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 - Lukas

Pages: 1 [2] 3 4
16
AW:Dark Age / Re: For Plausiblefabulist: Jewish Genealogy?
« on: March 25, 2014, 06:56:01 PM »
Blood of the Covenant, or synonyms for that... "Pact" has too bad connotations, but "Bond", perhaps? "Accord"?

Or just have that particular playbook be the weirdo that doesn't have the same kind of genealogy rules as the others, making them less of a threat to the inheritance of others and justifying their special trusted position.

17
Apocalypse World / Re: Playbook Concept: The Suit
« on: March 19, 2014, 05:36:46 PM »
Yeah, I don't have a problem with the Hoarder having to nick things, it's the fact that it is administrated from the MC's side of the game that bugs me. No other playbook has a mechanic which says "you need to do this now" as bluntly, and which requires the MC to keep track of hold in the same way.

18
Apocalypse World / Re: Playbook Concept: The Suit
« on: March 19, 2014, 04:50:14 PM »
This would definitely be a "don't consider these ideas binding" playbook, specifically intended for an apocalypse with some type of capitalist structure remaining.

Yes, 1-expense should be considerably more than 1-barter. Perhaps the Flush move could be more like the Touchstone's different "hope" things -- as long as the Suit stays in favour with their employer and keeps handing out money, everyone is eager to please and serve them, and they get what they want. However, it should also come with a downside -- the influx of cash should disrupt things, make people debase themselves, perhaps give some bright motherfucker the idea to ransom or blackmail you.

Actually increasing Expenses should probably be intended for more significant expenditures, ones that are "start a new life" kind of money for someone in the wastelands. Remember, the point is that the Suit is essentially a first world person in a third world country, with all the discrepancies in income and ugly colonialist baggage that it implies.

The Hoarder is really my least favourite playbook, at least out of the ones I've played with. As an MC, I found that spending my hold to make the Hoarder want things is not the least interesting, and far less organic than most other mechanics of the game. The less this design takes from that source, the better.

19
Apocalypse World / Playbook Concept: The Suit
« on: March 18, 2014, 06:33:47 PM »
So, I've been toying with the idea of post-apocalypse + cyberpunk. The world below is that of the apocalypse we all know by now, but there are also higher-ups, in the great towers of steel and glass, seeking to use the resources left to maintain their own luxurious lifestyle. The Suit is an agent of these people, sent down to secure their interests. They have enough leeway to do interesting things, but are still ultimately cogs of the corporate machinery.

I'm figuring that the central pillar of this playbook is fucking up the economy like a Western blood diamond trader strolling around in Congo. The Suit has cash, not barter, and loads of it, enough to set anyone up for life, just as long as they can make use of it. Thus, everyone should have access to this move:

Flush: When you offer someone substantial cash payment, take increase Expenses by one and roll +Hot. On a 10+, they do whatever you please, led by the promise of untold riches. On a 7-9, they also do what you want, but either you or they attract unwanted attention. On a miss, your cash is no good here, and you've marked yourself out as a lucrative target. If you use this move on a PC, just increase Expenses by one and offer them to hold one if they do as you say -- if they do, they can spend their hold to use this move, just once (they obviously don't increase Expenses, since they don't have an account).

Expenses is a tally on how your much you're costing your corporate overlords. At the start of every session, roll +Expenses. On a 6-, things are good, no sweat. On a 7-9, (I don't really know what would be suitable here.). On a 10+, management wonders what the hell you are doing. You are cut off from using Flush until you provide some concrete results.

Your corporation has one specific goal in mind. Decide on one threat type: Collector, Dictator, Hive Queen or Slaver (though probably not by outright picking the type -- corporate lingo synonyms of these would be a welcome addition). Whenever you decisively and successfully follow through on your goal (i.e., follows the threat impulse of your corporation), Expenses resets to 0.

Other than that... this should probably be a Hot playbook. "Looks" needs a section on different smiles (cold smile, crooked smile, enthusiastic smile, mocking smile, pearly white smile). Some playbook moves, but probably not all, should cover new things to do with Expenses.

Thoughts?

20
Apocalypse World / The lazy post-apocalypse
« on: February 07, 2014, 04:39:48 AM »
While the spontaneous and group-based setting creation of AW is good at providing a place for the PCs in the world, I often feel as though certain clichés pop up ever so often. I have tried to identify some of them, to make them more avoidable (for myself, if no one else).

The acultural apocalypse: I think this might be the consequence of taking the playbooks' approach to names and gender identity and assuming that this applies for the entire setting. This type of apocalypse has communities, but they don't really have any sense of cultural identity, no common traditions, no celebrations, no common modes of dress, nothing that differentiates them from the next hardhold in terms of who they tell themselves that they are. Even in fifty years, a lot of traditions and shibboleths can become established, so it's probably a good idea to have a more anthropological approach to communities in AW.

The gimmick cult: This is a cult doesn't really seem to have a purpose other than to worship. Its activities are all centered around being part of a cult, with very little that actually makes the cult attractive. This makes it seem shallow, all ceremony and no psychology. I think, perhaps, that the Hocus playbook should come with an extra question: what does your cult promise? That way, the important part of any cult would be front and centre, instead of being an afterthough once you've decided whether they disdain hygiene or are perverse and decadent.

The term 'psychopath': I really dislike this one. It has a clinical meaning, and labelling large parts of the post-apocalyptic population with it makes things dull, about as fun as deciding that they are Always Chaotic Evil orcs. Deciding that large amounts of people of the setting are clinically incapable of empathy or remorse makes the game less interesting, since it removes something that is present in 99% of humans from social interaction.

