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Messages - ctrail

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31
Apocalypse World / Re: Hard moves for Sharp/Hot
« on: September 26, 2011, 07:36:35 PM »
Just saying "it fails" isn't something that occurred to me could be appropriate, but I'll have to keep it in mind, sometimes that might be all that's appropriate.

Turning their move back on them, and announcing future badness both seem like good options, especially for a failed Sharp roll. Any other ideas for Manipulation? I could see some good options when you fail to manipulate an NPC, but what about if it's a PC and you don't want to tell them how to react?

32
Apocalypse World / Re: Healing for NPCs
« on: September 26, 2011, 07:30:02 PM »
Sorry to dig the topic, but how you deal with NPC healing and jingle? And, as well, stock. If angel really uses his angel kit's stock on NPCs, then it should be fairly costly for a chopper to call for a patch-up job after some job gone wrong way(assuming chopper who cares about his boyz). Or it's supposed to be their jingle(which they get how much, interesting)? Or they're not too important, so stock should be spent only if they're dying, thus making NPC healing not too costly?

An Angel only has to use stock to stabilize someone who's dying, and even then they can choose not to spend stock and to roll +0. So as long as none of the chopper's gang is dying, it shouldn't cost any stock and even then it might not cost any if they use cheap treatments instead of using the "good stuff" to make sure none of them die. Then you'd just be paying the Angel for their time/skill.
If a lot of the men are at risk of dying, maybe some of them will die unless you spend extra to convince the Angel to use more expensive treatments, in which case more barter means more lives saved?

33
Apocalypse World / Re: Scarcity of atruism and reason
« on: September 26, 2011, 07:25:54 PM »
Thanks for the replies!

Chroma, that's a good point about how making everyone a jerk wouldn't make Apocalypse World seem real. That passage you point to seems really relevant, too.

Sheryas, I don't agree with you that reason or humanity can be leverage. Maybe we have a different sense of what is meant by leverage, though. To me that word means something you control, so you can control another person by offering to use your leverage one way instead of another, like operating a lever. You want something, I can give it to you or not, so you do what I want so I'll give you what you want. In your example, I might tell someone what they are doing isn't smart, and that may be enough to convince you not to do it, but I don't have any leverage because what I do has no influence over whether or not your course of action is smart or not. I can point it out, but I don't have control over anything that might influence your actions.

34
Apocalypse World / Re: When to use Manipulate
« on: September 26, 2011, 07:17:25 PM »
Thanks for the replies!

Allison, I think the considerations you suggest for whether a Manipulation roll should be called for seem like good ones, and I found that helpful. But it seems like you are also suggesting the player's may roll Manipulation even when the fiction doesn't call for it in order to generate experience, which I am not sure I agree with. Am I correct about that, or did I misunderstand you?

Sheryas, it seems like you are saying that all moves can be used whenever a player wants. Wouldn't that conflict with the "to do it, do it" rule, which states that a move must exist within the fiction to be rolled, and visa versa? I took the point of that rule to be that it isn't totally up to the player to decide whether a move applies or not, they must take specific actions in the fiction to use a move. Now of course there isn't a clear line between player intent and the fiction, so maybe what you meant was that any given situation can be manipulation or not based on the approach taken, and that is within the control of the player? What I am looking for here are the fictional cues that tell me whether or not a move is applicable, I don't have trouble deciding with most other moves but I'm having a hard time telling what is meant by "manipulation" here.

Noclue, I think that's a good suggestion for how to go forward with that particular situation. But I'd also like to clarify how this move works, going forward into future situations.

35
Apocalypse World / Re: Sieze by force, again
« on: September 26, 2011, 06:59:43 PM »
Chris, your flowchart mostly agrees with my experiences as well, but I was a little confused about what you meant by this.
   c) Do you got the drop on them, but it's a hassle for other reasons?  Act Under Fire
Could you give an example of such a situation?

36
Apocalypse World / Re: Angels and Hard
« on: September 25, 2011, 07:18:04 AM »
You might find this post interesting on the subject of Seizing by Force.
http://mightyatom.blogspot.com/2010/11/aw-seize-by-force-is-peripheral-move.html
There are a couple playbooks where I could see Seizing by Force getting used more (Gunlugger comes to mind) but yeah, like you say it's mostly Going Aggro with firearms more common than melee weapons.

