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Messages - DWeird

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106
Apocalypse World / Re: New Playbook: The Lost
« on: January 19, 2012, 09:54:56 AM »
So this is basically the protagonist of Memento, yeah?

I will tell you what I love about this character that doesn't have anything to do with his moves, and that's your chosen statlines for him - low cool. Dude is manipulable and gets into trouble. Sweet!

For gear, you should totally have a clue or a memento of who you are.


One thing I don't like is that this is a very self-absorbed character concept. The playbook makes the whole table's story about the one guy - much like the Quarantine playbook does, say, but the table doesn't get anything back - you have a Quarantine, you get to find out how the apocalypse really happened!

All of the original playbooks have not only a solid theme going, which this has, but also a solid, uh, social function - they do things to other people, hurt them or manipulate them or trade things with them or order them around. You should think about what a Lost does to other people that makes him be still around.

Maybe, like in Memento (or any amnesiac assassin movie), his loss of memory is used to manipulate the Lost into doing dirty work for the persons who are 'helping' him (a simple change of Hx questions could achieve this effect!)? If you want this, you could reduce the sharp line a bit (sharp is experience, after all... where does a Lost get that?) and increase Hard accordingly.

Whatever he's forgotten should also be a big deal - it should matter not only for the Lost, but for everyone. Maybe, like, what he's forgotten is what the maelstorm is? Seems appropriate for the basic character concept, and would get the whole table invested into the Lost's story... "Roll +weird, on a 10+ the MC will tell you what the maelstorm wants. If you give it what she wants, it helps you out, just this once."


The moves... I'm sorry, but I don't like them just because I'm lazy and they're long.

That said, details.

Whispers of the past. How is it different from a regular open your brain move?

Echoes of the future is weird. Seeing a person's future is cool. Controlling what it is? Different thing. "My loved one will be rescued from this world by super nice space-aliens within a week!" "The person I have tied to this table will die within hours!" A "MC tells you" clause could work better, and would totally rock for causing conflict. You have sex with a person and find out that within minutes they're going to die! The ages old "you know fate but can you change it?" question, and you get to play it out.

Deja vu is kind of awesome, but, uh. The Lost can actually turn back time? That is freaky enough to make a whole playbook out of. How about this instead, keeping with the same theme:

Deja vu - remember it or not, you've been around. When you're in danger, roll +weird. On a 10+, you get a vague memory of yourself dealing with a situation much like this one. You can now roll +weird for any of the basic moves, just this once.

Infectious amnesia I just plain don't like. It's a mindwipe - use it often enough, and you're surrounded by empty shells of what used to be people. Boring and not too PC-friendly. Maybe, like, instead of deleting memories, it copy/pasted them, either into your mind (Johny Mnemonic!), or into the maelstorm?

Pulling memory's strings - eh. I pull out a long lost memory of a person and I get a +1 to a manipulate roll? Could be a lot simpler. "When you know something about them they'd rather stay hidden, roll +weird instead of +hot to manipulate them." Lost already has a good-ish hot, so I don't know about this.


And the whole stress mechanic... Do you really need it, as written? It's a bit bulky, and it has the downside of making all of the Lost moves mechanically Lost-specific. You could do with this instead:

When you find out something about your past you didn't know, you're acting under fire from your past. If you fail, you freak out and get lost in a flashback of a memory and confuse real people and things with those from your memories.

Does mostly the same thing you wanted it to, yeah?


I really like the underlying idea, but it needs some serious polishing.

107
Apocalypse World / Re: what MC move to just describe ?
« on: January 19, 2012, 03:39:11 AM »
This seems like an interesting problem, actually. I don't have anything to say about AW rules being advice-y, but I don't think thet really leave you in the dark in this particular situation.

Your initial problem went something like this - "I want to describe things in the game, but I think the game is stopping me."

The only thing that changed is now, when you want to do things, you can. When you want to do things but can't, the rule you were relying on is still there to be relied on. To feel more at ease with AW's rules, you could look at this post: http://www.lumpley.com/comment.php?entry=594


Is your last campaign the one you posted about on these forums?

108
Apocalypse World / Re: what MC move to just describe ?
« on: January 18, 2012, 04:59:46 PM »
Sorry if my off-hand comment hurt you, Nocker. Didn't mean any harm with it - it was just, at face value, your initial question sounded like "how do I describe things in a roleplaying game?", which just seemed strange. No hard feelings, I hope.

Thing is, I don't think there is really a rigid conversation structure (there's an emergent one based on MC principles and player moves that ask questions, but that's different).

