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Messages - Allison

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31
Apocalypse World / Re: Hard moves for Sharp/Hot
« on: September 23, 2011, 04:18:29 AM »
Well, first off, just saying "it fails" and not specifying further consequences is appropriate. Not every miss needs to result in a hard move--sometimes it's just a miss.

That said, when you want to make a move on a player who fucks up a read or manipulate roll, you can try turning their move back on them. For instance, on a failed read, you could ask them a question and have whatever person or situation they were trying to read act on that knowledge. On a failed seduce or manipulate, they may harden their target's position and make it even more difficult to dislodge them, or perhaps just plain piss them off if they're particularly clumsy about it. You could also have the target end up manipulating them instead, making them act under fire if they don't accept the target's counteroffer (offering them a carrot probably isn't as appropriate for a failed roll).

I've had MCs react to a missed read roll by having the situation read the would-be reader and to a failed manipulate by making the target even less compliant. Not sure I've seen the reverse-manipulate before, but if memory serves, that's how it works for the skinner's hypnotize ability, so it seems like at least some of the time it would probably fit for a failed seduce or manipulate.

32
Apocalypse World / Re: Scarcity of atruism and reason
« on: September 23, 2011, 04:07:36 AM »
Just because an important NPC has a threat clock doesn't mean they're necessarily an enemy or even not a friend. It just means that they they have their own motives and sometimes do shit the players don't like, and that the players can try to mitigate this by maintaining the relationship, keeping the NPC's needs and concerns in mind, and acting to lower their threat clock. In other words, they can keep a relationship going well by actually acting to maintain it. Kind of like in reality. Being able to make someone into a dedicated ally by rolling 12+ on a seduce or manipulate roll is just convenient, in that it gives you more leeway in getting around those things and means the NPC won't at some point end up acting on a problematic impulse.

33
Apocalypse World / Re: When to use Manipulate
« on: September 23, 2011, 04:04:13 AM »
When the party in question is inclined to just plain accept the offer as it is, you probably don't need to call for a roll to manipulate, unless the offering player wants to do so themselves. When the other party, however, would have reason to stop and consider and maybe counter-offer or decline, then a roll to manipulate may be called for.

Of course, manipulating the savvyhead may have ended up being good for them both--did it? When you manipulate another PC into accepting an offer, you can offer them more than whatever tangible benefit you put on the table--you can also offer them an experience point, which everyone loves. My angel may have manipulated (or, well, seduced, by virtue of "you're cuter when you're alive") our driver into buying herself some armour after she got badly wounded in a firefight, and thus our driver ended up doing something that was good for herself and she got XP out of it.

34
Apocalypse World / Re: Choosing names from the list
« on: September 20, 2011, 05:21:40 PM »
I think I'm seeing a pattern here.

If you don't have a name in mind and need one, the lists are great.

If you already have a name in mind (and it's not, like, completely out of place for the setting), use that.

35
Does changing playbooks wipe any of your ungiven future improvement slots for re-use, like +1 any stat, or is that strictly a One Time Only deal?

36
blood & guts / Re: how the stats balance
« on: September 18, 2011, 02:42:02 PM »
I remember that about the driver! Yes, the driver's stat line is correct. Otherwise the driver could start play with Hard+4.

Could it? I know it could get up to Hard+4 (in their vehicle) inside of one advancement, but I wasn't aware it could start that way (small difference). I was thinking a stat point added into that line would be in Cool, Hot, or Weird (Cool seems appropriate for a combat driver), not bumping Hard up to +2, which would actually unbalance it again by the standard Driver formula.

(Brief off-topic Driver Q: Is the power+2 looks+2 0-armour weakness+1 car stat line supposed to be a motorcycle?)

The operator looks like an error to me too. My advice is: choose one of the other stat lines, or a dumb error on the designer's part will screw you out of 1 stat point.

Push MC to make a hard move, MC disclaims responsibility instead. Ain't that the nature of the beast. *fistshake*

37
Apocalypse World / Re: Frustrated
« on: September 18, 2011, 02:27:47 PM »
I would add: Be mindful of the risks--don't back down from making a move on something you want on account of a reasonable amount of trouble, but don't pick fights with an army over a quarter, and consider trying less-hard moves (like reading, or getting allies, or casing the joint, or finding out where they sleep at night, or just waiting until someone doesn't have backup) to stack the odds in your favour before making a hard move in dangerous circumstances.

Make those moves, though. If I were your MC (I'd be a shitty MC for many reasons, but I won't get into that), I'd be sorely tempted to throw some moves at you to make inactivity far more dangerous than making a move.

38
I will say one thing that bugs me is that at some point, you have to change classes if you want to continue advancing rather than change characters--you just kind of run out of improvements (in some cases, entirely, or in others you just run out of improvements that fit the character). And that has its own issues, as you may have a lot to give up (and that's wildly uneven: characters heavily focused on intrinsics, like the gunlugger or skinner, are going to lose a few toys at most; characters heavily focused on extrinsics lose a shitload) just to keep advancing.

