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Messages - nweismuller

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16
Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 07, 2016, 01:11:07 AM »
It doesn't seem clear to me how one goes about gaining the Supplier option for the Angel, the one that lets the Angel begin each session with +1 Stock. Am I missing something?

Charles

One of the Angel's Advancement options is 'you gain a Supplier'.

17
Apocalypse World / 'Your Followers aren't yours, more like you're theirs'
« on: February 06, 2016, 07:04:21 PM »
The Hocus Followers option where 'your followers aren't yours, more like you're theirs', I was curious if anybody had any ideas on how they'd interpret that option and the judgement trouble that can be attached to it.  The vague idea I had in my mind was a situation where the Hocus' following was less of a 'cult of personality', but had some independent sense of doctrine or identity not easily changed by a leader, but I'm not entirely sure I'm parsing the option right, and I'm a little less clear on just what happens with judgement there to make it notably worse than desertion.  Any help understanding either the original intent or how people have handled it in their games would be much appreciated.

18
Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 06, 2016, 08:08:15 AM »
Is the new crossbow option for Battlebabe custom ranged weapons intended to totally obsolete pistols and rifles, in a mechanical sense?  It's functionally like a pistol or rifle with two extra options built in, which you can then choose two more options for.  It just seems very odd, next to the options available in 1E.

19
AW:Dark Age / Re: Bounty and season moves
« on: September 18, 2014, 06:29:25 PM »
To expand on plausiblefabulist's idea of representing the loom as an industry on top of the existing implicit industries, it also seems to me that the forge would be good to have modelled.  Given, after all, the existence of the Blacksmith.  Just a thought.

20
AW:Dark Age / Re: Some setup questions
« on: September 17, 2014, 05:40:14 PM »
Vincent- what dimensions, exactly, are the Wicker-wise. Court Wizard, Dragon-herald, and Blacksmith occupying in this figure?  I'd like a clearer picture of their relationships to one another.

21
AW:Dark Age / Right to call upon god or gods for the Court Wizard?
« on: September 06, 2014, 08:30:20 AM »
Am I missing something here?  The description of Consult the Other World indicates that calling upon your god or gods is a thing anybody can do as a basic move, using Weird.  And Weird will be the best stat for the Court Wizard.  A right letting them call upon their god or gods using Bold doesn't seem like it does anything valuable at all for the Court Wizard.

22
Apocalypse World / Re: 4-harm gangs
« on: June 03, 2013, 05:18:24 AM »
My usual rule of thumb is:
1-harm: melee weapons.  They're going to have a lot more trouble getting all their people to bear on targets than people with ranged weapons, so crowbars, hammers, knives, so on come up here.
2-harm: basically pistols, possibly sprinkled with a couple more effective weapons.  Revolver and semi-automatic fire.
3-harm: serious guns, as per gunluggers.  Shotguns, SMGs, rifles.  If the weapon mix makes for a tactical advantage or disadvantage per the fiction, this shows up in the actions taken.
4-harm: big fuck-off guns, as per gunluggers.  Usually dominantly assault rifles, there, although MG, sniper, or grenade availability is highly likely.

23
I have a question about the Man's Farmstead and Counting Beans moves.  What precisely do the - tags on the farmstead options signify?  Presumably that this is a cost, but I doubt it's one you're paying every time you produce, else you'd never get any net gain at all.  Converting goods 'according to your farmstead's capabilities'; what precisely is the intent behind 'according to the farmstead's capabilities'?  A little clarity would go a long way, here.

24
Apocalypse World / Re: Gasoline Evaporation
« on: September 16, 2012, 07:53:50 AM »
My answer to this in my Central California setting I've been using is having a right nasty bunch of bastards in the old state prison at Folsom who have managed to assemble the expertise and the equipment for some limited biodiesel refining.  Fuel trickles out from the prison, they sit in the strongest fortress in the region, and everybody's forced to cope with them, no matter how little they're liked.  It makes for an interesting part of the landscape, I've found, especially since they have close ties to the most mobile raiders in the area...