Sadly the battlebabe's ice cold is not standard here, or else it would have fit the division much better (and sadly the system gives me virtually no incentive to get it--more of a disincentive, really--because I can just raise my Hard as high as my Cool instead, and save the precious cross-class move slot and be just as good at seizing by force).
I'm not sure what you mean here. What would it mean for Ice Cold to be the standard?

37
Apocalypse World / Re: Angels and Hard
« on: September 25, 2011, 04:05:23 AM »
Maybe there will be less of a disconnect if we look at what Hard does in the game? Most of the time rolling Hard means Going Aggro, where a higher Hard doesn't mean more damaging blows, or better accuracy. It means when you have a gun pointed at someone or a knife at their throat, they have to choose between doing what you want, and getting shot/cut. A higher hard means they are less likely to get away without you shooting them (the first two options on a 7-9) or to be able to placate you (the other three options). That's all about how emotionally hardened towards violence you are. And it's most of what Hard is used for.
It's not like Angels have to have a high Hard anyways, just the baseline. You can totally have a physically weak character who is no worse than average at following through on a threat of violence without straining credulity.

38
Apocalypse World / When to use Manipulate
« on: September 23, 2011, 03:34:21 AM »
When you have leverage over someone you can Manipulate them to get them to do what you want.
When is making a deal with someone manipulation, and when is it just making a deal? Every transaction could be viewed as manipulating someone into giving you something in return for the money which you are using as leverage, but that's tedious and I suspect not the intent of the rules. But what about paying someone to do something they wouldn't otherwise do? That could be a bribe, using Manipulation, or it could be offering a barter with strings attached (automatically hitting a 10+ on Manipulation), or it could just be a deal, no mechanics attached.
This came up in play when a Hardholder wanted to hire the Savvyhead to work on a project, I had him roll because "to do it, do it", but now I'm questioning whether that was really manipulation or not.
There are plenty of situations where leverage is being used to get someone to do something they otherwise wouldn't, and I suspect it's not manipulation, but I can't put my finger on why not. Thoughts?

39
Apocalypse World / Scarcity of atruism and reason
« on: September 23, 2011, 03:23:46 AM »
I've noticed there are some interesting ways in which the rules nudge me towards playing NPCs as hostile. Writing any NPC with agency up as a threat with a problematic impulse, and only having any allies late game after 12+ Hot rolls are unlocked, disposes me to create certain kinds of NPCs.

Likewise, I find it interesting that using leverage to get what you want is a move, but appealing to reason or humanity isn't. That doesn't mean the latter doesn't ever work, just that it's up to the MC to decide whether it's successful, whereas the former you have a lot more control over.

Thing is, my first instinct is to play NPCs as very reasonable people. If the PCs offer them what seems to me like a good deal, I'm inclined for them to accept it. If they are likely to die in a fight, they try to find a way to avoid fighting.
And sometimes it seems to me like an NPC should act like an ally to the PCs- I just imagine them as a friendly person who would act altruistically.

Is it a good idea to lean towards making NPCs selfish or unreasonable? I wonder whether I should try to align my descriptions with the trends I see in the system, or whether I should play whatever comes naturally. Make enough problems to keep their lives interesting, but does that mean there is no one who is kind or helpful?

40
Apocalypse World / Hard moves for Sharp/Hot
« on: September 23, 2011, 03:12:59 AM »
Sometimes it's easy to come up with a move when a roll fails. When a character is acting under fire it's usually clear what the danger is. When they are going aggro or seizing by force it's usually a dangerous situation, so again it's clear what could go wrong. A failed roll to open your brain is sometimes tricky at the start of a game when it isn't clear how the Maelstrom works yet, but eventually I know what the risks are.

But when someone tries to read a situation or a person, or manipulate or seduce someone, it often isn't clear to me what a failure could or should mean. I think part of the issue is that the player is making these rolls to gain knowledge or advance their goals, and not to prevent something bad from happening, so it isn't obvious what dangers there are, above and beyond simply failing.

Do you have any favorite hard moves for failed Sharp/Hot rolls that might be broadly applicable? Or do you have any suggestions for assessing what an appropriate hard move might be when nothing is jumping out at me?

41
Apocalypse World / Re: Frustrated
« on: September 23, 2011, 01:24:18 AM »
I thought he said it IS the player's job, just that they shouldn't be alone in doing that?

