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Apocalypse World / Re: 2-armor
« on: February 08, 2012, 10:02:52 PM »
I'm pretty much with Lin on this one but how about a specific example semi-lifted from a game I'm in?
OK, so you're in the market with Daughter and Lem and the rest of their family. . .except Mother of course. She burned to death when Paul accidentally blew up their truck trying to clear scrub with fire. Dick didn't seem concerned in the least. You've managed to find them a ride back to their farm, then Paul walks in.
Now Paul is one of the hardholder's gang and there's maybe a half dozen of them around the market. More importantly, there's a ton of snipers that you can't really make out on the catwalks above. They have orders to shoot anyone who draws a weapon. Just then you notice that Lem's going for his knife.
Notice how, without pushing the world specifically to fuck with the character:
1) The snipers probably have at least a couple of 3-harm weapons, can't be readily retaliated against and there are enough of them do cause some real hurt. If you really want they could be their own gang and they likely are armored since they can just sit around all day.
2) Lem, who the hypothetical character cares at least a little about isn't armored.
3) Sure, you can flatten Paul, but so can any Hard character. Of course then you're likely to get jumped by the holder's gang. You might be able to beat them back, too but by that point you'll never be welcome in the market again.
Whatever the player does, it'll be cool and armor won't inherently make the problem go away. It'll make certain solutions easier but they're not what most players would consider optimal.
PS - thanks to Kevin for providing this example, even if it was for my 1-armor Touchstone
OK, so you're in the market with Daughter and Lem and the rest of their family. . .except Mother of course. She burned to death when Paul accidentally blew up their truck trying to clear scrub with fire. Dick didn't seem concerned in the least. You've managed to find them a ride back to their farm, then Paul walks in.
Now Paul is one of the hardholder's gang and there's maybe a half dozen of them around the market. More importantly, there's a ton of snipers that you can't really make out on the catwalks above. They have orders to shoot anyone who draws a weapon. Just then you notice that Lem's going for his knife.
Notice how, without pushing the world specifically to fuck with the character:
1) The snipers probably have at least a couple of 3-harm weapons, can't be readily retaliated against and there are enough of them do cause some real hurt. If you really want they could be their own gang and they likely are armored since they can just sit around all day.
2) Lem, who the hypothetical character cares at least a little about isn't armored.
3) Sure, you can flatten Paul, but so can any Hard character. Of course then you're likely to get jumped by the holder's gang. You might be able to beat them back, too but by that point you'll never be welcome in the market again.
Whatever the player does, it'll be cool and armor won't inherently make the problem go away. It'll make certain solutions easier but they're not what most players would consider optimal.
PS - thanks to Kevin for providing this example, even if it was for my 1-armor Touchstone