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Messages - DWeird

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121
If biff doesn't want to resume playing after a bit, there's a third option - make Diamond a threat (with all that entails).

All of the options seem good, though. Try talking to biff and seeing which one he prefers, if you have no preference?

122
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 04:55:56 PM »
Yeah, but, sometimes you don't get to roll under fire because you just did. Like say (true story), if my character tried to hide from a bunch of angry dudes (act under fire, miss), they catch him and put him in a sack. I immediatially ask for another roll to escape from the goddamned sack one way or another, and instead I get "the fire was the sack. You're stuck there for a while. Lets see what this other PC does in the meantime!"

As in, past rolls have traction. If, in the implied under fire roll that Fifi made in this situation, Fifi missed, then Fifi has to endure that fire. Now, sure, the fire could have been "you're some kind of drugged", but what if it was "okay, miss! Fifi, you're unconscious," that's the way things are now and that's what Fifi has to deal with. Getting him to roll for un-unconsciousness right after seems like enough play wasn't given to him being unconscious.

I'm not saying that MCs should go out of their way to inconvenience PCs so they'd become fair game for other PCs or even NPCs. But, I am saying that, if that somehow happens in a moment-to-moment process, where you judge a roll without being invested in it going either way, a PC somehow made helpless can die at the hands of another PC without it being appropriatelly dramatic or based on player decision or table consensus or whatever.

PC death is a possible result of MC'ing fairly, is all I'm saying.

123
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 03:42:49 PM »
What's enough, then? More than 5-7 cascading moves? Something other than a [large number] of cascading moves?


Also, Fifi has already rolled act under fire and lost (because otherwise he'd not be there all helpless and drugged). Can he still act under fire now that he's asleep and drugged and helpless? Can you get an under fire roll whenever you're in danger just by virtue of being a PC?

I'd say no. Because? To do it, do it. You can't do "it" if you can't do anything.

Other stuff about realism and such... I don't know enough about human anatomy to know whether that's true or not. But I don't think that matters - the whole argument is just one example of a more general "PC1 makes PC2 helpless, then proceeds to make sure that PC2 is dead in some way that would definitelly kill a dude" argument. There's definitelly some kind of situation where that comes up. Right?

124
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 11:47:08 AM »
Yeah, sure. They also can pick a debility when they roll over 5 harm, and they get their fancy moves that lets them generally avoid death better than a NPC would.

My (improperly communicated) point is that the same kind of fictional situations that cause NPCs to bleed and die cause PCs to bleed and die.

PCs get all their mechanical goodies, but they don't get any special 'status' aside from what's provided in the agenda and principles. And there are no agenda or principle that say "make sure your PCs get to live a long as possible", nor can anything similar be derived from the ones that exist ("Be a fan" I've already covered).

It's my belief that the only reason one could want to give Fifi "one more roll" after she's already in a situation where she completelly lost any fictional basis for agency is because one ascribes a special value to "player characters." And that ain't playin' by the book.

125
Apocalypse World / Re: The sleeping Gunlugger and the shitty knife.
« on: November 15, 2011, 11:00:19 AM »
One idea that has to go is that player characters have special considerations in the system when it comes to death. A dude's a dude, even if he's an especially interesting dude who's adventures you're comitted to following.

Moves are not the primary means of doing stuff in Apocalypse World. Doing stuff is the primary means of doing stuff. You do not make moves when the other dude is a PC. You make moves when the in-fiction situation demands it, and attacking a defenseless person warrants neither of the two of AW's basic violence moves.

Now, sure, the other dude gets to do his own moves when the situation warrants it (and in the example, it is implied he did do a bunch of them, and failed enough of them to end up in the situation he is in). No player character gets to roll as many times as he wants until he finally succeeds, though.

There is no conflict between making apocalypse world seem real and being a fan of a character here... Being a fan means being interested in what they do, not in being committed to them staying alive.


This is quite possibly an icky social issue at the table (which should be solved by social means), but I'm pretty sure the only thing in the game as written to lessen that is the fact that you really need a *bunch* of roll failures for a PC to get completelly incapacitated. But yeah... You fail enough, you become helpless. You become helpless? Anyone can kill you because by definition you can't do anything about it.

126
Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 12, 2011, 05:03:21 PM »
Technically, it's a necessarily complicated flowchart for violence in AW...

A good thing whatever way you put it, though.

127
Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 08, 2011, 10:59:15 AM »
Actually forgot, it's possibe to get even more armor in with Daredevil.

So as long as you're naked, protected by god, and disregarding the safety of yourself and those around you, you're pretty much only vulnerable to explosions that could level large buildings.

And teflon coating.

128
Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 07, 2011, 03:37:31 PM »
This is a bit of a tangent, but the armor moves are one of my favorite moves in the 'books. Both of them have purely fictional fiddly bits (as opposed to mechanical/rollable fiddly bits)...

Impossible reflexes, unlike any made-of-stuff armor you could get, allows you to decrease damage from acrobatic stunts, falling (jumping!) off a roof and the like. And you have to be wearing less stuff to make use of it. Neat!

