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 - Sean Nittner

Pages: 1 [2] 3 4
16
The reason I changed the first version is that it didn't have any "but they mess with you" consequences except on a miss. I wanted to add in the "weak hit" option that still got the job done, but with consequences. I don't like the "trade a problem for a hold" because I want to know, once the dice hit the table if I should be including a problem in the fight, so I can drop it in whenever, rather than only finding out at the end when the CAG trades for another hold.

Now I think I just need to dump Brief the Squad (it overlaps too much) and give the CAG as +sharp move that lets them help anyone (like Oftener Right).

17
Trying again:

Squadron Commander: When your squad fights for you, roll +hard. On a hit, hold 2. On a 10+, that’s all, they are following orders. On a 7-9, they buck your command, push themselves too far, or get careless. Spend your hold 1 for 1 to:
  • Draw fire.
  • Concentrate fire on a target.
  • Sacrifice themselves to buy time for the fleet.
  • Lay in wait to ambush.
On a miss the squad is scattered, outflanked or unprepared, leaving you exposed to your enemy.

18
Okay, here's my shot at "Squadron Commander"

Two thoughts on it:

1) A hit should give 2 holds (no matter what), with a 7-9 including something that needs disciplining.

2) Damn, now Brief the Squad is stepping on it's toes. Merp.


19
I'm not parsing "second of the book" but I want to point out that no matter what you do to motivate your gang, it always boils down to convincing them it's in their best interest.

Sorry, that was a typo. "second of the book" should have been "section of the book".

As to BSG and your CAG move, it occurs to me that something pretty important in the show is how one of the pilots (usually Starbuck) will disobey Lee, but through amazing skill, luck, pluck, etc. get the job done -- maybe even better than anticipated.  Is that an interesting failure or partial success condition?

Starbuck doing the job wants but giving him grief seems like a good thing to fit in the 7-9 space. They do it, but there is hell to pay afterwards. Other things that could fall into that category would be pushing themselves too far (Kat on Stims), getting lax after the mission (Flat Top does his 1,000th land in Act of Contrition and in partying, the get blown up by a lose missile), etc.

20
Along with the mechanical aspect, moves like Leadership change the color of the game.  In my experience, players take certain playbooks or moves not because they want more tools to deal with a specific situation, but because they want to bring that situation into play, or focus more on it. 

I think you hit the nail on the head there. You play a Hardholder or a Chopper because you want to deal the trials of leadership.

So, and this is getting back to my specific needs for the CAG, I'm thinking something like this:

Strong Hands on the Rein: When you send your pilots out to fight, roll +hard (maybe +sharp because that is the CAG's high stat). Get some holds and spend them to:

* Defend the fleet
* Blast Cylons
* Jam signals
* Buy time

And crap they get from their pilots are recklessness, insubordination, challenging their authority, etc. Stuff to throw in with a miss.

21
Imagine what Leadership and Pack Alpha imply about the scenario where someone leading a gang has neither move (the scenario Blind Blue and Hatchet city has this, where the Violent character has some dudes but isn't always the Chopper). You're their leader fictionally, but they're not your gang. If you find yourself needing to make a hard advance, what, do you roll +Hot, with the promise of spoils (or maybe that you won't shoot them for insubordination?). Good luck with that one, Funlugger.

Okay, so you're saying that having a gang, without having a move to control them, just means you have violent people around you, who are going to act in their own self interest.

Thus it sounds like if you have a gang, but not a Leadership move, you are really part of the gang, rather than the leader. Heck, someone else might even vie for leadership without particularly thinking they are pushing you out.

22
I think that the move assures that your gang is actually under your control for certain kinds of maneuvers.  You do still need to engage other systems to figure out if your hard advance will work, but at least you know that those savage fuckers are going to make the advance.  Without that kind of leadership, everything is that much harder.

Okay, so safe to say that this move, and Pack Alpha, assume your gang is naturally hard to wrangle, that these are the things you can expect to get out of them, and that, if you slip up. The will rebel.

Without the move, you may have a gang, but they are going to act on their own interests and the best you can manage is to influence individual members via the basic moves.

