Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nomadzophiel

Pages: 1 ... 4 5 [6] 7 8 ... 11
76
Apocalypse World / Re: Secrets among players
« on: September 27, 2013, 01:53:33 AM »
I've noticed that in online games, its almost universal that character sheets are completely open. This is good because there's a lot of Moves that encourage some type of interaction. I'm in favor of openness between players. The system is much less about rewarding an "achieve your goals at all costs" stance, so I've found it much more likely that players will appreciate a little rivalry and play along.

77
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 26, 2013, 12:23:20 PM »
I'm actually a little curious what happened that lead to four "rounds" of combat doing 1-harm each. Did the gang's leader repeatedly Go Aggro, try to seize a bunch of different things by force, did he keep trying to hold an untenable position? AW has never struck me as lending itself to prolonged engagements because its rare that your only goal is "keep shooting until they stop moving" and any other goal is usually won or lost on a single roll.

78
Apocalypse World / Re: Playbook focus: The Angel
« on: September 26, 2013, 12:18:27 PM »
DannyK, I'd make it even easier than that:

"ThreeDog came into your infirmary yesterday with a touch of whatever's been going around lately. . . say, what is the biggest threat to public health around here?"

Then let them tell you what kind of things they're interested in facing on the medical front.

79
Apocalypse World / Re: Playbook focus: The Savvyhead
« on: September 15, 2013, 05:31:28 AM »
Having played the Quarantine in a Quarantine/Savvyhead combo, it was definitely "game over" but probably not how you meant. The combination of Inspiring, Eager To Know and Oftener right can be downright monstrous if they get on the same page. You've got a pretty significant bonus for the Quarantine and a license to print XP for the Savvyhead.

Q: Hey, you know this world. What's the best way to do this thing?

S: Oh, well do this stuff and take a +2 at it, optionally Reading A Sitch first to make it stat+3.

Q: Cool, I roll to do that stuff and take an XP for using my highlighted stat.

S: Great, I'll assist and take 2 XP, one for you taking my advice and one for the assist.

Obviously it was a lot more exciting than all of that but you get the idea.

80
Apocalypse World / Re: Setting the right challenge for the Hoarder
« on: September 08, 2013, 06:42:29 PM »
I totally get all of that. To me, the easiest way to get more traditional players into the groove of AW is straight up to highlight their high stat in the first session and drive home that advancement comes from using it, whether you succeed in your roll or not. You don't even have to tune the game that much, or at least its never felt like it to me. Get them trying to outpace each other to that first and second advancement.

I remember it took me a session or two of failed rolls to think "hey, the penalty for failure isn't that bad and most of the time it opens up cool situations", then it was on. I was going into situations thinking "ok, how do I use my highlighted stat here" with no real worry about whether or not I was going to succeed.  Its not so much about teaching players to put story first as it is just teaching them to go for broke. If they're making moves, the story will follow from that and they're still getting their crunch fix.

81
Apocalypse World / Re: Setting the right challenge for the Hoarder
« on: September 08, 2013, 05:28:12 PM »
Its interesting that you say "unbalanced by design" where I'd say something more like "balance agnostic". If, as a player you're thinking in terms of kill (or fast talk) the bad guys and take the treasure then yeah, its unbalanced. The way the playbooks are designed, though, has always made me feel like the moves and motivation go hand in hand. They're balanced in that everyone (more or less) starts out with a +2 at doing the things they're good at. Its just that those things aren't necessarily normal adventuring party stuff. That in turn informs their goals. The Skinner, Brainer, Gunlugger, Maestro D', Hocus and Chopper (just off hand) are all equally dangerous and equally capable of bending things to their will but all in completely different ways with completely different consequences. The playbook defines the character's approach to the world, so a player is going to pick one that fits the approach they want to play. Everyone should feel like they have the coolest character at the table and that is a better balance than any mechanic.

82
Apocalypse World / Re: Setting the right challenge for the Hoarder
« on: September 08, 2013, 03:14:22 PM »
I can't really speak to the Hoarder but in the games I've played, making experience match hasn't been that big of a deal. I feel like that's because the playbooks are unique enough and competent enough at the start that they always have something to offer. Even if a Hoarder is behind on XP,he's still going to have unique abilities and goals that no one else has. Anyone who starts a second character with an advance is going to have 0 XP on their new character at a point in the game where some people are six or more advances (30+ XP) in. In a long running campaign, XP can even become a countdown to retirement. There's only so many advances you can check off before "retire to safety" is the only one left.

As far the actual question, my instinct is "play to find out". Pick a couple of things that you haven't defined who has them or how to get them. Maybe he needs to find a kitten or the headset from a submarine hydrophone. Now let the players do the work. As he looks for it, turn the questions around. "Barnum, who in your hold would have a headset like that? Weaver Bird, does anyone in your cult have breed cats? Are they for food or something else?" Then let dealing with the NPC who has the thing determine the difficulty.

83
Apocalypse World / Re: Playbook focus: The Operator
« on: September 06, 2013, 09:55:38 PM »
While I do agree "make it about the relationship", I'm not sure I buy DannyK's idea of the Operator as Fixer. Your archetypal Fixers, Finn, Niska, Badger, they sit around and send their crews out to do the work, or they hire someone else to. The Operator has a high Cool just like the Battlebabe. What they're good at is running straight into trouble and getting out alive. Their gigs aren't based on sending their crew. If an Operator is Doing Murders, the crew might help but its going to be the Operator more often than not who pulls the trigger. Yes The Operator is mercenery and may work both sides of a conflict but like Mal or pre-Armitage Case he's out there in the middle of things hustling to keep his head above water. Hiding out in your office and letting people come to you is not Operating.