25
Apocalypse World / Brainer starting barter: rationale?
« on: July 16, 2012, 09:47:51 AM »
The more I review the starting playbooks, the more this bothers me, and I was wondering if lumpley could shed some light on things for me.  Why does the Brainer start with such an unusually high amount of ready barter, relative to all the other standard playbooks?  They already start with some incredibly exotic gear, which is remarkable, but it's not clear why they in particular should be loaded compared to everybody else, given that every PC in Apocalypse World is special, remarkable, and the sort of person who'd pretty readily be commanding good resources in exchange for their services.  Thanks for any insight that you can give.

26
Apocalypse World / Play Report- Apocalypse World: Central California
« on: January 18, 2012, 09:11:10 AM »
So, I managed to run my first session of Apocalypse World with a group I scraped together online, the first GMing of any sort I've done in over a decade.

My first reaction: wow.

Achewater, hard-headed and cunning Operator, refugee from the coastal town of Crockett Ferry after it got hit by the disciplined, organised, well-equipped, and *nasty* Zephyr Army, with a life goal to see the Zephyr Army torn down.  Sunny, a young Brainer who wandered east from the relatively isolated town of Stanford across the bay, with a seriously unsettling manner and a way of bewitching the hearts (and bodies) of those she sets her mind on.  Alexis Hamilton, Hocus, naive leader of the 'New Federalist' cult, dedicated to see the United States and democracy restored.  Set them down in Market Town, an island of relative sanity in the ruins of Stockton, fourty years after the Ten-Year Winter hit its end, in a misty, rainy post-apocalypse of tainted water and scattered farming villages managing to eke out enough of a living in the fertile soil of the Central Valley to keep the population running, and tell them that it's 'Oath Day' in April, where Mayor Roark of Market Town has a public ceremony in the town square reiterating his dedication to ruling with law over his subjects.

Right off, Achewater gives me interesting stuff to work with by succeeding at his Surveillance gig, but failing at Compound Defense- apparently, he was keeping an eye out for badness on Oath Day, and let something slip in!  And with Surveillance, I  decide to let Sunny in with vague rumblings that Zephyr's planning 'something big' after the harvest this autumn.  Achewater and Hamilton cross swords, verbally, Achewater being suspicious, at first, of Hamilton being a Zephyr sympathiser (not least because Hamilton has an idealistic idea that they might form the nucleus of the army of a new republic formed through peaceful treaty), but Achewater decides that Hamilton's sincere and not deliberately betraying anything.  Hamilton heads off and visits a couple of her followers in the town, who have been suffering hunger  and disease following a slack period of work for the textiles mill owned by Corbett, one of the town's moneymen.

Sunny in the square and Alexis in Jesus' home more or less simultaneously decide to open their minds.  Both get bizarre visions involving two intoning voices- Sunny gets additional imagery that makes it clear this is about a sniper from 'Tower', a nihilist cult set up in Modesto, targeting the Mayor.

Bizarre Metaphorical Vision Roark: "I and the law.  Build on the ground beat flat with sweat and care.  Stand, and stand, and stand, and stand.  Let it not fall.  Let it not fall.  Build up, build up on this foundation."
Bizarre Metaphorical Vision Tower: "All towers will fall, all towers will fall.  Only one tower will rise.  Only one tower will rise."

A little quick thinking by Achewater later, Achewater's pretty sure a sniper would be using Corbett's textile mill, currently padlocked for standing idle, as their best sniping position.  Some fast talking by Achewater lets him convince Corbett to not take the ENTIRE reward for stopping the assassination despite Achewater having messed up, here, and Achewater manages to reclaim 1-barter of the 2-barter payout for compound defense.  Corbett has Jones, one of his workers, let Achewater and company into the mill- though it turns out that's not strictly necessary, since the padlock was broken off.

