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31
Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 27, 2014, 11:03:28 AM »
You could also say "the player throws a half-court shot, does she succeed?" But the question is really, "what's at stake if she misses?"

32
Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 27, 2014, 11:02:13 AM »
I mean, he's really asking "how do I handle a 'what are the odds' skill check?" And the answer is, "let the fiction decide." AW is not particularly interested in making that one-in-a-million lucky guess. It's about setting up your fictional positioning so that it's NOT a one-in-a-million shot.

33
Apocalypse World / Re: PCs improving too fast?
« on: February 24, 2014, 07:23:09 PM »
That's an excellent writeup and exactly what I was hinting at with my replies. Well said! If players are using it as a perception check, show 'em what an MC move looks like. It's why that move is one of my favorites: nothing comes for free in Apocalypse World.

If all that is going on and they're STILL gaining xp from rolling it all the time, well... they earned it!

34
Cool! I learned fast that if you try to preplan any kind of story, the system will fight you tooth and nail. The characters and their moves are so powerful, and the players have access to the move sheets so you can't fudge anything or like, adjust difficulties or whatever. All you can do is let them have their way but make consequences for everything.

It's also sometimes good to straight up tell your players this. Like, "this game isn't really about fighting. It's about WHY you are fighting, or WHAT you're fighting for. Gunlugger, you are a badass, be a badass if you want. That rules! Your challenges won't be during combat, your challenges will be when combat is not an option."

35
Apocalypse World / Re: PCs improving too fast?
« on: February 24, 2014, 04:59:08 PM »
Ummm, also maybe they're Reading every situation, all the time? You could enforce "tense situations only."

36
Apocalypse World / Re: PCs improving too fast?
« on: February 24, 2014, 04:57:32 PM »
My group rarely uses Read moves (which is a pity), but I could totally see that being an issue. It's all good, though, 'cause those moves are super fun no matter what. A hit? Awesome, they're lying to you, deal with it. A miss? Even better, things start going to shit. I love Read a Person.

If I'm having trouble thinking of a Miss, it's so easy to turn the question around and find out what the PC is really thinking and what their weak spot is. Handing out xp is totally worth it for that move because it generates so much good play at the table.

Aaaanyway, none of that has to do with your question. Here are some alternatives we messed around with:
1. Xp on all missed rolls, no highlights (mechanically stable but less fun than highlighting for behavioral prompts)
2. Xp on highlighted stats, but only once per stat, per scene (worked for us)
3. Xp by the book, with careful attention paid by all to the advancement rate (super metagame but whatevs)

37
Apocalypse World / Re: PCs improving too fast?
« on: February 24, 2014, 01:30:46 PM »
It also varies quite a bit. A session with some tense situations might trigger a bunch of cascading rolls. Sessions where they play it safe might only trigger a few. Is it possible that you're going for the dice too often? I did that at first, and later realized that a lot of things just aren't Moves. It feels weird at first, but the dice come out at different times than other RPGs.

38
Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 24, 2014, 01:28:23 PM »
That's some excellent presentation advice. If the character straight up has a move, like the Savvyhead is busting the safe, then she's entitled to know how long because the move says so. Otherwise, yeah, it's all "consequences and asking."

39
Yeah, exactly that. If the players' story is "the tale of killing everyone that crosses us," then WELP, that's the story they wanna tell. Lord knows there are better options, but it's really down to them. I had some sessions like that and found it really interesting.  Like, "do you REALLY want to kill your way out of this? That's interesting, I guess..."

40
I kinda noticed that you referred to it as "your" story, too. That sounds like pre-planning but I'll give you the benefit of the doubt and assume that you feel like you're more invested than your players. So ask them what they're invested in. Be like, "hey Gunlugger, who do you trust around here? Who do you hang out with?" And do some scenes with them interacting with the NPCs they like, even if those NPCs are made up right then. Throw tons of townspeople at them and see who they react to best.

THEN, give those NPCs problems that can't be shot at.

If Battery has a problem with raiders killing his animals, then the Gunlugger can hunt down the raiders. But what if the animals are just sick? What if the "raiders" turn out to be starving kids in the woods? What if the raiders are one of the Gunlugger's OTHER friends? What if Battery's problem is that the Hardholder's taxes are too high? Can you really shoot your way through that?

Let the Gunlugger be a harass; that's why he chose the playbook. But also give him situations where being a harass just isn't the solution. He will probably love it, those are the best moments.

41
Apocalypse World / Re: Safecracking in AW? How do I handle it?
« on: February 23, 2014, 08:35:00 PM »
I find it helpful to remember that you're interested in the CONSEQUENCES of failure, not the odds of failure. Figure, "what's the worst that can happen here? What can go wrong? How would that look?" And then make up a "custom move" on the spot, using the most relevant Stat.

So like, if someone's climbing a wall just to climb it, just think about whether or not the wall is climbable and tell 'em how long it will take. If they're being chased, or trying to remain unseen, or there's some other undesirable result, then AH-HA, suddenly they're Under Fire and a move is being triggered.

Side Note: you mentioned "making a player's car break down for story reasons." To me, this is a hard move of some sort and should be the result of a bad roll or a previously-given consequence: "you can try to drive out there, but you know that car is junk, right?" Or "the car is junk and it starts smoking, if you wanna keep pushing it you'll be acting under fire..." Putting Them In a Spot is an MC move, so make sure it's your "turn" to make it.

42
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 28, 2013, 05:21:24 PM »
It is possible. I'm just saying for my MC money, as soon as someone says "we shoot them again" I'm going to back them down and ask "OK, So what is it you're trying to seize from them?" maybe the player says "their still beating hearts" in which case, fine. I still want them to stop and think about it for just a second because chances are if its not a battle, completely demolishing a gang was not their primary goal.

Absolutely. Needing four rolls to finish a battle seems like an edge case for sure.

43
Apocalypse World / Re: Secrets among players
« on: September 26, 2013, 07:22:25 PM »
I don't see any reason why you can't use both techniques. My group does, and it works just fine for us. Occasionally I'll flat-out say "okay Savvyhead, so you're gonna have the kids steal those guns from the Hocus? And you're not telling him, right?" And sometimes a player will email me like "I'm gonna ask the kids to steal the guns and tell the Hocus they lost them." Both methods work.

I think the unspoken rule at my table is: is it fun to keep this a secret? If finding out the guns were stolen will make the Hocus' player feel betrayed and fucked-over, we don't keep it a secret. We say it out in the open. But if we think that finding out the secret will make the player feel surprised and forced to think on their feet in a fun way, maybe we keep it secret.

I don't think there's a hive mechanical difference. To me, it's all about player expectation and fun. Sometimes it's fun to be all "hahaha, my character has NO IDEA that this is an ambush, this is gonna be hilarious" and sometimes it's like "NO WAY GUYS, I worked so hard for this and you screwed me over, this sucks." It depends on the player and the group.

44
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 26, 2013, 02:10:17 PM »
I was a little curious, myself. Seize is often treated as the "combat roll," when it really encompasses much more. I think it can be hard to break out of that mindset, and realize that violence for its own sake is not really what the system is about. That said, it's totally possible to string together multiple goals and find yourself in the crummy position of rolling Seize four times in a row.

45
Apocalypse World / Re: Is harm suffered by gangs cumulative during combat?
« on: September 25, 2013, 04:05:50 PM »
Ideally, none pf this harm was abstract. Like, each time harm was dished out, you describe who got hurt and how. So hopefully it's easy to look back and be all "hmmm, you've got X number of wounded and Lilly is dead, I guess mark 2-Harm for all that." That's a possible solution.

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