84
Apocalypse World / Re: Apocalypse Then: Playing AW in the Civil War era
« on: September 06, 2013, 06:43:50 AM »
I would love to see a Revolutionary Quarantine in that sort of game with mad science left over from the founding fathers. Of course, once you go that route, you have to watch out because we all know Benjamin Frankenstein flew a kite in a thunderstorm so that he could capture lighting to reanimate corpses.

85
Apocalypse World / Re: Question about the Macaluso
« on: September 03, 2013, 12:54:35 AM »
Yeah, I thought it might be a misprint but on further thought, it does make sense in terms of roughly matching the potential XP of other playbooks with two highlighted stats.

86
Apocalypse World / Question about the Macaluso
« on: September 02, 2013, 06:06:19 PM »
And I'll try not to give away too many spoilers because this is a very cool and deeply weird playbook.
Does The Mac only get a Highlight from the PC they have the highest Hx to?
I didn't see any reference on the sheet to MC Highlights.

87
Apocalypse World / Re: Savvyhead+Quarantine
« on: July 20, 2013, 09:28:05 PM »
There's definitely room to move them in lots of directions. You've got potential for augury, medical, a small well armed gang and lots of barter just from Stasis options. The well rounded stats are great, although they do come at the cost of not being able to get a +3 as a basic advance. Their real job, or at least what they're good at, is teamwork. This time around I got Weird +1 and Open Your Brain whenever you Read A Person, so I can't wait to see how that plays out.

88
Apocalypse World / Re: Savvyhead+Quarantine
« on: July 16, 2013, 02:25:32 AM »
Heh. Well the Quarantine is definitely my favorite of the expanded playbooks, Vincent. The teamwork oriented moves, the pre-session and the special just make it feel so profoundly different from all the others. I love it for the outlook those things imply as much as (or more than) the moves and the facility.

89
Apocalypse World / Savvyhead+Quarantine
« on: July 14, 2013, 09:59:15 PM »
Just curious if Lumpley deliberately intentionally designed the Quarantine to mesh with the Savvyhead and if anyone else has noticed this in play. The Quarantine has a bunch of non-working tech, the Savvyhead does tech. The Eager To Know and Oftener Right moves go together perfectly and make a pretty big OOC motivator. Its like they were made to find each other. They've both got an augury device and the potential for a medical lab. I'm starting up a game where I'm playing another Quarantine and I'm working to have the Savvyhead be the one who finds her (again).

90
Apocalypse World / Re: How populated are you Apocalypses?
« on: July 14, 2013, 03:19:56 PM »
So I've noticed that in many of my AW games I tend to lean towards a more sparse apocalypse - i.e. one holding with maybe a few others known of on the distant horizon, with everything desolate of human life in between.

I'm curious to know a couple things from ya'll:
A) How populated are your apocalypses?
B) What the scale of your regions are - Is travel between holdings measured in days? hours? weeks? Are your holdings a few buildings, a section of a city? How far reaching are the burning flats?
C) Does having a more populated region with lots of little holdings and communes seem counter to the "not enough to go around" nature of AW?

My favorite setting, Fabulous Lost Vegas works like this -
A) The survival rate of The Apoclaypse and its immediate aftermath was about 1%, so that's 20,000-is people in the Vegas Valley. I initially thought 10% would be good but 200,000 is way too big to my mind.
B) There are a lot of little holdings near each other, the big Strip hotels. Most of them are just an armed gang taking over a building with serf farmers trying to grow things in empty rooms with the windows broken out. Each one has a distinct look and feel but even the bigger ones aren't much more than a Large Gang. The big Holds are The Garden, Hoover Dam and (less well-known to anyone) Area 51. The Garden (Mandalay Bay) and Hoover Dam are a few hours apart by car, a day or two on foot. Area 51 is much farther away (80+ miles of bad road) but they can reach you. Outside of that, its all sand worms, zombies and the like until you get to Lost Angels, which is 9to the people in Vegas) one giant haven for raiders.
C) The idea to me is that most of these places are barely holding on. They fight each other and raid the surrounding area constantly for materials and food. The Garden is "rich" because they have a well ordered farm and a fishery. They're also a militant neo-pagan cult that will gut you with a shark-tooth knife. The Hoover Militia has guns, lots of guns and they control the only reliable source of electricity and water. They politely hold everyone in Vegas hostage for these resources but they also secure the dam against Lost Angels.

Its a fairly civilized apocalypse, really, with a radio station a Maestro'D venue, water and electricity (but no one's made a new light bulb in 50 years). That doesn't change the fact that having enough to eat is the standard of wealth, there are 7 automobiles (and a few dozen motorcycles) that still work, the streets are mostly empty, you can get killed at the Fremont St. Market for saying something stupid, your electric and water are spotty and not well maintained unless you're with one of the big groups and even with electricity, you have to find working light bulbs. Everyone who's got something will kill you for trying to take it and everyone who doesn't will kill the ones who do if they can get it.

Pages: 1 ... 4 5 [6] 7 8 ... 11