The group enters, has a brief discussion on strategy, then gives away their position, Achewater and Alexis taking cover behind the mill machinery moved into this old warehouse after taking .22 carbine fire from the assassin on a second-level walkway along the wall.  Sunny tries to get the assassin to give himself up using direct brain whisper projection, getting a 7 on the roll- at which point the assassin 'tells her what he thinks she wants'.  Turns out he's suddenly FASCINATED about the idea of the brainer, here, and begins preaching about how the Tower is guided by visions and miracles, trying to convince Sunny that she should be with THEM, not with the 'blind' here.  He's only briefly interrupted by taking a potshot at Alexis when she breaks cover for a moment.  Still, Sunny keeps the assassin's attention, long enough for Achewater to creep to the other end of the building under cover and get up onto the walkway, and draw a bead with his automatic on the assassin.  Just as the assassin is starting to suggest that he and Sunny should purge the 'unbelievers' together, Achewater has his shot, takes it, and hits a 12 on going aggro on the cultist, shooting him through center mass from behind.  And the session ends, with much of the profit the group made through the surveillance information from Sunny, the bounty on the assassin, and donations from the New Federalists being eaten by Alexis spending her donations on supplies to ease her followers through these lean times and Achewater paying for the antibiotics Amalia the preacher/medic provides to help Alexis recover under bed rest for the next week from the two grazing hits from the carbine she took (much mitigated by her divine (democratic?) protection).

The looming issues of what's going on in the Tower, how much shortages and bad water will bear down on everybody in the region, the threat of Zephyr, the general dangers of raiders in the countryside, internal politics in Market Town, and why in the world children go through a transition of absolute screaming horror sometime around the age of 8 or so, which not all *survive*, are left unresolved.  All of us had an absolute blast, and I'm looking forward to seeing what happens *next* Tuesday, and what the PCs choose to pursue.

So, thank you, Vincent.  You made a system that I've actually felt confident enough to GM in, and the results were spectacular.  If there's any interest from anybody here on the forums, I'd be glad to continue reporting on the events that come to pass in Post-Apocalyptic Central California as time goes on.

27
blood & guts / Re: Tone and Color
« on: January 11, 2012, 04:06:28 PM »
I took Simon C's suggestion for the survivor threat type, as it supports the tone I'm trying for in my new Central California game- Market Town, the hub of the game, and the surrounding farmers and ranchers are mostly trying to get by, but there are plenty of things to press down harshly on anybody trying to rebuild.  That said, my complete version of the threat type:

SURVIVORS

A survivor is a person just doing what it takes in this harsh world.  If well-treated, they might be a resource; if threatened, they'll act to remove the threat.  Nothing is free, everybody has a price, and hope and trust are always the first casualties.  Choose what kind of survivor:
-Moneyman (impulse: to profit and grow)
-Mercenary (impulse: to offer services, for a price)
-Patriarch (impulse: to protect one's own)
-Puritan (impulse: to find fault)
-Lone wolf (impulse: to resist fetters)
-Paranoid (impulse: to percieve threats)
MC Moves for survivors:
Offer a deal.
Demand a price.
Proclaim laws or limits.
Take possession of something.
Retreat from danger.
Share information.
Attack somebody, in revenge or defense.
Shut somebody out.
Condemn somebody.
Prepare defenses.

The list of moves is intended to emphasise that, in their defensiveness and mistrust, survivors are still a threat, despite not being as malignant as a warlord or grotesque.  The closest to being helpful a survivor gets, by the MC moves, is 'share information' or 'offer a deal', and they can turn nasty quickly through 'laws and limits' and 'revenge or defense', if people don't make an effort to stay on their good side.

In particular, the NPC 'hardholder' of Market Town is a moneyman, with a coterie of other moneymen as his inner circle, which places Market Town in a relatively passive and weak position compared to other, more aggressive groups that threaten this island of 'base of operations' for the PCs.

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