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Messages - Evan Torner

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121
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: December 30, 2010, 07:18:51 PM »
On Burroughs

* He was living in the windmill before any of its present-day residents lived around there.  Presumably, he was the reason why those who left after the Cataclysm did not approach the grounds out of fear of them being "haunted."

* Ergo, his head exploded before the Cataclysm, but may have had something to do with the phenomena that caused it.

* He is known to show up arbitrarily and watch individuals speak when a conversation becomes overly deep or demanding.  Something about enjoying their brain activity.

* It is a generally accepted rule that if you hang a half-dozen dead mice from their tails on his loft ladder, Burroughs knows you want a favor from him.

* Barbecue has had him quietly assassinate at least one member of the community within the last year.

122
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: December 30, 2010, 07:17:14 PM »
On the Moulin Noir






The first one is really just a cool photo of redecorated school buses while the second one more closely resembles what I imagine "the garden" at Moulin Noir looks like.
Rusted but painted and covered in flowering vines, etc. There are definitely swings and lanterns hanging from the axles!

123
Apocalypse World / Re: Scarcity
« on: December 16, 2010, 10:22:16 AM »
Hi Alex,

Wow. Sounds like nostalgia for the early 1990s -- UK raves with no cops, so to speak.

I think your players have several golden eggs they'd like to protect:  a notion of front-room/back-room (i.e. the Hocus' lavish secret bed chamber), a fully-powered sex club, and the feeling that they've carved out a nice, hedonistic existence here in the post-apocalypse.

Scarcity in AW isn't about real lack per se - it's about launching an assault on these things they value and seeing what they're willing to do to protect them.

So rather than just making the generator flicker, have it cut out completely, and the sex party keeps going and getting wilder when the lights go out.  Suddenly, the PCs may get the idea that their equipment isn't what makes the club, it's them (or even the sex).

Or maybe you invite the Hocus into starting a relationship with these two followers.  Or maybe she spurns them, and they take revenge by spiking some of the party's drugs.

As for the nice sense of hedonism, don't let all the PCs have it; at least one PC should be really feeling the effects of the scarcity, and their encounter with this reality can be brought as a force to bear on the fragility/necessity of the club in ways that simply taking the PCs' stuff cannot be (much like present-day relations of the First World with postcolonial nations).

And one final question: would they be willing to commit egregious crimes to protect this lifestyle?  What if a band of 50 orphans show up with a guardian (i.e. like in Fritz Lang's Metropolis) asking for shelter?  Hell: it's cliché but it gets them to start asking some hard questions of their characters!

124
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: December 16, 2010, 10:05:12 AM »
On Hooch and the Trailjacks (by Jim)

Hooch's gang ride on ATVs and 3- and 4-wheel vehicles. They congregate under an old picnic pavilion that's now called 'the Garage'. Each 'cuz has their own hammock stung in the rafters over their bike, with position closer to the center indicating rough hierarchy within the gang. You're responsible for your own bike at all times, including being able to right it and fix it if you get in a jam out on the Trail.

There's 14 riders in the gang (called the Trailjacks) right now, with half a dozen or so named so far:

NOTE: All the gang members are late teens/early 20s, none certainly older than 25, most look younger than they probably are due to poor nutrition and disease. Hooch is likely somewhere in the 18-21 range.

Jackabacka (who, from the actual play reports, is doomed).
Baby  is a similarly-to-Hooch ambiguously-sexed late teen who has the job description "Reminds Hooch of Home".  She's the sister of Spice, one of October's ladies.
Tinker is a clearly male kid, tall and rangy with huge hands, who is the idiot savant of working on the gangs' bikes. He speaks in a fast-talking, slang-laden local accent so thick he's barely understandable, and is generally always working on bikes whenever he's not actually out riding.
Stinky is an obvious boy of maybe 15 or 16, and is the least trusted member of the gang because he's the newest, having just 'Run the Course' a month or so ago.
T-Bone(?) is the best  in the group at finding stuff, she's a squat, thick, girl in her early 20s. She also works as Hooch's translator.
Bullet is another ambiguously-sexed kid, a little older, average height and skinny, called that because of 'his' funny-shaped head, probably early 20s, who is a native of the area.