What didn't occur to me, however, is automatically crossing off advancements you are unable to take due to already being "maxed" in some regard (well, it did, but the implications didn't). Can you really do that, and does it count towards getting to (or back to) the ungiven future advancements?

39
blood & guts / Re: how the stats balance
« on: September 18, 2011, 12:53:47 PM »
For the Hard, yes; she's a combat driver. (It appears to be the only Driver line with Hard+1. Hard is a pretty damn powerful stat, as I learned playing Daryl the Muscle who is a bloody fucking runaway freight train who has been described as a "murderous gorilla" by her enemies and a "monster" by her own goddamn employer) so I could see that being the reason--but none of the other playbooks put that kind of premium on Hard. Then again, none of the other playbooks are driving a 3-armour tank with 3-harm close/far area machine guns strapped to the sides that also gives them a +2 on aggro/seize rolls, so that might be a loaded comparison.

The Operator, however, doesn't appear to have anything remotely like that going on. The stat line is kind of boring and doesn't really have anything that seems to be at a premium (just Cool+2 Hard=0 Hot=0 Sharp+1 Weird-1). It couldn't be that it's a line with Sharp+1, as the Operator gets other stat lines with good Sharp and no such premium. It's also not that it gets a penalty to neither Hard nor Hot, as there's an Operator line that actually gets +1 to both of those (and it's the only Operator line that gets a positive Hard, and it doesn't even have a Sharp penalty, just the same Weird penalty 3/4 of the Operator lines do--Cool+2 Hard+1 Hot+1 Sharp=0 Weird-1). I could see balance reasons to put a higher premium on Hard+1 for the Driver, but the Operator line genuinely comes off as in error, unless there's something I'm missing.

40
Apocalypse World / Re: Laying On Hands
« on: September 17, 2011, 02:04:12 AM »
2Allison:
I really think it's just because Touchstone, while being a leader, is reality-grounded. He is not weird, his belief is a human belief, an idea without Maelstorm to support it. Pastor Book could not heal Kaylee by his belief alone. It doesn't make him any less spiritual

Oh, very true. It just made my paladin-wannabe friend a sad bear.

41
blood & guts / Re: how the stats balance
« on: September 17, 2011, 01:58:27 AM »
Oh, I'm aware. I'm just wondering how they should be amended, or if you decided to leave them that way for balance reasons or something along those lines.

NINJA EDIT: The gods are perfect? Even that sounds awfully idealistic for you, Vincent.

42
Apocalypse World / Re: Experiences with custom playbooks?
« on: September 16, 2011, 06:49:42 AM »
In one game I'm playing in, one of the players is playing a Ruin Runner. In another, one of the players is playing a Tribal. Both characters are pretty fuckin' awesome, though there are things I'm personally of a mind to pick apart. (That said, between the two, the Ruin Runner seems a little more debugged, even if canny needs a layer of polish to bring it in line with existing Hot-replacement moves.)

I'd like to try the scholar, but it's not quite in alpha yet and the maker seems a little absent.

43
Apocalypse World / Re: Laying On Hands
« on: September 16, 2011, 06:26:34 AM »
This is perhaps moving just a tiny bit off-topic, but with the thread named what it is, it has to be said.

The Touchstone has shitty Weird, which makes them terrible at using this move. This is a little saddening, as we all know what everyone would immediately start thinking of a Touchstone with healing touch (and the Weird to use it) as. Now the question is, is the Touchstone's shitty Weird an attempt to prevent such shenanigans, or is this entirely coincidental?

44
Apocalypse World / Re: Choosing names from the list
« on: September 16, 2011, 06:05:14 AM »
Because I'm bored and trawling through old posts...

The list of names is nice as a list of suggestions, but that's about it. People do pick their own names (believe it or not), and the books give lists of names that make the implication that there is not, in fact, a scarcity of names (what with the wide variety of kinds of names there are, from cars to movie stars to religious-hierarchy positions to plain old everyday-modern-people names), and being expected to stick to the names for your playbook is kind of silly given that the name you're given doesn't have any realistic bearing on your profession (some of them sound like they would have been acquired after coming into the profession, granted), and yada yada. Example, just because it's so close at hand: My name is supposedly that of a hardholder, yet I'm clearly a brainer or driver (barring the special for the latter, admittedly; my issues are a kind of polar-opposite can of worms).

But, yeah. I just went ahead and named my characters as I pleased (a modified gunlugger, the muscle, named Daryl, and an angel named Vivian, and a one-shot brainer named Allison), and assigned looks as I pleased, and that was that.

45
blood & guts / Re: how the stats balance
« on: September 16, 2011, 04:42:24 AM »
Sorry to necropost, but serious question:

Did the "one-point-short" stat lines of the Driver and Operator ever get fixed? In the playbooks I downloaded (wasn't more than a few months ago), they're still a point short. I don't know why it's been bugging me, since I haven't played a Driver or Operator, but someone in a game I'm in is playing a Driver and using the one-point-short line and so it's been sitting in the back of my head whispering to me like the goddamn maelstrom.

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