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Messages - help im a bug

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16
Apocalypse World / Re: Help me "get" the basic moves.
« on: April 04, 2012, 03:34:43 PM »

Is Go Aggro always basically coercion by threat of force? Is the only difference between Go Aggro and Manipulate the difference between physical force and some other kind of force ("out of my way or I'll knife you" vs. "out of my way or I'll tell Duke how you've been sleeping with his girl")? Either way, with Go Aggro or Seduce/Manipulate, there's always a "choose A or B" element to it, where you're sticking somebody with a tough choice?

Yes, Go Aggro is coercion by threat of force. One of the key differences between Go Aggro and Manipulate is that, when you Go Aggro, you can't be bluffing; you always do the harm you are threatening to do.

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Is the consequence of a move ever another move? (i.e., if I Go Aggro on someone to try to bully them into giving me a case of supplies, and they decide to force my hand and suck it up, can I decide that my consequence is, instead of inflicting harm or whatever, to Seize the supplies By Force? Or is that stupid, and I should have just skipped directly to SBF if that was going to be my ultimate intent?)

You do the harm, but I think you could just do another move to Seize By Force afterward

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What about situations where a character wants to use violence, and that's it-- no ultimatum like GA, no motive to acquire something like SBF? If Tom's a psychotic bastard and somebody needs to put him down, and I decide that somebody's got to be me... what's my move? Am I Seizing (his life) By Force?

There doesn't need to be a move every time. Though in situations where you don't want something from them and you're not in any real physical danger from them, I like to use Act Under Fire to get away with it clean.

17
Apocalypse World / Re: AP: The Leviathan
« on: March 14, 2012, 09:35:56 PM »
I thought it was masterfully MC'ed.

18
Apocalypse World / Re: 1 player game?
« on: March 14, 2012, 03:50:39 AM »
Haha in my first reading of this post I thought your question was wether AW is suitable for solo-play!

How's that for weird guy in mom's basement? ;)

Hey, I did this. I wanted to see how AW worked as a fiction writing tool.

I randomly created six characters, using dice to choose playbooks, look, name, moves, stats, and Hx. I thought about the people I'd created, and the questions their Hx assignments led up to.

Then I chose one of the implied scenes, Sundown the Brainer helping Frog the Faceless do something terrible.

I started writing. Then, when it seemed that someone was making a move in the fiction, I rolled the dice to see what happened.

It went from there.

19
Apocalypse World / What I Learned about AW at Con of the North
« on: March 05, 2012, 04:44:31 AM »
A couple weekends ago, I ran a room at Con of the North in Saint Paul, Minnesota.

I participated in three games of Apocalypse World there; I was the MC for one of them. Now that I've recovered my sleep and collected my thoughts, well, here some of them are.

Apocalypse World: basically a Lacuna hack
I ran three sessions of Lacuna over the weekend. It was my first time running Lacuna since I first ran AW last year. I was struck by how unexpectedly similar the GM role felt in the two games. When you run Lacuna, you track Static, which increases when the PCs do certain things. And whenever Static increases (most commonly, hey, when someone fails a roll), there's a list of things you can do. I found myself barfing forth surrealistica a lot.

Also, the books have similar approaches to the setting: really broad tonal strokes of color with a few precise details scattered throughout. But most of the space left blank. This seems important.

Maestro D: best playbook, or bestest playbook?
Holy crap! I got to play Jackbird, the Maestro D, in my final game of the con. I'd never seen one in play before, just read the playbook. Wow, it's a hot little box of plot generation in play! I don't think Jackbird ever left his establishment. He wanted something/one, he used fingers in every pie and, well, something showed up. My first roll of the session was a 12 to make Jackal, the Hocus, arrive at his castle. Jackal's player was like "when should I show up?" and I was like "LIKE MAGIC" and the MC was like "well, you're putting the word out, gotta keep it realistic" and I was like "THIS IS SOME AWFUL SLOW MAGIC THERE BETTER BE LIKE FORTY BUNNIES IN THAT HAT"

Oh, also, the special wasn't as boring as I thought it would be. It worked really nicely when I hooked up Allison the Hardholder with some stolen food.

Fun for the whole family!
I'm heading to North Carolina to visit my folks soon, and they've been asking me what this whole role-playing thing is all about anyway. I've been considering MCing Apocalypse World for them, but I get hung up on the idea of running a game where sex is so central to the characters.

So, waiting outside the room for the Jackbird game, I and Cait, the MC, were joined by a mom and her teenaged daughter. Cait was like, "Um, have you played Apocalypse World before? It does say 18+ on the event description" and the mom was like "Yeah, we thought the tickets were for a Call of Cthulhu game, but she's 18 and I can totes handle anything" so we went with it.

