanted there to be variable quality of ammunition.  I want to see something more like Johnstone's scenario:

Oh, you flubbed the roll? You didn't fail though. I mean, your character didn't fuck up. You totally would have hit that guy right between the eyes, except some dickwad sold you crappy ammo. I mean, how do you test for that? You can only fire a bullet once. Also, this pushes the story forward, because now once the PC gets out of whatever mess he's in, he's got a vendetta to settle with some dude who prevented him from being the awesome he normally is, and you didn't have to think that up until the point when he flubbed the roll.

Then you have ensuing drama, and fun can be had by all.  And hopefully, the PCs aren't stuck trying to shoot Le Roy with his own ammunition!

I do like the +ammo suggestion that you made, Simon, but I agree that it could be cruel.  Especially if you sprang it on your players as a surprise.  Actually, that would really just suck.  Perhaps it would work in the context of a survival horror, as suggested by Amphiprison.

I'd love to see something where the MC had a hold on you when you bring shitty ammo to a fight, but I agree that my previous formulation of it could just result in the players feeling punished.

Which brings me to another quick question: when do you introduce the custom move?  I presume this would vary depending on the move.  My instinct says that I wouldn't tell them about their guns being unreliable until it happened, since this is less like Dogs' shared narrative, and that custom move might be part of the home threat.

20
Apocalypse World / Re: How can I make more realism more fun?
« on: April 05, 2011, 12:29:09 AM »
Heh.  I hadn't even thought of that.  It does kind of specify that there are more than enough bullets to go around, doesn't it?

I also hadn't thought of it as being an omni-present difficulty: more like, the players find out at the worst possible moment that someone (one person in particular) has been selling them shitty ammo.  What do you do?

But I can definitely see where you're coming from on the "too many rolls" front.  I dislike systems that force you to make lots of rolls... which is why I thought about using Take away their stuff instead.  The truth is, I haven't even had a chance to run AW yet.  So I'm curious: in your games, do you see people having to deal with their guns being unreliable already?  Just from the MC's hard moves?

21
Apocalypse World / Re: Cumulative debilities?
« on: April 03, 2011, 10:31:19 PM »
Debilities are covered on page 165, but it really isn't specific.  Until you asked, I assumed that you could only take each one once, and when you couldn't take more you just had to suck it up and die.  I inferred this interpretation from the way in which lists are usually handled in the game, whereby you can't take something a second time from a list.

I too like the idea of a character who has been beaten till he's fugly.  But you might want to limit it so that characters will eventually die instead of crawling onwards, always taking hits to the stat they don't want as much.

22
Apocalypse World / How can I make more realism more fun?
« on: April 03, 2011, 07:17:12 PM »
So, I've had this thought rattling around in my head for a while, and the "Harsh moves following success" thread (sorry for no link, still new at this) moved me to ask:

How can I make potentially punishing realism more fun for my players?  This could go for any number of things, but I've been thinking about all of the ammo that people have been shooting for the past n-years since the world went to shit.

Unless survivors have been finding fresh ammo, or there are ammo factories that still function, a lot of the ammunition that people are using will be made from old pre-fired brass.  I just keep thinking that brass that has been used for who-knows how many years and who-knows how many firings is going to get fucked up some time... and it stands to reason that it will sometimes happen to the PCs.

I know that some of my friends reload their own brass back home, and they don't have big problems, but I'm also willing to bet that they take much better care of their brass than most survivors can afford to.  I've been thinking that this calls for a custom move, maybe:

Too Bad You're So Cheap, pt.i
When you buy ammo from Le Roy, that scop-eating scrounger, you get it for cheap (half price).

Too Bad You're So Cheap, pt.ii
When you fire Le Roy's ammo, roll +turns of continuous fire (this gets shaky, but you could just say "number of contiguous moves involving shooting").
On a 10+: Fuck fuck fuck, my gun is a mess
On a 7-9: You can spend time to clear the jam right now, or you have a brand new club
On a miss: No problem.