42
Apocalypse World / Re: Frustrated
« on: September 18, 2011, 10:58:41 AM »
I was just seeking advice on how to be a more effective skinner without trying to rock the boat. It seems that many posters say to be more adventerous, which i guess i will try to do and hope it wont end badly.

I really recommend you talking things through with your group to make sure you are on the same page, so you can know that it won't end badly.

You guys need to talk with one another about your assumptions and goals for the game and how to discuss, in-game, when things are happening that are leading to unfun events for somebody. (edit: And how to head off those unfun events before they actually happen.)
+1

43
Apocalypse World / Re: Frustrated
« on: September 17, 2011, 02:19:15 PM »
I do have Artful and Gracious, which i took singing as my art, but to my mind there hasen't been many chances for me to use it (ive even looked for work but couldent find any).
I agree with noclue, that makes no sense to say you can't use that move because you can't find work. You can use that move to get work. Walk up to a person you want to hire you, and sing. Choose "this person must have my services". Congratulations, that was your audition and you're hired! Alternately, cut out the middle man and just sing in the presence of someone who someone wealthy and choose "this person must give me a gift."

As far as motivation of the skinner i was guess thats something ive been lacking. Ive just been trying to get along with the other characters while looking for work to earn barter. In my mind the skinner is looking for potential allies/resources to help protect her since she cant fight very well.
In the rulebook there is advice for each character, and a warning. For the Skinner it is "Warning: skinner have the tools, but unlike hardholders, operators, and hocuses, they don't have a steady influx of motivation. You'll have most fun if you can roll your own."

As for the goals you are working on, as I mentioned above you can get work, or get barter directly, by singing in the presence of those who can provide it. If you are looking for more resources and allies, consider using that move for gifts, but also to make people fall in love with you.

44
Apocalypse World / Re: Frustrated
« on: September 16, 2011, 07:44:32 PM »
I'd second noclue's comment that a Battlebabe without her gear is still pretty effective.

I can give you some advice on how to get experience more quickly as a Skinner, but the fact that you had two character deaths in quick succession and some other comments you made make me wonder if there aren't more serious issues with your table dynamics. I don't know your situation well enough to give specific advice but I'd make sure to talk to the other players about your frustration and make sure there aren't some unresolved issues.

As for using Manipulation, my first question would be what does your Skinner want? If you have an goal you are pushing towards you'll naturally find a lot of opportunities to manipulate characters to support that agenda. You mentioned that you were having a hard time finding leverage to use, I recommend reading other characters and asking what they want you to do or what you'd need to do to get them to do what you want, that may give you ideas for forms of leverage you didn't even realize you had.

What moves did you take? If you have Artful and Gracious, or Hypnotic, those are two more ways to roll Hot, the first of which is very easy to arrange.

I disagree with your statement that you need to get into fights to roll Cool, you act under fire any time you try to accomplish something while exposed to risk, which can include stealthy actions or maybe physically risky behavior like scaling a wall or walking on perilous ground. It can still be more challenging to arrange for Cool rolls than some other stats, but it may help if you keep in mind that it comes up in many risky situations outside of combat.

Hopefully that's helpful, and if you tell me more about your characters moves and goals I might be able to give some more concrete suggestions later.

45
blood & guts / Re: Sex Moves into Love Moves
« on: September 04, 2011, 11:18:41 AM »
I wouldn't agree that
there are other moves in base AW that seem to work just fine with "because the player says so"
Quote
.
In the example from the book you quote, the player is communicating that their character arriving is making the situation charged, because they are about to make trouble, and this is immediately apparent to the MC when the player says "It is now." I wouldn't take that to mean that the player is the final arbitrator of whether a situation is charged and doesn't have to explain or justify it, just that in that particular situation "it is now" is all they had to say to explain it.
The game as written has the MC arbitrating whether a move is appropriate (probably with input from the table). That's not to say it's bad to include such moves, but the existing game isn't evidence that it will work.
Personally I'd find a move that the player can trigger without a corresponding event in the fiction unappealing, for similar reasons to Jeremy- he seems worried that this move will Tell and not Show, and I'm worried that it will neither Show nor Tell.
Although I'm a little confused because in some of your MC-Player interactions described below, the player does justify the move to the MC.

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