So the thing you mentioned (when the room goes silent and everyone looks to you...) to me seems not like a rule that says when an MC gets to talk, but a prompt in case of an awkward scenario. It's a reminder of the tools you have available, when there is a lull in game activity and the players look at you expectantly. If you already know how to fill that silence, you don't need the reminder.

As for when you use a move and when you don't... Maybe it's worth looking at it a bit differently? Like Christopher says, a MC is in a conversation, is "just describing" all of the time. Some of the times, what you're describing also happens to be a move, but not necessarily so.

Now, most of the stuff you'll be saying will in fact be moves, I'm sure - you use move when things happen and things happen often in AW. But moves are not primary in the way talking about what's happening in the fiction is.

So you don't use moves and not-moves, you just talk and sometimes use moves while talking.

Edit: A bit of this is a cross-post with noclue. Sorry for any redundancies.

109
Apocalypse World / Re: what MC move to just describe ?
« on: January 18, 2012, 10:29:07 AM »
No offense, but this sounded a bit like a "how do I breathe?" question. :) You don't do moves to describe, you just describe. There are no moves to describe stuff because moves are a MC tool to make things happen in the fiction. Description isn't making things happen in the fiction, it's just makes it be.

As far as I know, AW does not have any rules that directly affect who's turn it is to say things or describe stuff, so you just do when it comes naturally.

Or is there something in your game that's activelly stopping you from putting in descriptions of things in when they're needed? If so, we probably need the details.

110
Apocalypse World / Re: New Playbook: The Abacus
« on: January 17, 2012, 05:29:38 PM »
They don't have to be unlikable, no. But by definition they have to be the kind of person who has a professional hitman in constant employment. "Inevitably" in the my sentence before meant that there's a strong drive for it due to fictional reasons, not that you will necessarily have to pick what kind of unlikable your boss will be at chargen.

111
Apocalypse World / Re: New Playbook: The Abacus
« on: January 16, 2012, 11:23:50 AM »
Thanks, that's very useful to me. Yes on all counts, but I feel like I should explain Thorough better.

I don't think a torturer (or someone who really knows human pain) is necessarily going to be able to get information he wants from the person he's hurting. He is, however, going to be able to find out the weakspots in his victim's psyche. This is both a real life belief, and a game mechanic that protects player characters.

What Thorough does, then, is not resolve the whole interrogation scenario, but set it up. That's the thing that makes a post-torture interrogation a viable thing as something that can be played, I think. Difference 'tween "you've been tortured and this is what you told them" and "you're stuck in a small room with this man who has been hurting you and knows more things about you than you do."


This is a kind of idle wonder moment, but... I think the Abacus is kind of set up to be an antagonist. I mean, not necessarily, but it is much easier to create a character that other people love to hate than anything else. He couples brainer-like asshole moves, but will also (unlike the brainer) have an asshole starting situation, working for someone highly unlikable.

Which... Might be a good thing? One of my favorite AW campaigns actually happened with fairly adverserial PC relations, and after a certain point it's really hard for an MC to provide anything of the like in NPC form.

Edit:

Oh, and yeah, a thing about the sex move!

So the thing about the sex move. An Abacus starts out dangerous and difficult to approach and completelly untrusting of people. It is perfectly legit to stay that way throughout the game, more power to you!

But, say, you want to play against this thing that you're stuck in, you want to be close to another human being. That is cool, that is totally something I want you to do. I made the playbook so you could do that. But? Nothing in the playbook helps you do that, and a lot of stuff, the sex move especially, hinders it.

So when an Abacus does get a real relationship, it'll totally be a thing that's important. Or when an Abacus tries to get a relationship and has his worst fears confirmed instead, it'll totally be a thing as well. Or when an Abacus tries to get a relationship but still wants there to be *walls* between him and the other person, it will also be a thing.

That sex move doesn't look the part, but it is the heavy-duty lifter of the playbook. It is, in fact, the one thing on it that I am most proud of.

112
Apocalypse World / Re: New Playbook: The Abacus
« on: January 11, 2012, 10:44:46 AM »
Paul - heh, yeah, that's exactly the inspiration. But I'd like it to be something that the Abacus or people around him would say (compare: "Oh shit! He's like a fucking ghost!", or "Yes, well. I'm thorough"). Easier said than done, of course.