The 'no status quo' status quo: I sometimes see the term 'no status quo' used to justify why something the PCs created should be impermanent and make no difference. They overthrow the hardholder and institute an elected council? It will fall to infighting and create a new strongman, no status quo. The savvyhead builds irrigation facilities for the desert? There will be no long-lasting agriculture, no status quo. The problem is that this attitude creates a much stronger status quo, one where every attempt at lasting change just becomes another quaint feature of the entropic wasteland that seems to overtake anything. The meta-status quo where every attempt to build something lasting is doomed to fail, because that would be seen as creating a status quo. My reasons for opposing this are also partially political: while "the road to Hell is paved with good intentions" is an interesting motif and a good foundation for tragedies, it is also a fundamentally conservative attitude, one which tells us that all attempts to change things for the better will only make things worse. In order to preserve player agency, and in order to make the 'no status quo' principle ring true, there needs to be room for lasting, positive change of the setting.

21
When you try to make the world a better place, roll +Charity. On a 10+, you do it: pick one thing that improves and stays safe for the rest of the session. On a 7-9, the same, but disrupting the order of things will cause problems for you. On a 6-, you know what they say about good intentions...

22
Apocalypse World / Re: what is the hoarders gear?
« on: January 07, 2014, 06:51:45 AM »
You can have anything, the Hoarder's schtick is all about having access to stuff. Your hoard will want it back at some point, but it'll probably be there for you if you go looking.

23
Apocalypse World / Re: Why the Maelstrom
« on: November 17, 2013, 04:21:45 PM »
For some reason I'm thinking that the Maelstrom could be wonderful if combined with the weird, unbalanced glory that was the sorcery rules of 1e Stormbringer.

24
Apocalypse World / Re: Apocalypse Then: Playing AW in the Civil War era
« on: November 15, 2013, 08:59:47 AM »
I'm now thinking of doing the same for post-Black Death Europe. The Brainer becomes the Witch, the Chopper, the Condottier, the Battlebabe, the Masterless Man, etc.

25
Apocalypse World / Re: Playbook focus: The Chopper
« on: October 10, 2013, 09:39:32 AM »
I think it's quite dull to describe the gang as "aimless sociopaths". Greedy, violent, frequently cruel people, of course, but not aimless sociopaths. This is, of course, because "aimless sociopath" is the most boring character type imaginable. They don't really want anything other than short-term gain, and they don't have any potential for interesting personal development. If the chopper's gang is, for all intents and purposes, indistinguishable from a pack of always-chaotic-evil orcs, the MC has failed in making them seem human.

26
Apocalypse World / Re: Glorantha with Apocalyse World ?
« on: September 14, 2013, 04:22:28 AM »
I'd say that Glorantha is so very different from D&D in terms of expectations and focus that Dungeon World would be a poor fit.

Anyway, priority one should obviously be a Duck playbook.

27
Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: September 12, 2013, 04:54:02 PM »
One interesting thing is that the Skinner, which is all about seducing and manipulating, also has the perfectly earnest "one of them is your friend" Hx option. From most of the other playbooks, you get the feeling that Apocalypse World is a place which has camaraderie, as in "people you've been through bad shit with", and attraction, but precious little actual friendship. The Skinner brings that to the table.

I've always understood that option primarily in terms of its subtext: you only have one friend (if you're lucky,) because everyone else is a tool. The Skinner's moves encourage them to be completely mercenary in their social dealings. They're all about unilaterally making somebody act like your friend, while making it impossible for them to actually be your friend. And not because they stop the other person from being friendly, but because they make you, the character, treat them in a way that eliminates the possibility for a real relationship.

Basically the Skinner and the Brainer are having a fight to see who can be the most socially dysfunctional, but at least the Brainer is obvious about it.

That's not really the way I'm reading it, mostly because most other Hx options in other playbooks are just as focused on how the other person has been or will be useful or threatening. "Tool" is the default state for most characters, but the skinners have something other than that (when we played, the relationship between my maestro d' and her friend the skinner was very much one between equals, so that might colour my perception somewhat). The skinner isn't, at its core, about manipulation. It's about beauty, which also happens to make it good at manipulation.

28
Apocalypse World / Re: Playbook focus: The Gunlugger
« on: September 11, 2013, 03:48:54 AM »
Something interesting I noticed about the statlines: the gunlugger is the only playbook that can start with Weird+2 without it being their primary stat. Has anyone done anything with the Weird potential of the gunlugger?

29
Apocalypse World / Re: Playbook focus season 2, and what about the Skinner?
« on: September 10, 2013, 05:53:34 PM »
One interesting thing is that the Skinner, which is all about seducing and manipulating, also has the perfectly earnest "one of them is your friend" Hx option. From most of the other playbooks, you get the feeling that Apocalypse World is a place which has camaraderie, as in "people you've been through bad shit with", and attraction, but precious little actual friendship. The Skinner brings that to the table.

30
Apocalypse World / Re: Playbook focus: The Operator
« on: August 28, 2013, 07:41:46 PM »
I think the basic paradox is this: the more useful Barter gets, the less apocalyptic does the apocalypse become. If people are desperate and poor, they will likely need every piece of Barter they can get just to scrape by. If they're willing to trade, to pay people for doing stuff for them, it means that there's some sort of surplus that leaves room for a functioning economy with some amount of specialisation. Whenever you as an MC decides that an NPC would be willing to part with 1-barter in order to buy a gun or some other piece of equipment, you've decided that there exists a person materially secure enough to forego enough resources to biy food for a month in order to get some other thing. That's a powerful statement about how the world works! Just like the Maestro D' and the Skinner, the Operator makes the setting a bit more civilised -- in order for these playbooks to work, people have to be willing to pay for stuff other than that which is essential for their survival.

Pages: 1 [2] 3 4