Divine protection, unlike anything short of a savvyhead, allows you to decrease damage gotten from the maelstorm, brainer-types, or even ingested poisons. Also neat!


Oh, and Impossible reflexes plus Divine protection is actually 3-armor if you're walking around naked or near enough. The only other place I saw a possible 3-armor was a Driver's Tank option, so I dunno. Only character I can imagine that that wouldn't be incredibly silly on is a Touchstone that's a tad touched.

129
Apocalypse World / Re: When you reset Hx, learn a secret [custom move]
« on: August 07, 2011, 02:16:27 PM »
That is a cool idea and I am definitelly going to use it first chance I get.

One nitpick I do have is that it lacks that list-form most other AW moves have that spurs the imagination, and that it forces a player to think up stuff potentially harmful to his character (without any initial spark or constraints).

Maybe the player who resets Hx gets to ask a question, *any* question, and the other one must answer truthfully?

But that's a bolted addon to an idea that's brilliant to begin with.

130
Apocalypse World / Re: The Operator
« on: July 25, 2011, 01:58:34 PM »
The Operator is very good at managing screens off-screen. Which is not that useful if all the cool stuff is happening on-screen, but sometimes you want stuff to happen but you don't care about going through every little bit.

If you do infiltration, on success you don't only get barter -- something gets infiltrated, too. If you do compound defense, stuff gets defended. If you scavenge, you get stuff, maybe stuff that you need.

'course, if you do have fast-burn playbooks on the table, like the gunlugger, chopper, or battlebabe, the flow of the game will slowly focus on a very specific segment of time, and the awesome off-screen power of the Operator will be weakened somewhat.

(I kind of wanted to make a post about similar time-mistmatch issues between playbooks, but never did. A Savvyhead operates in different intervals than a Driver does, and a Hardholder shines more when there isn't a Gunlugger making his more long-term decisions immediatelly outdated!)

131
Apocalypse World / Re: Problem: gunlugger that's not a gunlugger
« on: July 25, 2011, 01:39:18 PM »
Some thoughts in no particular order.

Q. A gunlugger has guns but those aren't cheap! That makes no sense, does it?

A. "Six men came to kill me one time. And the best of 'em carried this. It's a Callahan full-bore auto-lock. Customized trigger, double cartridge thorough gauge. It is my very favorite gun. I call it Vera." The wasteland is much more a cage match than an economy, ain't it?

Q. My stuff doesn't match my character concept, what do I do?

A. So don't have the stuff. Negotiate with the MC for something in exchange for the stuff. I once had a car as my operator's "signature weapon", sacrificed barter at chargen to get extra brainer gear, all kinds of things.

Q. The name of the playbook doesn't really fit my concept.

A. It doesn't have to. A playbook is not necessarily the name that everyone calls you in-fiction. You could just be called "the tough guy". The group does probably naturally gravitate towards calling her "your gunlugger", so if you want that to change, express your wishes clearly.


Oh, and are you sure you wouldn't rather be playing a Battlebabe? There seems to be a vibe!

132
Manipulate PC fire is a hard thing, it's been a bit if an issue since playtesting.

Now, the answer is, as it always has been, "think about what'd be appropriate in the fiction and then hammer it hard."

But, if you're just looking for a failsafe that you can fall back on in case your mind draws a blank, here's a couple:

"You feel bad about it. -1 forward."
"You feel *real* bad about it. -1 ongoing until you do something to get this guilt off of you."
"As your standing there trying to come up with a good response, that dude from before - Dremmer, yeah? - shows up and points his guns at you. And his goons' guns."

133
Apocalypse World / Re: Second character questions
« on: July 11, 2011, 04:20:48 AM »
I PC-ified a member of my operator's crew once, and it was fun. There is no reason not to PC-ify a recurring NPC you like (unless there are! Check with your MC, he might need that NPC for something), and there is a reason to do it - if you're adding in new characters that late in the game, it might be better to get one that already has some kind of history with all of the rest of the PC cast.

Naturally enough, if it's another person's ally or crewmember, you check with that other person as well as the MC before you PC-ify it.

134
Silly idea: Maybe it would be neat to have little paper dolls for characters (a very basic human-ish shape). And then when you get damage, you mark that area with a pen or pencil (or just punch a hole straight through, if you're mean and the harm is high).

Then, during healing, you'd cross out pen marks or erase pencil marks, ducttape anything torn, un-crumple broken limbs, and etc.

That way, just by looking at someone's little paper self, you'll be able to immediatelly see what kind of stuff they went through earlier - even if they are at good health right now.

135
How about you treat harm as hold and allow a shopping list approach? For 4-harm+, you'd get:

"You're bloodied and torn and head is ringing like hell, and fuck, what? You're missing a digit, where did it go?"

"Your head exploded. From the nose up."


Warning, opinion:

As an MC, I don't really need help in determining how to end a character's existence (which a lot on the 4+ section does). I'm a roleplayer, creative ways of describing death and mutilation is in my blood already!

Now, complicating stuff for the players, on the other hand... "And then THIS happens and my god, what are you going to do?" is hard and I need help with it. 0-3 harm does that for me, 4+ does not.

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