I've thought about various plan/manipulation moves, but there's a problem with plans - they're only really interesting when they fail. I'd rather have planning be something that emerges from the fiction - the Abacus needs to hide and know stuff for his moves to work, so he examines places and researches stuff. Plus, I'd rather have the Abacus manipulation-weak. "Sucks at people" is his big glaring weakness, after all.

The idea behind Problem Solver is that the Abacus, in whatever his responsibilities are exactly, is a touch above as a hired professional, and so helps his employer prosper. That's where both extra barter for the employer and fatter paycheck for the Abacus come in.

Not that good a move though, I agree.

Okay, so. I thought I'd maybe split Thorough into two moves -

Making it count - any time you inflict at least 2-harm, you can choose to also cause some lasting pain or break something important.

Thorough - any time you take the time or effort to really hurt someone take time or effort to closely observe someone seriously hurt, roll +cool. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to ask questions:
* What weakness does your body exhibit?
* What are you hiding from people you trust?
* What would you die for?
* What do you usually do to dull the pain?

The questions are either physical things you find out by watching how a body reacts to pain, or uncomfortable truths a person reveals when they're pushed to the limit. Pushes any session with an Abacus into fairly dark waters, but, uh, lets say that's a good thing.

Or heh, not necessarily. I looked at the new Thorough move again... And it's basically like any House MD episode. Made a slight change to reflect that insight.

113
Apocalypse World / Re: New Playbook: The Abacus
« on: January 10, 2012, 06:25:13 PM »
Yeah Christopher, I'm good. I'll think of a variation for Eye for Detail, then. How about this:

Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.

Less mechanically useful, more fictionally useful. Not in love with the name - the meaning fits perfect, but putting 'blood' in anything makes it about something visecral, which an Abacus is not. Ideas?

(Oh, and - The Scholar playbook has a very similar move. I've actually thought of the general gist of the idea independently, but the Scholar was certainly the first to put it in a playbook!)


Here's the new wording for Lethal - whether using a weapon or not, always inflict at least Cool-harm, before armour. If there's a weakspot you know of, ignore that armour and do ap-harm instead.


For the Tools replacement move... Wanted something that depends on a relationship with someone else (possibly a PC). Something like the Savvyhead's Oftener right, but not really:

Problem solver - as long as you're doing your job, when someone who employs you gets profit in barter, they get +1 barter. When you get paid, you get +1 barter too.

Might get the Abacus easier to find a new job after his old boss inevitably bites it, and explains why he gets employed, too. Barter's not always really a good incentive for players, though... And "doing your job is vague", as it's not clear when you fail at doing your job.


Here's the problem with Thorough, I think (thanks for the observation, Paul - that was what jostled me into this insight):

It's a move like Merciless or Bloodthirsty are moves, which is to say... Not really a move. It's not at all clear what's changes in the fiction when it applies, and it has an insanely wide area of application, because it's an addon to any actual violence move you can make.

For example, when I was thinking of Thorough, I thought of three possible situations where I'd like it to apply - a fair fight, a bloody interrogation, and demolishing a building with explosives. The result - the move is wishy washy, and does two things where it should probably be doing one. First, it allows the Abacus to basically score "critical hits." Second, it allows the Abacus to learn stuff from someone by hurting them.

I like both of these two things. The fictionally-defined damage one I like because I like fictionally defined damage. Violence can be fairly easily forgotten after it happens in AW, but a run in with an Abacus leaves scars. The learning by hurting I like because it says something about how the Abacus approaches the world - method, not trust. Not sure how I get them yet, though.

114
Apocalypse World / Re: New Playbook: The Abacus
« on: January 10, 2012, 09:21:09 AM »
Naw, Lethal is comparably weaksauce (aside from the possible ap tag). You do the cool-harm as normal and then it gets modified by the armor as usual (unless the ap rule applies). It doesn't really do much in regards of increasing an Abacus mechanical killitude, as 2-3 harm is already baseline harm for most weapons.

What it does is make the Abacus impossible to disarm, and he can do cool things like kill dudes with bare hands or random household objects. It's a lot like a Battlebabe's Impossible Reflexes in that regard - it gives a bonus that's already covered by Battlebabe gear, but is thematically apropriate and has a few possible uses in the fiction.

The current iteration of Like a Ghost is exactly like a specific interpretation of Acting under fire, yeah. Generic acting under fire is very much a "it depends" move, though, and Like a Ghost tells you "hell yes, you can do this." It's a bit like taking an optional move and making it a playbook move instead (like the Maestro'D does). Here's a small change to further clarify the general idea here:


Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.


