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Messages - jimmeu

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16
AW:Dark Age / Re: Denied right
« on: September 02, 2014, 11:46:23 AM »
Thank you for your answer.

But given this, what is the difference between a player, let's say a Keep Liege, who has checked "you have the right to impose law...", and has the choice to fight/complain/accept when this right is not respected, and a Keep Liege who simply thinks that his status allows him to impose law and fight/complain/accept when it is not respected ?

17
AW:Dark Age / Denied right
« on: September 02, 2014, 06:00:26 AM »
Hi !

I just finished first reading and i'm very eager to playtest the game soon.

However, there is one aspect of the rules that left me a little perplexed : the "Denied your right" move.
Most of the player rights are purely fictional rights, like "you have the right to impose law" or "you have the right to command other's assistance". But you are not certain that your right will be respected, so here come the "Denied your right" move, which as far as I understand, act as the guarantee that your right should be respected.

But... the "Denied your right" options mostly sound like "you're unhappy but that's how it is". You can be more or less unhappy, your gods can be unhappy with you, you can be unhappy at the point you will seek revenge... but that's all. Given this, it seems to me that nothing ensures that your right will be respected... so what is the point of owning a right if the only consequence of its violation is (more or less) your unhappiness ? Am I missing something ?

18
other lumpley games / Re: DITV - Sin list
« on: July 25, 2014, 05:15:11 AM »
Thank you for your answer.

They're in a rough spot because they have to decide where to draw the line on what's acceptable and what isn't....

My problem is that if you give them the exact sin list, they actually don't have to draw the line anymore, it is already drawn for them.

19
The combinations I say in my campaign, both cool :

Angel -> Hocus
The Angel wasn't a conventional medic, but some kind of weirdo drug witch. Healing people makes you a lot of friends... and dying people makes your weirder. She soon started a life cult.

Hardholder -> Battlebabe
He was so tired of fixing his holdings problems, so he fucked off, but as a former chief he could not stay outside of the light. One of the interesting part was the abandoned holding, with NPCs and other PCs starting to struggle with the leading power. At some point the former holder eventually fighted his former gang.

20
other lumpley games / DITV - Sin list
« on: July 23, 2014, 05:02:51 AM »
Hi,

I'm wondering something about the sins in DITV : there is an exact list of eight sins in the Creating Towns chapter, which are the doors to demonic attacks.
Do the Dogs know about this exact list, of have they to figure out by themselves ?

21
Apocalypse World / Re: Playbook Draft: The Survivor (Feedback please!)
« on: March 25, 2013, 12:34:46 PM »
I'm not found of the main concept. I mean : what, a playbook to be a survivor ? But every PC in this game is already one ! I like the fact that in AW, there only one person (at time) who personifies his playbook. How can only one person personify the concept of being the Survivor in such a post apocalytpic world ?

It becomes even more clear with the two points "Journey" and "Adversaries", which seems to describe exactly what is the game about (or even any role playing game...) : a series of trials and struggles, with adversaries wishing to interfere. I can't see how those points can be specific to only one playbook.

Concerning the moves "There’s always a way" is not written the proper way, giving the PC agency he shouldn't have. I would change it for something like :

When you must enter or exit a place to fulfill or continue on your journey, roll+sharp. On a 10+, choose 3. On a 7-9, choose 2. On a miss, the MC will tell you.
•   You make the way not harmful.
•   You make the way not treacherous.
•   You make the way not loud.
•   You make the way not costly.

22
Apocalypse World / Re: Indomitable (Touchstone playbook) : overkill ?
« on: March 07, 2013, 10:55:35 AM »
The main difference with Visions of Death is that nobody knows when the gang leader will die during the battle, which will be played as normal. You can add that Weird stat is rarely high for PCs going into battle, that this move is way more limited than the versatility of Indomitable. And in term of fiction, having a NPC leader die during battle and having a NPC leader being killed by a PC leader is very different.

You can also compare with the Oh Yeah ! move of the faceless, which on a 10+, same situation, will only allow the player to reach the NPC (and smash what is between them), leaving what happens next to open fiction.

With Indomitable 10+, the PC can almost always choose to start the battle by killing who he wants and survive. And even if the gang leader comes with a hostage or some similar levarage, I don't really see how that prevents the player to kill him. At most it will probably only force the player to keep a hold to protect the hostage or to also disable the hostage keeper...

Breaking the opposing gangs might not lead to boring fiction though.
Of course. But having the hardholder know that he can easily break any opposing gang seems leading to boring fiction.

23
Apocalypse World / Indomitable (Touchstone playbook) : overkill ?
« on: March 07, 2013, 05:41:10 AM »
Hi,

One of my players (hardholder) took the indomitable move from the touchstone playbook and I have some problems handling it, because every time it comes in play it seems way too much powerful.

Here is the summary of most of gang battles we have played since he took this move :
Begin battle, the hardholder makes his indomitable move. With his high hard value, he gets 3 holds.
- He names the opposing gang leader and reachs him (-hold).
- He names the opposing gang leader and kills, disables or disarms him (-hold).
- In the middle of the opposing gang, he put himself on a spot... No problem, he ignores all harm from their incoming attack (-hold).
The opposing gang lost their leader, they will not fight long against the hardholder gang...