Having written this up, I'm realizing that it might just be appropriate to disguise "take away their stuff" with a gun jam at an opportune moment.  Or maybe you can change part two to say:

Too Bad You're So Cheap, pt.ii
When you are using Le Roy's ammo in a fight, the MC gets 1 hold.  The MC keeps it until you clean your gun.  They can spend 1 hold at any time that you are shooting to tell you:
-Your next rounds are duds
-Your gun has jammed
They can spend 3 hold when you are shooting to tell you:
-The brass has ripped in the firing chamber!  You've got a cleaning kit around here somewhere, right?

I don't feel like this is quite right, but it seems like a good jumping off point.  What do you think?

Starting places that occur to me include: why bother making all this fuss when we already have "take away their stuff"?  If you are going to use the above rules, what about autofire / continuous fire weapons?  Would you find this fun, or frustrating?  Both?  Would you decide it was time to get bows and crossbows?

What other similar issues have you folks run into?  Hell, am I wrong to consider introducing such potentially punishing realism?

23
Apocalypse World / Re: Choosing names from the list
« on: April 01, 2011, 11:13:05 PM »
To provide a different perspective, I would say that you were neither right nor wrong.  Because the setting is something created by both the MC and the other players, the names are as open to your creative impulses as anything else is - which means that it's fine to come up with new stuff as long as other people can buy into it as well.  That includes the MC, of course.

As I would play it, this means that details of setting (including character names) will change from game to game depending on whether they feel right or wrong.  Could be that there are a pile of different names in one game, and in another they all come from the lists.  Who knows?

What it comes down to for me is that I can buy into Dickson as a name in AW, so I don't see a reason not to let someone be named Dickson.  But in the end I would say that you should go with the MC and your group.

24
Apocalypse World / Re: Move Idea: Bloodcrazed
« on: March 17, 2011, 06:04:34 PM »
My pleasure!

On the theme of following blood, you could also go for some kind of tracker move. Try something like:

Bloodhound
You've got a good nose. When you are trying to find someone who has been hurt, roll +their-current-harm, and double it if they are an NPC.
On a 10+, pick 1 from below and 1 from the 7-9 list:
-you know where they're crawling to
-you know just where they're hurt, take +1 forward when you finally close in on them
-you know what they've got with them, they can't pull any tricks on you when you find them
On a 7-9, pick one from below:
-you're hot on their trail, they must be somewhere just ahead but you can't see them yet
-you're certain that you could come back to this trail later, provided weather holds out
-you can see them, but they're waaay ahead of you. Hope you're ready for a long haul
On a miss, MC moves as they see fit

I'm not as sure about that last option for 7-9, but it made me think of the white hats chasing Butch Cassidy near the beginning of that movie... maybe they didn't catch him that time, but they learned more and they'll get him someday, somehow. If you have any ideas to improve it, especially the 7-9 options, I'd appreciate them.

25
Apocalypse World / Re: Move Idea: Bloodcrazed
« on: March 17, 2011, 05:20:53 AM »
I don't think this is quite what you were aiming for, but the first thing that comes to mind is something like:

Blood in the Water
When you fall into the Big Wet, roll +current-harm.
On a 10+, you like big hungry fish, right?
On a 7-9, pick one:
-something's coming soon, but it's isn't here yet
-you still have whatever you were carrying
-at least they're not big
On a miss, well aren't you a lucky dog.

I think you were hoping for something more like this:

Call it Motivation
The first time you Seize by Force after suffering harm, you may choose to roll +current-harm instead of rolling +hard.  You may do this again after suffering further harm, but not until then.
Optional: Even if you don't have the advanced form of Seize by Force, you can still get the 12+ result when you roll +current-harm.

That doesn't solve the problem of having a potentially absurd bonus to the roll.  But honestly, I think I'd like to see someone roll that +6 at least once, if only because it would mean that they were in deep shit and still sticking around to duke it out.  Probably because they took the move in the first place :)

Of course, you might have had Blood Rage tickling at the back of your mind.
It says:
Whenever you take harm, roll +harm-taken.  On a 10+, take +1 ongoing until you heal any harm.  On a 7-9 take +1 forward.  On a miss, take 1-harm or take -1 ongoing until you heal any harm, your choice

That one is on page 272 of the book, as a possible new character move, and was devised by Ben Wray.

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