An Abacus shouldn't very good in a battlefield, but he should be good at killing, which is different. As far as I can see now, an Abacus *can* be as good at violence as a Gunlugger is, but to achieve that, it will usually take him two or more moves to a Gunlugger's one - an Abacus needs to set up properly for violence, hide and learn the opponent's weaknesses, the Gunlugger does not.


Oh, and I'm thinking about about the Employer section, but haven't yet picked how exactly that will work.

115
Apocalypse World / Re: New Playbook: The Abacus
« on: January 09, 2012, 08:35:20 PM »
Waaait, reading a person doesn't confer a +1? News to me.

Like a Ghost has problems, yeah. My original intention was to just say "you never fight gangs, just people", to illustrate the personal nature of violence for the guy. But that's weird because getting shot by six 2-harm pistols can be worse than getting shot by a 2-harm small gang.

How about this?

Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted. On a 7-9, one of them notices you - either hightail it or trade fire.

This preserves the thematic core of the move, but makes it a less roll-for-results-alone and more of a longer setup thing, possibly influenced by other players' moves, too. You need to get hidden, which will usually call for an under fire roll, and opposing player characters (but not NPCs) will be able to render the "appear from nowhere" prerequisite null by a simple read the sitch roll. The move itself is now basically a version of act under fire, with the only change being from "the rules allow this interpretation" to "you can totally do this."


Lethal isn't that powerful, really. 2-harm (or 3-harm after two advancements) isn't really that high, and the ap-thing is just a rule that's already around (if you shoot someone in their exposed face, their body armor doesn't help). Plus, it still needs another move to actually inflict the violence. Dangerous on a character a few advancements in, but then again, isn't everything?


Thorough I like! It's all about the Abacus changing the world or learning about it by making it worse. The move has its problems, but "break something important" is actually one of my more favorite bits. "Break" doesn't mean "destroyed", after all. Oh, and yeah, you actually have to *inflict* the damage done, so if armor negates it, tough luck for the Abacus.


That statline is a miscalculation, thanks. Should be, say, Cool+2 Hard+2 Hot-1 Sharp+1 Weird-2.


Tools of the trade I think I'm just going to get rid of, by the way. Abacus is not about guns nor making them.


Which means I need a replacement move.

116
Apocalypse World / Re: New Playbook: The Abacus
« on: January 08, 2012, 02:59:47 PM »
Lack o' genders - no reason other than me forgetting. Consider them added. Eunuch too, maybe?

Christopher, yes and no. An Abacus is supposed to be very dangerous if you're alone in a room with him, not that good in direct combat (think of the times that an "I attack him!" is resolved not by go aggro or seize by force, but by acting under fire of getting caught, and you get a good idea of ), and also good at getting and acting on information.

The getting and acting on information is not really there from the moves as is! I'd love something that would interface with either Aware or Eye for Detail (or just generally having read-hold), but haven't thought of anything good.

Oh, and yeah. Eye for Detail is for reading people, not sitches. An Abacus has difficulties getting people to do what he wants, but he understands them quite well.

I'm not fully happy with the last pick for Thorough - the player-to-player thingies are always an issue regardless of the move in AW, and they get worked through by paying closer attention to what exactly is going on in the fiction. There is a problem in that it runs against the AW principle of letting the other player have a choice in the matter though, I guess? It creates a roadblock and not a pricetag for an action.

Thorough as a move idea I like, though - it lets an Abacus learn about an opponent... And also doubles up as a lot more violent version of a Brainer's Deep Brain Scan.

As for 'getting' the Abacus... Yeah, it's difficult, right? There's nothing on the sheet as is that says what an Abacus *does* in the fiction, which all of the other AW default playbooks cover.

What I'm imagining is mostly this: there is a warlord or some other person of power in the setting, and the Abacus is his problem-solver. He either 'solves' problems by direct application of murder, or is the guy the warlord asks for advice ("and, as you can see from this chart, that's how many slaves you need to kill to solve the insufficient food problem"). Whether or not he likes that is another question, but solving problems for someone power is his function.

I'm thinking that maybe I should add a 'Employer' section to the sheet, which will show what kind of boss and work responsibilities the Abacus has. Should all something be highly profitable, but very grey-black on the moral spectrum.

117
Apocalypse World / New Playbook: The Abacus
« on: January 05, 2012, 01:16:45 PM »
So I wanted to do a playbook that toys with the definition of Cool as "rational" for a while now. This idea has been tossing around in my head for a while now, but only recently the general idea "clicked."