So... what I take from that, is that "using a gang as a weapon" second of the book is dependent first and foremost on your gang's willingness either because:

a) you hit on a move like Leadership or Pack Alpha
b) it's in their own self interest (not a move)
c) you've done enough work in the narrative (via other moves) that the MC believes it is now b) in their own self interest.

Yes?

23
Apocalypse World / Re: Gunlugger = best playbook
« on: June 13, 2012, 12:51:34 AM »
I see MCs shy away from Gunluggers. It's a crazy powerful playbook that yes, turns every problem into a nail they can hammer. Conversely, playing the reluctant warrior is also filled with it's own pitfalls, namely you're forsaking most of the moves that make your character so awesome.

What I want to see in every Gunlugger (or other walking heaps of awesome) is a terrible responsibility they carry on their shoulders (that only they can carry) that weighs heavily on every action they take (violent or no). I guess I want every Gunlugger to be Dog! (from Dogs in the Vineyard)

24
Apocalypse World / Re: Antagonic PCs in the first session?
« on: June 13, 2012, 12:48:19 AM »
My experience with PC vs. PC play in any game is that it's best when they hate each other, but some constraint (often a social agreement) forces them to get along to some degree.

In the The Gift (Burning Wheel), the Elves and the Dwarves may hate each other (at least some of them do) but the hope to end a thousand year long armistice as well as etiquette is enough to keep them from just going to the sword the moment they spot teach other.

In other games I've had rival soldiers that hated each other, but served under the same commander, so they had to get along to some degree.

The problem with doing this in AW is that there is no status quo, no higher power to keep people accountable, except their own dismal fate that they bring upon themselves, and while that can works as an "I told you so" that is only in retrospect. In the moment, it's easy to believe that killing other PCs has no consequence (at least in the fiction).

To that end I try to always play up scarcity as the higher power. Sure, you could kill that PC, but they play an important role, one that will be missed. And fuck all, you need all the help you can get. This way the Driver and the Operator can be at each others throats, while still realizing there is bigger shit to tackle.

25
I’ve been working on a CAG (for my BSG hack) move analogous to Leadership, used to control the squadrons, and something is coming into focus. I don’t understand what the Leadership move does.

I get pack alpha. Getting your gang to behave is tough, they’re going to fight you, this how you put them down.

But, if your gang is under control, why isn’t the character in charge of them, any character just making basic moves?

Need your gang to stay sentry and watch out for intruders trying to sneak in? Read a sitch.

Need them to put the hurt on someone and get them to pay their debts? Go aggro.

Need them to stay the fuck out of site while you lure your enemies into an ambush? Act under fire.

It just seems to me that Leadership is superfluous unless you need it to control your gang, and that’s not exactly what leadership does. Sure, on a miss, you lose control, but on a hit you get things like “make a hard advance”. What is that? Is it going aggro? Is it seizing by force? If so why not just roll those? If not, what does it do.

In the book Vincent suggests spending hold along with using moves (his example is making hard advance and seizing by force to take a wall). But again I ask what does the Leadership part of this doing? Why couldn’t the Hardholder just roll seize be force to take the wall?

He also mentions using the gang as weapons (p.253) but that also just looks like you do basic moves with them.

What am I missing?

Also, if I’m not missing anything, what about a move like this. Strong Hands on the Rein*: You can use your Military Unit (my name for gang) to perform all the basic moves. Add these to all moves. On a 7-9, you’ve got to discipline one of your soldiers after the encounter for something they did or didn’t do. On a miss, your MU has broken formation, been routed, or otherwise leaves you exposed to your enemy.

*Move name courtesy of SoylentWhite

26
brainstorming & development / Re: Apocalypse Galatica
« on: June 13, 2012, 12:15:59 AM »
Okay, working on the Strong Hand on the Reins move and something is coming into focus. I don't get what the leadership move does.

I get pack alpha. Getting your gang to behave is tough, they're going to fight you, this how you put them down.

But, if your gang is under control, why isn't the character in charge of them, any character just making basic moves?

Need your gang to stay sentry and watch out for intruders trying to sneak in? Read a sitch.

Need them to put the hurt on someone and get them to pay their debts? Go aggro.

Need them to stay the fuck out of site while you lure your enemies into an ambush? Act under fire.