With only one roll and without taking any damage, he took victory and disabled a leader, important NPC. Except the golden opportunity he offers when he put himself on a spot, I didn't have any occasion to make a MC move.

I know that I must be looking into crosshairs, but... Isn't it a little too easy ?

24
Apocalypse World / Re: Some questions about moves and combat
« on: January 04, 2013, 05:32:01 AM »
I really understand your difficulties there because I had a lot of similar cases during my games, where multiple moves could be applied and I didn't know which one to choose.

One thing I thought when I read the rules was : almost every action can be resolved by an "act under fire" :
Combat ? "Act under fire, and the fire is you get shot".
Social interaction ? "Act under fire, and the fire is you flound and lose credibility".
Weirdy things ? "Act under fire, and the fire is you get burned by the maelstrom".
Conclusion, you should keep this one when :
- There is really no other move for the player action ;
- The fire is what makes this act special. What I mean is that you can't combat people without them fighting back, so the fire of being fought back when you attack someone is not a legit one for act under fire. In return, you can reload your gun, hidden behind a rusty car, when no people is shooting at you -  but because people is shooting at you, act under fire becomes the move.

In your case, it clearly seems to me that your Battlebabe is seizing an exit by force. If she had said that she mostly focuses on dodging the machete bastard, keeping cool on tracking his angry hits and fleeing at the instant she see's an opening, then act under fire would be good (the act is running out, and the fire is someone want to chop her on her way).

But hey, she said "In run the fucker through my sword" ? It sounds really hard doesn't it ? So she's seizing the exit by force and will probably get a scratch while doing this.

25
Apocalypse World / Re: Some questions about moves and combat
« on: January 03, 2013, 06:34:53 PM »
Argh, if the PC is not willing to stay under cover, you Daniel Wood tell me that I should have him seize by force, and you noclue tell me that I should trade harm for harm because he's not seizing anything (even the moment ?), I don't know who to believe :).

26
Apocalypse World / Re: Some questions about moves and combat
« on: January 03, 2013, 05:53:22 AM »
Which is most interesting to you?

-Vincent

That's a good question.
a. Seize by force is interesting, as the PC will be able to make a show of power to inflict massive damage and take less, and I'm a fan of the PC, and I'm looking into crosshairs to my NPCs.
b. Act under fire is interesting, as the PC will be able to demonstrate his capacity to handle such a difficult situation as these, and I'm a fan of the PC.
c. Trade harm fo harm is not immediatly interesting, but it is interesting as it may come like a time-ticking with the message "if you simply stay there and shoot you will be exchanging harm until death, so make a real move if you want to take advantage of this situation", and I have to make the PC life interesting.

But the most interesting ? Hard to tell.

27
Apocalypse World / Re: Some questions about moves and combat
« on: January 02, 2013, 08:21:35 PM »
Okay, i'm back after some sessions of play, and i'm still in trouble handling combat.

Let say this situation :
"So, you're behind the rusted car debris, bullets sparking around you, pinned down... what do you do?
- I shoot back with my rifle and kill them !"
What do I answer ?

a. Ask for a seize by force roll, because he is seizing the life of his ennemies.
b. Ask for a act under fire roll, because he is totally under fire.
c. Trade harm for harm, because the player is looking at me to say something, and that seems to be a golden opportunity for this action.

Every answer seems to fit the rules, so I dont' know which one to choose... Any help ?

(And happy apocalyptic new year !)

28
Hi,

For a fight with zombies, I think you need some custom moves.
Some ideas :

"When you open violence at zombies coming at you, roll+(combat stat). On a success or partial success, you inflict your weapon damage (see damage on a Gang -adjust gang size to the zombie horde size- to know the consequences). On 10+, both, on 7-9 choose 1 :
- You inflict terrible damage.
- You block the horde advance."

"When the zombie horde reaches you, roll+(combat stat). On a success, both, on a 7-9 choose 1 :
- You are not harmed.
- You make your way out."

That's only ideas and probably need more work... Maybe it's possible to merge the two moves into one, but I made two different moves to represent the fact that when the hordes has reached you, the problem has switched from "killing them" to "staying alive".

29
Apocalypse World / Re: Some questions about moves and combat
« on: December 20, 2012, 12:03:55 PM »
Thank you all, I will try all that.

30
Apocalypse World / Re: Some questions about moves and combat
« on: December 20, 2012, 04:13:06 AM »
Thank you all for your answers. They are helping a lot.

2) Oh, no - you only make MC moves A) when they look to you to see what happens and B) when they miss a roll, right? So, if they're all making moves, you'd just respond if they fail, and as the fiction dictates, but don't worry about enforcing an arbitrary move-turn order.
But the thing is, everytime a PC make a roll, they look at the MC to know what happens, that's how the game works...

3) What are they seizing? If they are seizing something, sure, you use the move there.
If I ask them, they answer something like "i'm seizing the life of the raiders" or "i'm seizing the moment" (example written in rulebook !)... the kind of magic answer which always works, but seems a little too easy.

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