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Messages - Rubberduck

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16
Very interesting. I'm extremely interested to see the details of this. Especially the Time Point -> Hx -> Time Point cycle.

"An active character ... becomes exhausted… and then asks their friends for help, bringing them into the action." sounds like something I really, really want as a GM.

17
brainstorming & development / Re: Combining *World w/ Fate Accelerated
« on: October 28, 2016, 07:01:59 AM »
I kinda like the idea, but having GM'd Fate Core (though not Fate Accelerated), I foresee some trouble with an Approach-based.. approach.

In normal AW, a guy with high Hard can use Hard to do the Hard moves. He can use Hard to persuade people. He can't use Hard to Read the Sitch.

But with approaches, I could make a Careful character. And then I could carefully aim at the opponents in a fight. I'd carefully sneak across the compound. I'd carefully survey the situation. I might not be able to carefully manipulate people, but if I could figure out the way, then I'd be able to do most things carefully. There would probably still be situations where I couldn't use careful, but I would still be able to use my high stat much more often than the Hard, normal AW could use his.

That is okay if that is the balance that you are going for (I think Fate Accelerated is), but it needs to be considered.

On other stuff:

Is there any reason to use stunts instead of playbook moves? I personally think that most stunts are just more boring moves, except for the fact that you get to make your own stunts in Fate Accelerated. You could get the same effect by letting players build their own moves (within certain established limits).

For basic moves: Overcome, Create an Advantage, Fight and Move under Fire?

18
I wonder about the Showdown Staredown

If I roll 10+ and you roll a miss, does that mean that I pick 3? Or that I pick 2 for myself and 1 for you?

If it is the second, I'd suggest to reformulate the first choice as:

• You delay your draw so the other go for their gun first (allowing you to claim self-defense).

Just because I find it weird that I might decide that you "force" me to go first.

19
'Book learning' vs 'Life learning' (similar to Intelligence vs Wisdom)

How about moving that to the playbooks? So have a lore/knowledge/whatever stat, and then each playbook put their own spin on the stat that also implies which kind of learning they have. So the adventurer get a bonus to "life learning" situation, the Professor gets a bonus when spouting academic lore, the Occultist gets a bonus to the occult, etc. It could either be a move that they have to choose, or it might outright be a feature of the playbook (like sex moves in AW).

Motives
...
Power:
...
Prestige:
...
Pride:

Do the motives have to be kinda-sorta negative? I'm kinda looking for the Indiana Jones, and seems to me his motivation was generally "do the right thing"/"don't let the bad guys win".

20
brainstorming & development / Re: Apocalypse World - Waterworld
« on: August 05, 2016, 07:02:32 AM »

... I think you can do what you propose « by the rules » by combining a move that « gives you » gear (Like « my other car is a tank » and a move that « changes circumstances directly » in a complex move. But I do not think you can do it the way you did it. Which is weird. And it makes me feel a bit strange about apocalypse world about something I thought was strange for a while now (two WHOLE weeks !).

See, what you made is not a legal move I think. Moves in apocalypse world work by reacting to fictional positioning. « When you do x » (Fiction) « y happens » (Reaction). They also encourage the player to affect fictional positioning in certain ways (Brainer moves encourage brainers to tie people to chairs for example). Moves are reactive : It is all about setting yourself up and triggering them. They do NOT, afaik, affect fictional positioning directly.

Well.. I may agree that the move packs more into itself than most. But I don't think it breaks any rules.

First, I think the word "Move" is actually used in two ways. A Move as defined in advancement, and a Move as defined in doing stuff.

During advancement, you can take a move from your playbook or another one. That may give you a "doing stuff" move, or may increase your stats, or may give you gear, or may in a few cases do other stuff.

During play, you can use your "doing stuff" moves, which all require you to do something, and often requires you to roll. But those are a different kind of move.

The advancement moves are the blocks of text next to the circle, and can theoretically do anything, as long as it is some ability, gear or something that can be acquired through advancement. The "doing stuff" moves are the rule sections, sometimes included in an advancement move, and sometimes located elsewhere (how to use a first aid kit, what happens when you go shopping).


That isn't to say that my Webbed hands, breathing neck doesn't get a bit weird. Mostly because it tries to load some of the stuff that would normally be in the playbook into the move (since this is an advancement move that can be taken by any playbook). I don't think there is any advancement moves in the base game, that doesn't belong to a playbook.

If we did have an Aquaman playbook, then the gills and webbed feet would be a feature of the playbook, and the "doing stuff" move would be an advancement move. Kinda like in the base game, where you can take the A no shit driver move, but it really doesn't do a lot unless you have a car.

Drawing on gear, though, you could still make the move "Webbed hands, breathing neck: You have webbed hands and gills." and then as peripheral moves/gear tell what webbed hands and gills does. But that is really just moving stuff around.

21
brainstorming & development / Re: Apocalypse World - Waterworld
« on: July 28, 2016, 03:59:23 AM »
I think I'm a fan of the

Quote
"Webbed hands, breathing neck: Whenever you are in the water and you need to reveal the extent of your weirdness roll +Cool. On a 10+, choose 2. On a, 7-9 choose 1 :
You get to your destination, fast.
You get a hold of something and bring it back to the surface, unscathed
You make sure something stays under the waves, for good.
You do not draw unwanted attention

Just change the start to: "You are adapted to a life underwater. When underwater you can breathe through your gills and swim as easily as the underwater native you are. Also whenever you are in the water.."

It informs the reader that the move is descriptive (you have webbed hands and gills, you can use them), and provides a sweet move for the character to do extra awesome.