It just seems to me that Leadership is superfluous unless you need it to control your gang, and that's not exactly what leadership does. Sure, on a miss, you lose control, but on a hit you get things like "make a hard advance". What is that? Is it going aggro? Is it seizing by force? If so why not just roll those? If not, what does it do.

In the book Vincent suggests spending hold along with using moves (his example is making hard advance and seizing by force to take a wall). But again I ask what does the Leadership part of this doing? Why couldn't the Hardholder just roll seize be force to take the wall?

He also mentions using the gang as weapons (p.253) but that also just looks like you do basic moves with them.

What am I missing?

27
brainstorming & development / Re: Apocalypse Galatica
« on: June 12, 2012, 07:24:31 PM »
I'm going to start with just a single book, number Six and then I'll play with these options:

1. Advanced move to change your playbook to a Cylon. Only available after you've ressurected.

2. Like the Opportunist or Partisan, Six starts with an "how to you fit in" option that explains why she is needed. She's got information, she's changed sides, she'll help them, etc.

3. You start in the brig. Relations are tense. You're an other to them, with them being the other players.

This is one of those things that I'm not 100% sure how I want to introduce until I try it.

I agree COMPLETELY that human interaction is a must. Playing the split game (some of the players humans, some cylons, with little interaction) would drive me insane. That's why I haven't even tried it yet. That said the relationship between Caprica Six and Baltar, between Galen and Boomer/Eight and Helo and Athena/Eight, was some amazing stuff. I really want that in my game.

Now just gotta work on the how.

28
brainstorming & development / Re: Apocalypse Galatica
« on: June 12, 2012, 06:44:05 PM »
I've been trying to keep a decent balance between the stats, with the exception of faith that I know is low. I think I'll leave the characters as is, knowing that my Cylon playbooks will look like this:

Three, Six (to some degree), and Five: + Hot
One and Four: + Sharp
Two and Six (to some degree) + Faith

What I'm not sure is what to do with Eight (Boomer, Athena).  Because she was so closely identified as a Raptor Pilot sleeper agent (and never really was much more than that in the show), I may just leave her out.  A player could create her easily by playing a pilot and revealing as a Cylon.

29
brainstorming & development / Re: Apocalypse Galatica
« on: June 12, 2012, 03:58:03 PM »
Varying stats for moves. Sounds cool. I think I'll switch up the stat block so that for every move there is an option that works well with it, but that means others moves will be tougher. Contemplating two +2s. What do you think:

Moderate option:

Cool+1 Hard=0 Hot+1 Sharp+2 Faith-1
Cool+1 Hard+1 Hot-1 Sharp+2 Faith=0
Cool-1 Hard+1 Hot=0 Sharp+2 Faith+1
Cool=0 Hard-1 Hot+1 Sharp +2 Faith+1

+2 Options:

Cool +2, Hard -1, Hot 0, Sharp +2, Faith -1
Cool -1, Hard +2, Hot -1, Sharp +2, Faith 0
Cool 0, Hard +1, Hot +2, Sharp +2, Faith -1
Cool +1, Hard 0, Hot -1, Sharp +2, Faith +2

Plan a Mission: This looks too much like Brief the Squad. I mean, I think for most purposes it is the same. I'm gong to look at what I can steal from that though for briefing.

Strong hand on the reins: This is the leadership move I need for the CAG. It overlaps some with brief the squad though in what it does. (+1 Harm). I might shuffle things around between this, your ideas for Plan the Mission, and Brief.

Dearly Departed: YES. I love this move. It's in.

Heart as a stat. Yeah, Jason's suggestion was I use faith. But "failth" has too much meaning in the context of the setting. My response to him, which I'm still thinking about is, what about rename faith to "Belief" and have the CAG operate out of that?

Once again thanks for all your thoughtful insights.

30
brainstorming & development / Re: Apocalypse Galatica
« on: June 12, 2012, 11:55:05 AM »
Oh. Yeah. Totally. It should most definitely be +Hard or +Cool. I'm not sure why I even put in +Faith now. Bleh.

Hmm, make it easy on them (+cool) by keeping it together or a little tougher (+hard) by being callous. I think I'm in favor of the latter. You need to cut out the infection in your heart before it consumes you.

Pages: 1 [2] 3 4