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Messages - nomadzophiel

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136
Apocalypse World / Re: Guide to creating new playbooks
« on: January 21, 2012, 08:34:00 PM »
Just some quick off the cuff thoughts:
Its been mentioned that there's an underlying priority system, a la Shadowrun, underneath the basic books and presumably the LE books. From my best guess, everyone gets Secondary everything by default. To do better at one thing, you have to do worse somewhere else.

Breaking it down, its something like this:
Statline primary: total of all stats is +5 with one at +3
secondary: total of all stats is +3
Tertiary: total of all stats is +2
In all cases, a second +2 stat costs as +3. However, a character with stats primary can have a single +3 at a cost of +3. No stat below -1.

Moves:
This is really sticky since its difficult to work out the balance. My best guess is like this.
Primary: You start with three moves. Most of your moves either use your primary stat, allow you to make some basic move with your primary stat or provide a general bonus to your character's focus. (Quarantine, Touchstone, Hocus but see below)
Secondary: Is the default. You start with two moves, they largely give you options with your primary stat, allow use of a basic move with your primary stat or provide a non-roll bonus to your focus.
Tertiary: Either you have a full complement of moves but they largely don't revolve around your high stat or you have only a few moves which revolve around your high stat and exist mostly for the benefit of your crap. Whichever it is, you get 2 to start.
The Death clock exception: If either A) You can not take your own moves as an advance or B) You can lose advances permanently through certain behavior then you can raise your Moves by one rank.

Crap: This is not just gear but any starting non-move ability. The Angel Kit, the Touchstone's "go among the people", gangs, holdings, followers, workshops, Gigs and Juggling etc.
Primary: You have crazy cool stuff and you can improve it in play. The Chopper and the Hardholder get it at the expense of Moves. The Driver gets it at the expense of stats.
Secondary: Either you have kinda-crazy cool stuff or you have a few neat things. If you have kinda-crazy cool stuff, one or two of your moves are tied to it (Maestro'D). Otherwise you have kinda normal crap (a couple of weapons, some armor, some barter) plus something really neat (the Gunlugger's big gun, Touchstone's token, Savvyhead's workshop, Angel kit etc).
Tertiary: Pick one of the two from secondary - either you have one big thing with a move tied to it or you have normal stuff plus one neat thing but not both. (Hocus)

137
Apocalypse World / Re: Suggestions for AW Demos?
« on: January 20, 2012, 05:10:37 AM »
Thanks. The basic plan I'm going with per the above is a single four hour slot divided in two.
Session 1: Character generation, Hx, ironing stuff out. Then a big bang (possibly even with a character named The Big Bang), something that should be resolvable quick-ish but requires enough effort to introduce some of the setting. Characters interact, NPCs get named, details get fleshed out, problem gets solves in an hour or so.

Session 2: Standard AW session 2. Take the things presented in session 1, their natural evolution and the principle of non-boringness and whack the PCs upside the head with it.

Edit: For clarification, I already have an AW compatible setting with details and some characters called Fabulous Lost Vegas.

138
Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 20, 2012, 05:07:04 AM »
Ad the Savvyhead move (don't have it in front of me) where they can show up for something with the appropriate tools. "Oh, just found it laying around."

Edit: I think its a bit harder to play a straight-up thief in AW, archetypes aside, because its simply not much of a "stuff" game. Characters' crap is so ephemeral it strikes me as a bit silly to have someone who acquires more than he needs by guile. I can see a big heist type thing but not so much picking pockets.

139
Apocalypse World / Re: what MC move to just describe ?
« on: January 19, 2012, 02:21:21 PM »
When Vincent says "hit them where they aren't in control", he doesn't say it is fun to look for weak points, and that's because it isn't. At least to me. It's a game of power I don't want to play.
I feel like I have disgressed a lot. Sorry

That's an interesting thing to say. The way I see it, every character with externalized power has a weakness built right in. Maestros have someone they owe, Hardholders and Hocuses more often than not have at least one want, etc. There's always something over that next hill and the PC's don't know what. Enemies are easy to come by, not just the big ones that you get everyone together to shoot the hell out of but the little ones like one member of some other PC's gang who you pissed off. Haven't pissed one off yet? How about one of them making a reasonable seeming request that the other PC isn't likely to go along with? Now its a question of alienating this guy and maybe pissing off his boss or doing something equally distasteful.

Threats and fronts help with this, of course, but just making AW seem real, barfing forth apocalyptica and making the players' lives not boring (ie just conversation) should open up plenty of opportunities.

140
Apocalypse World / Re: Suggestions for AW Demos?
« on: January 18, 2012, 05:38:09 PM »
Now that sounds like a plan. Fabulous Lost Vegas, here I come.

141
Apocalypse World / Touchstone among the people
« on: January 18, 2012, 07:21:04 AM »
I've just started playing a Touchstone in a PBP game. It only now occurred to me that the various "when you go among the people" things on the back aren't moves per se. How have people been treating these? As fairly simple actions requiring a little description (ie move-like) or more like Operator gigs (ie mostly abstracted with maybe an interesting highlight played out here and there) ?