22
Apocalypse World / Re: When do you reveal custom threat moves?
« on: July 18, 2016, 05:41:50 AM »
When I've MCed, it has depended on the context.

If the person/place/situation was entirely unknown to the characters, I simply ask them to roll the move, when they encounter it. So the first time the players ran into Blue Eyes (who they had never met or heard of before), I forward the custom move for his dominating presence, and asked them to roll weird against it.

If the person/place/situation was known, but the characters hadn't encountered it yet, I'd put forward fiction that support the move, without actually showing them the move. So when the players consider traveling through Dremmer's territory, I'll point out that it is well known that Dremmer patrols the area extensively, and there is a good chance they might run into his gang.

Finally, sometimes there are moves which the characters are assumed to know about. These fall into two categories. Either moves that are basic and assumed to be used often "When you travel outside the hold..", or stuff which are enough of a part of the character's world that they would know the specifics "When you offer tribute to the Iron God.." / "When you attempt the Trial of Fire..". In these cases I present the move upfront, since the character is assumed to know exactly what he or she is getting in to, when doing the move.

But that is just what I've ended up doing, since it seemed logical. Even when playing AW, I tend towards simulationist gaming. I haven't actually considered what kind of play I might get if I did it differently.

23
Dungeon World / Re: DW Hack: Shadow/Corruption, please comment
« on: May 30, 2016, 08:29:12 AM »
Well, it does get a bit complicated. Something along the lines of

7-9 You are haunted by visions during the day, and sleep only fitfully. 
You may choose to increase shadow, and take 2 XP
If you do not choose to do so, the GM will tell you what your character might do in a fit of madness, if you accept: gain 1 XP
If you do not accept: mark weary

It does end up a bit long

24
Apocalypse World / Re: The new Threat Map
« on: May 30, 2016, 04:57:47 AM »
I haven't had a chance to really test out the Threat Map, but my initial feeling is that I liked fronts better. I don't really need the Map part of the Threat Map since I usually have an actual map of the area drawn, with at least some of the threats right there on it. The direction of the Threat Map doesn't really do much for me, while the grouping of threats in a front helped me see how they were part of a larger problem.

25
Apocalypse World / Re: Seize by force and harm move options
« on: May 04, 2016, 07:09:40 PM »
There is also the simple option of saying, "Oh, then never mind. Turns out it wasn't negligible after all. So 2-harm instead. So you'll definitely have a big bruise, and your arm might be a bit wonky." It is a conversation after all. Nothing says you can't change your mind once new information comes up.

26
Apocalypse World / Re: Fan Playbooks - Coyote and Decadent
« on: May 02, 2016, 10:18:54 AM »
The Coyote's Hx says "On everyone else's turn give the number they give you + or – 1 depending on if you trust or don't trust them, your choice." When is it + and when is it -?

The Decadent's Flows Like Wine also doesn't have a stronger effect on 10+ than 7-9 in my opinion. Depending on how useful you want it to be, I'd either make it:
10+ 2 benefits, no penalties. 7-9 2 Benefits, 1 Penalty.
or
10+ 1 benefits, no penalties or 2 benefits, 1 penalty. 7-9 1 Benefits, 1 Penalty.

And I kinda miss some color for the benefits:
PC gains 1 xp the first time they help the Decadent in the scene.
PC Carries 1 forward against a target of the Decadent's choice.

Just why does that happen? I feel it needs a bit of color to help the Decadent/MC figure out just what is happening in the fiction. For Manipulation/Seduction it is easy enough, because the move speaks for itself. But what is the Decadent doing when he is using the Flowing Like Wine move?

A bunch of the penalties also seem weird, maybe because I again don't know what Flows Like Wine actually does in the fiction.
The target gains Armor +1 against any attack initiated by the move. (This only seems applicable for "PC Carries 1 forward against a target of the Decadent's choice"?)
People in the scene turn against the Decadent (Seems very harsh)
It is known the Decadent tried to alter the scene. (it isn't known if this penalty isn't applied?)
PCs cannot help the Decadent in the scene. (Define help. Are we talking the help/hinder move?)
The Decadent Carries -1 forward on the next roll of the MC's choice. (Works, but a bit boring. Also seems to pit the MC against the character, since he should probably apply that -1 forward when it hurts the most)


27
Apocalypse World / Re: Some character portraits
« on: April 28, 2016, 05:27:45 AM »
Nice. And I must say, Sundown is super freaky.

28
The language, I gave up reading it a couple of sentences in. When I'm learning new rules, I don't really want to have to decipher them.

29
Apocalypse World / Re: A calmer apocalypse?
« on: April 15, 2016, 08:02:13 AM »
Hmm.. I'm honestly not quite sure where I fall as an MC. I don't usually consciously play the gangs as threats. They just are what they are.

So the time I had a chopper, most of the gang was behind the boss, but there were these two guys who just weren't satisfied with his way of leading the gang. So when he failed his Pack Alpha, they'd act up. Not physically attack him, but complain soft moves to turn the others against him. He could have killed them, easily, but that just never ended up happening.

For hardholders, the gangs generally seem to be even more on his side. It is just that they are also acting according to their nature (which he basically chose when building his hold). So savage gangs will abuse the civilian population, and a disciplined gang will rigidly enforce the discipline and the law, and those can cause problems, even if they think they are just doing what their hardholder expects of them. And don't get me started on the trouble Hocus followers usually get into (due to the choices the Hocus made when creating them).

But even with the trouble, the leader types usually manage to maintain something approaching status quo. They just need to put the effort in.

30
I'm intrigued. Though the document is painful to read.

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