Well, the daughter fucking got it, like immediately. She made this Hocus, Jackal, and was like "My Hard's highlighted, you say? Seize your *face* by force." The mom seemed kinda bewildered by the game, like she was waiting for the real plot to start.

Spaceships are scary places
The session I ran was on an enormous, decrepit space station. And it was way more of a horror game than I'd intended. I realized that it was because, in previous games, when the PCs fucked up a settlement or hardhold or whatever, they could just go somewhere new on the map if they really wanted to. With that option out of the way, they really had to stay and face their consequences.

Also, it was really cool winding up with a much more heavily mapped area than I had before. At one point, the Skinner was arrestingly stripping, and, suddenly, I realized I could draw lines of sight to see who actually could see him. Also, he was by the docking bay window, so I had Mice, the head Earth-trader, crash his personal craft into the side of the station, since he couldn't pilot his ship anymore. SO HOTT.

20
Apocalypse World / Re: Daredevil
« on: March 05, 2012, 01:34:46 AM »
As far as I can tell, Daredevil doesn't give the car more armor, just the driver.

21
Apocalypse World / Re: Road wars
« on: March 05, 2012, 01:30:46 AM »
What move is being used?

If I'm using my car to seize, say, the other driver by force, and I describe ramming my car into the side of his, then dealing 3-harm to his automobile, with 2-harm AP blowing through to the driver seems appropriate.

I think the driver's car should take damage appropriate to the vehicle being hit.

22
Apocalypse World / Re: Sniper
« on: February 28, 2012, 06:55:16 PM »
The story was unclear; I meant to make it clear that the Gunlugger *is* the invisible gunman, and this other guy is pretending to be for barter.

23
Apocalypse World / Re: Sniper
« on: February 28, 2012, 12:06:59 AM »
I was kinda daydreaming about this scenario.

Half a chopper gang returns to the hold, talking about how they got mowed down by an invisible gunman on the road.

On the side of another road to the hold, someone finds a car with corpses in the driver and passenger seat, one shot for each through the windshield.

Rumors spread. Someone coins a cool, scary nickname for the invisible gunman. People stop traveling to and from the hold.

The hardholder sends out five of her best to go hunt this guy down. Four of them are found dead. One returns to the hold with his tongue burned out and thumbs shot off.

A man shows up in town, calls himself the invisible gunman. Snaps the necks of the two gang members who try to arrest him. Demands to speak to the hardholder. Makes a deal: he'll stop hunting on the roads by her place if she gives him, I dunno, 15 barter. She caves.

When you hear about this, Gunlugger, what do you do?

24
Apocalypse World / Re: Sniper
« on: February 27, 2012, 06:13:35 PM »
I'm pretty sure the instinct to punish the player for playing a psychopath is not one supported by the system. You're supposed to be a fan, not a moral authority.

He didn't "goof". You don't need to show him that he made a mistake--because he didn't.

In a sparsely populated anarchy, murdering passersby for sport is just another thing you can do.

Your only responsibility is to have people behave realistically and make his life not boring. That doesn't mean changing the situation with 'gotcha' type traps.

25
Apocalypse World / Re: Sniper
« on: February 22, 2012, 12:39:20 AM »
I'd have it be all acting under fire not to be seen.

If he wants to stone cold murder passersby, he can just do that.

I mean, make everyone human--I'd have some of the gang try to tend to the wounded and maybe escape with them. Surely they just break and run if this lasts more than a round without them locating him.

Does he have something he wants to get out of this, or is he just killing for sport?

26
Apocalypse World / Re: The Touchstone and the Quarantine - questions
« on: February 16, 2012, 03:23:52 AM »
What I've found is that, while the Touchstone sex move looks like it discourages sex, in practice, that's not the case. It encourages love.

27
Apocalypse World / Re: Firefly -> Apocalypse World?
« on: February 14, 2012, 07:01:12 PM »
River is a Quarantine. She brings psi-harm into the game.

28
Apocalypse World / Re: Names and their power
« on: February 08, 2012, 03:01:06 AM »
In my experience, players have mostly been eager to choose names from the lists. I'd say 65% of PC-named characters in games I've been in have been from the lists.

29
Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 26, 2012, 12:32:37 PM »
Not yet. Will play it this week, if all goes as planned.

I'd recommend playing the game as written for awhile before deciding whether to change it :)

30
I'm gonna try the same thing with a bunch of Library Science students soon; AW or maybe InSpectres. Tell us how it goes.

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