The former strikes me as possibly being too easy. A lot of Touchstones will be offering hope and/or acting with hope on a very regular basis. The end result of that would seem to be that they're well treated by most everyone most of the time, even if it is grudgingly. Then again, maybe that's appropriate.

142
Apocalypse World / Re: Suggestions for AW Demos?
« on: January 18, 2012, 03:16:24 AM »
Thanks for the links, both to the thread and by dropping the Hatchett City name for me to track down. I think I may do a single slot game this time, probably Hatchett City, because I have other commitments that day. Next month, though, I'll definitely look into a double-slot format with a break. First slot=first session, go get dinner and do prep, 2nd slot=session 2 with fronts and threats.

143
Apocalypse World / Re: Wacky fun vs gritty realism
« on: January 18, 2012, 12:22:39 AM »
Double bonus points if everyone assumes that "The King" is an Elvis impersonator for a few sessions before the scene above.

144
Apocalypse World / Re: Suggestions for AW Demos?
« on: January 18, 2012, 12:19:09 AM »
Well, honestly, if "by the book" works, I'll just try that the first time around. Could be great fun. AW's nicely designed to provide its own bangs even if it doesn't necessarily have a single overarching plot.

145
Apocalypse World / Suggestions for AW Demos?
« on: January 17, 2012, 10:41:35 PM »
I'm looking at running AW at a sort of local mini-con that runs every month. Obviously this requires a bit more prep than the 1st session of a running game. On the other hand, I want to preserve a lot of that collaborative feel to the world. If I can get the game down to four hours total, counting character creation, Hx and so forth then I could potentially run two sessions.

Given those requirements, what's the general consensus of demo prep and best practices among people who've done convention demos?

146
Apocalypse World / Re: Wacky fun vs gritty realism
« on: January 17, 2012, 07:33:13 PM »
In my experience, cultural reference humor winds up being funny to the players but quickly turns creepy. I mean, picture the Fast Food Hocus from the outside. . .

You've heard about this guy, The King, and his cult before but you've never seen them. Supposedly they all eat some sort of sacramental meat. Maybe its some animal they raise, maybe its the people who give them shit. Before they come over the rise you can already hear them doing this weird chant. Its slow, low tone and seems to carry for ever. Just over and over.
"Magic makes is speeeeeeeeecial. When you're with Burger Kiiiiiiiiing."
When they come over the hill there's like twenty of so of them, all glassy eyed and in worn but identical blue shirts, grey slacks, little cardboard crowns and a motley assortment of weapons. looks like they don't have any animals with them. The leader, though, he's the real scary one. He's got this long, blood red coat trimmed in fur and a giant plastic head with a psychotic smile and a big version of the crowns his cult wears. The thing's cracked and the paint is peeling off of it. When he sees the Hold he raises a hand and all of the guys behind him stop dead and go silent.

What do you do?


So. . .yeah.

147
Apocalypse World / Re: When you eat someone`s heart...
« on: January 17, 2012, 02:16:12 AM »
When you eat the still-beating heart of someone that you have personally defeated in combat, your spirit battles to consume theirs. Roll +cool.

On a 10+, gain +1 Weird to a max of +3. If your Weird is already +3, treat this as a 7-9
On a 7-9, the dying soul has unfinished business. Complete a specific task for them and gain 1 Weird (or mark experience if your weird is +3 already)
On a 2-6, the dying soul has unfinished business. Act under fire if you do anything but complete it.

148
Apocalypse World / Re: Wacky fun vs gritty realism
« on: January 17, 2012, 02:10:49 AM »
There's plenty of that type of thing in the source material, after all. Look at the kids in Thunderdome or Adam Ant in World Gone Wild. Its really just an extension of the cultural reference without referents in the character names. For a Hocus especially, the cargo cult mentality makes a lot of sense.

149
Apocalypse World / Re: To drive or not to drive.
« on: January 09, 2012, 08:02:10 PM »
I'm with Chroma, the advantage of the Driver playbook is similar to the Chopper. First, you have automatic access to something that everyone else has to work or Advance for (gang or car). Then you have moves that make you even better with that resource. A Driver gets a car and No Shit Driver as part of the starting package. That's two advances for anyone else, one for the Move and one for either a workspace with a truck or one of the Driver's vehicle providing moves. In the same way, the Chopper gets a gang and Pack Alpha (available as an advance to some playbooks) but also has Fuckin' Thieves, which requires that Gang to work.

As for letting everyone else drive: sure. I'd certainly let PCs be a member of The Chpper's gang if they wanted, just like they can be in the Operator's crew or the Maestro D's venue. Beyond that, though, they'd need to come by a vehicle somehow (proscriptive or descriptive) and I'd probably give them a bit more trouble than the Driver when it comes to things like fuel, maintenance etc. The fronts mentioned above are a good example.

150
Apocalypse World / Re: [Playbook Idea] The Lost Boy
« on: April 11, 2011, 02:25:17 AM »
I have to say that while there's some great Lord of the Flies and Thunderdome potential in a gang of kids, in your average AW game the idea is right at the line of too disturbing for me. Not so much the idea of feral children who hunt rats and/or kill people (that's just real world kids to me). More that I'd never be able to properly put them in the crosshairs like the NPC's would. Picture your last gang vs gang battle, now picture it with all the casualties on one side being under 12.

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