You know James Bond, right? So that's basically a Battlebabe. James Bond is cool because he is the master of his sexuality, which in turn makes him a master at killing things. Sex and lives don't matter to James Battlebond, that's why they're easy things to take.

Now, I'm interested in the converse - someone who achieves control of his life not by mastering their sexuality (or emotions in general), but by by suffocating it, removing it from their lives altogether. So, Leon, the dude from Equillibrium, and such. They're dudes who are cold, calculating, professional but who don't necessarily *want* to be such. So if there's any ideas or criticism, keep the general thrust of the idea in mind, okay?


Names:

Joe, Gray, Moss, Pierce, Case, Jules, Mirth, Rain.

Adams, Bach, Carter, Evans, Young, Thomas, White, Price.
 
QED, Once, Boss's Man, Mirror, Thirteen, Pi, Carver.

Looks:

Man, Woman, or concealed.

Formal wear, vintage wear, utility wear, casual wear, signature wear, or luxe wear.

Concealed face, sharp face, stern face, scarred face, striking face or featureless face.

Deep eyes, dead eyes, calculating eyes, wise eyes, weary eyes.

Tall body, wiry body, crippled body, hard body, or fit body.

Stats:
Cool+2 Hard-1 Hot-2 Sharp+2 Weird+1
Cool+2 Hard0 Hot-1 Sharp+1 Weird+1
Cool+2 Hard+1 Hot0 Sharp+1 Weird-1
Cool+2 Hard+2 Hot-2 Sharp+1 Weird-2

Hx:
(needs work)

Moves:

Thorough - for every 2-harm you inflict, choose one of the following:
* You break something important.
* You learn something (get 1-hold for read a person/sitch)
* You keep your target from escaping.

Like a ghost - always ignore gang size bonuses. Also, when going for the leader in a battle, roll +cool. On a 10+, you're there ready for a perfect shot, on a 7-9 you're there ready for a shot, but you risk exposure.

Aware - roll +cool instead of +weird to open your brain.

Eye for detail - get a +2 bonus instead of +1 for read a person.
Tools of the trade - get a workshop and stock for making hi-tech weapons or explosives.
Lethal - whether using a weapon or not, always do at least Cool-harm. If there's a weakspot you know of, also do ap-harm.

Special move:
When you have sex, you lose your control. Your partner can have you wake up anyplace they want, good or bad.

Advancement: The usual, details pending, plus:
Retire as a threat.
Cool+3.

118
Apocalypse World / Re: Disciplined Engagement and Bluffing
« on: December 11, 2011, 10:57:22 AM »
What the victim perceives is irrelevant (except that he usually has to perceive a threat for go aggro to work in the first place).

What 'actually happens' in the fiction should allow for the guy who's going aggro to act in a way that does whatever damage the player says he does, though. Which is easy in the case of zero harm! You just don't do whatever you say you would do.

To me, the difference between regular aggro and Disciplined Engagement is roughly equivalent to the bellow:

"Move, and I cut you."

"Hands on the ground! I see a twitch, there's going to be a hole 'tween those pretty little eyes."

When you do regular aggro, your instincts are in control. When you do disciplined engagement, your training and brain are.

119
Apocalypse World / Re: Disciplined Engagement and Bluffing
« on: December 11, 2011, 08:32:30 AM »
Why not 0-harm? If I remember right, the moves says you can have the damage be as low as you want, so 0-harm should be good for it.

Frex, I might have a gun, there may be a battle, and there may be a guy running away from me. I seize his ability to run away. I do zero harm, but instead shoot a rock in a way that would make him trip...

Or, I go aggro and put a shotgun to a guy's head and tell him I'll shoot him if he doesn't tell me stuff. He doesn't tell me stuff, I don't shoot him. I don't even kick him in the balls. Why not? Because I'm disciplined.

I mean, most times, I don't see why you would want to do 0-harm instead of s-harm... But there's nothing on the lid that says you can't, right?

120
You look at threats through crosshairs, so yeah, it's either being a threat or being safe.

Again, that's not something you need to decide alone. Give him options, make sure he's aware of the consequences (Diamond in safety/"somewhere else" in the fiction" == we don't see much of him in play; Diamond as a threat == you need to start looking for ways for him to die), ask him to choose.

Your job is basically to give biff options and have him choose what he wants while simultaneously making sure the game will still be fun for the rest of the folk.

I'd deal with this straight at the table with everyone present, so if there are any questions or anything, you can take care of them right there.

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