The gang is outfitted in scrounged logging and mining gear, lots of flannel, demin, canvas coveralls, stuff like that. They all wear mining helmets with the lamps attached to see in the dark, instead of using headlights on their ATVs. They're armed mostly with hatchets, sledges, and other mining and logging equipment. Maybe one or two shotguns and a couple of poorly-maintained, scrounged hunting rifles. Hooch himself carries around a well-made carbon-steel hatchet that has been sharpened religiously over the years and has had its rubber grip replaced with a duct-tape facsimile.

We also established that someone had tried to Run the Course last time along with Stinky, but flipped their bike and was left to to die under it overnight.

(Run the Course: If you want to be a Trailjack, you need to bring your own ATV, which you then use to Run the Course, a nasty obstacle course the gang sets up with help from some of the 'Holders. If you can run it in under the time that Hooch sets, you're in. If you can't do it fast enough, you ain't. If you flip your bike or hurt yourself, you have to keep gong and no one's allowed to help you until you get yourself off the Course., no exceptions. The Hold treats these Runs as entertainment.

The Trailjacks seem to refer to Miss O's place as the 'Moolinor', and all of them call Barbecue 'Big B' and Burroughs 'Crazy B'.

125
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: November 27, 2010, 12:00:17 PM »
We'll start with my impressions of our characters off the top of my head:

Barbecue (Hardholder): A former cook who now runs a 'Hold that stamps out currency and distills booze to make ends meet. His Crew is comprised of hard-bitten men and women from his workshop.

October (Skinner): The Madame of the Moulin Noir, a treehouse brothel made of old buses, in which a semblance of civilization can still be found. October just wants to carve out her own piece of sanity and serenity in this rough world, and she's willing to charge clients for the same comforts.

Hooch (Chopper): A simple, violent redneck who has a gang riding 4-wheeled ATVs to raid and scavenge.  He endorses a rough, survival-of-the-fittest sort of leadership that keeps him in power.

Burroughs (Brainer): The ghost "haunting" the Windmill 'Hold: a strange man with bandages completely covering his face who wears an Abraham Lincoln get-up and sometimes gets into people's brains. He claims his head exploded at one point.

126
My good friend Nathan Hook, an avid LARPer, has proposed to add at least two other dimensions onto the GNS model:

* Immersionism - to sensuously "immerse" oneself in a fictional world
* Attentionism - to get attention in real life via the game in a manner superfluous to the game world (i.e., "I'm trying to sleep with the GM," "I want to get to know him better.")

Questions I've caught before they exit your mouths:

How is immersionism different from Character/World Simulationism or the like?

Immersionism, from what I understand, centers on not only on the experience of psychologically embodying the character (character simulationism) or feeling part of a rich and exacting game world (world simulationism), but both simultaneously.  You've got to look like an elf, be surrounded by things that confirm you're an elf, and psychologically "be" the elf.  360-degree immersion is expected, and players' experiences are ruined when it is not fulfilled to some tangible degree.

How is attentionism any different from the meta-game intentionality inherent in the other GNS models?  I mean, aren't we all clamoring for a bit of attention?

This leads me back to the conversation above, in which motivations in the interpersonal sphere prove more than those relating to the game.  For those familiar with GNS theory, not only do characters automatically assume "Pawn Stance" in this mode, but these hapless pawns are then used to fulfill the extra-game objectives.

Here's an example:

Player1 (playing AW, obviously): So, we can have sex in this game?
Player2 (the target of Player1's affections): Yes...?
Player1: My character begins to affectionately touch your character.
Player2: Um... ew?

And so on. Unfortunately, this motivation does exist, and certain games (e.g., White Wolf, Amber, IAWA) tend to acknowledge it better than others, ergo accommodating it can be considered part of one's game objectives.

Thoughts?

127
Apocalypse World / AP: Appalachia, Windmills, Treehouses
« on: November 24, 2010, 04:23:26 PM »
So, Jim mentioned our game with my wife Kat, Meg and Vincent a couple months back (see below).

Re: Your Group's 'Feel' of AW

When we sat down to start our new game, I mostly had the standard wasteland kicking around my head, but sort of amorphous and unrefined.

When our MC said, "OK, here's what you need to know to start: Appalachia, Windmills, Treehouses..." it was sort of like a bomb went off in my head.

The idea of a skinny, inbred, albino Chopper leading a gang of redneck teenagers on mud-encrusted fat-ass 4-wheel ATVs wearing mining helmets with headlamps threw itself up in my mouth immediately after.

The water? With the pretty rainbows? Seriously, don't drink it.

-JC

I've been the player keeping the utterly informal play reports.

Vincent and/or Meg - shall I post them here as well as by e-mail?

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