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Messages - Hans Chung-Otterson

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91
Apocalypse World / Re: "Reactive" players and short first sessions
« on: July 21, 2010, 02:32:02 PM »
I don't think this is really a game your players have to be proactive...
Remember the players' job is to play their characters as real people, and that's it.

This is good. I MC'ed the first session last night, and it went really well, but there were just a couple moments where when we cut to a new scene, instead of stopping to think up a move, I looked at a player and went, "So, is there anything you want to do?" I immediately realized that I shouldn't be doing that in AW unless I've thrown a move at them. "She's pleading with you. What do you do?" = yes. "Okay, so it's the second time we've seen your character, you're sitting in your room, what do you do?" = no.

92
blood & guts / Re: Moves harness the power of random tables
« on: July 20, 2010, 12:38:06 PM »
Well, there are two things that make random tables awesome: a finite number of concrete possibilities, and more than two possible results. It's true that those things fit together differently in an AW move than they would in a random table, but they're still present.

Obviously there are a ton of differences, but I think they're tapping into some of the same magic.

yeah. Chris, I didn't explain myself in the best way, but I don't mean that the move lists are, like, random tables. I just mean that they do some of the same things that random tables do, to powerful effect. You roll, you go down a list to see what happens (and in AW, you pick).

93
Apocalypse World / Re: Help me out with "NOT TO BE FUCKED WITH"
« on: July 20, 2010, 12:53:48 AM »
Do you have the final version? I didn't get it just from the move description either, but here, page 225, in the in-depth moves chapter:

"NOT TO BE FUCKED WITH: in battle, you count as a gang (3-harm gang small), with armor according to the circumstances.

This is true, but going aggro on someone or acting under fire or even seizing something by force doesn't make it automatically a battle. It has to be a battle."

94
blood & guts / Moves harness the power of random tables
« on: July 20, 2010, 12:47:55 AM »
So I'm probably not the only one who's thought this, but I haven't seen discussion about it, so here it is. Some months back Ken Hite made a post on his blog about setting creation. Within it, he discusses how powerful random tables are:

Quote from: Ken Hite
how do you get [players] to pick up the setting and wield it like a battleaxe? (or a warhammer.) Gary Gygax gave us the answer. And then he immediately hid it from us. The answer is the Random Encounter Table, or Wandering Monster Table, or Random Dungeon Generator, and all those other wondrous time-killers in the back of the DMG. By stocking those tables, paying some attention to the probabilities, and adding modifiers here and there, you create an immediate, accessible method for GMs to understand your setting in the most visceral way possible: by co-creating it with you. They only have to read the setting bits they've generated, and they have a story and an adventure. This is an almost insanely powerful technology for setting design and presentation, and we've unaccountably left it back in its rudimentary Bronze Age form, like the Antikythera Mechanism.

Why? Because I (and I think virtually every other designer of my generation) fixated instead on Gary's other answer, the exact wrong answer to the problem: Greyhawk. (Or Glorantha.) Don't co-create, hyper-create! Don't leave randomness around in your wilderness hexes -- define the heck out of every hex to start with! Put in weather patterns, and historical chronologies, and elf pantheons!

I see AW's moves (the ones with lists, I mean) as a powerful harnessing of random table technology. Ken Hite talks about the power of random tables toward setting creation, and of course setting creation is happening all the time in AW, but really the random-tables-within-moves in AW are all about using that power toward situation creation, which I suppose is just another evolution of In A Wicked Age's oracles.

So, yep, that's it. Just some food for thought that hopefully helps people ponder AW in a fruitful way.

95
Apocalypse World / Re: Help me out with "NOT TO BE FUCKED WITH"
« on: July 19, 2010, 09:20:38 PM »
So far she has only been in fights with non-gangs.  That is with one to a few enemies.

The move states that she counts as a gang in a true battle, not in every little fight. One to a few enemies doesn't sound like a battle to me, so no gang stats for her.

And if she gets a weapon that does 4-harm, and she's in a battle, then I as MC would let her either have the 4-harm or the gang stats (which would generally be better in a battle, which is why you'd choose NOT TO BE FUCKED WITH in the first place), whatever she desires, but not both.

96
the preapocalypse / Re: Folding Player Books
« on: July 15, 2010, 11:53:34 PM »
c'mon people, remember how you printed out, folded, and cut the XXXXtreme STREET luge books*? It's just like that. Lord knows I made my share of those things.

*okay, ;)

97
Apocalypse World / Re: Images of ApW
« on: July 15, 2010, 08:17:51 PM »
Did most of this stuff come from play?

Because I'm in the "dream up some apocalyptica" phase of prep for our first session next week, and I'm having a hard time coming up with anything (at all and) near as good as what you guys've got. I believe I'm making it too hard--perhaps I just need to go for a walk and think "what would all this look like in Apocalypse World? Thanks for the images.

98
the preapocalypse / Re: Hatchet City = Sells Apocalypse World
« on: July 14, 2010, 09:14:06 PM »
It's over on the development blog, here.

99
Dungeon World / Re: Where's this Hack Going?
« on: July 14, 2010, 04:09:26 AM »
I'm partial to "hit with sword" myself.

But Dungeon World's good too.

100
Apocalypse World / Re: Basic barter question
« on: July 14, 2010, 02:54:45 AM »
But how about roll+barter spent? Does it become a mechanic then?

yeah, the whole "it's not a mechanic" thing makes it way confusing for me. I'd rather he phrased it, "barter isn't and shouldn't be the only way you make them buy." But then I don't expect Vincent to write the game solely for me.

101
Apocalypse World / Re: Basic barter question
« on: July 14, 2010, 01:04:49 AM »
There's no strict 1:1 relationship between making them buy and barter; they often align conveniently, but not always.

I totally understood this from the text. Great. But now I get that you can also gain and erase barter from character sheets, which clears up the issue for me. Thanks.

102
Apocalypse World / Basic barter question
« on: July 13, 2010, 11:22:29 PM »
Okay Vincent, so you say "Players are going to want and expect barter to be a game mechanic, but it's not".

Now bear with me for a moment. I would certainly expect that, if I have 2-barter, but, say, hire the protective companionship of a battlebabe for a week (1-barter by the book), I "spend" 1-barter, whatever that looks like in the fiction, and now only have 1-barter left. That seems really obvious, but you never say that that's how it works, so I'm not sure. Additionally, my interpretation of how barter works also seems mechanical, and you say barter isn't a mechanic. I've thought about this much too much.

Do I have it right?

103
the preapocalypse / Re: Help me pitch sales?
« on: July 10, 2010, 09:22:20 PM »

- Hey, this is hands-down one of the best games ever made. You should check it out.

- Or, for a certain crowd, this game is important. Make note of it.

Hey Jonathan, probably do it in a different thread, but please expand!

104
Apocalypse World / Re: The Cool Before The Storm
« on: July 08, 2010, 10:31:39 PM »
Awesome, man. Good luck. It looks like I'll be starting up a game of AW in this very same heat-riddled town this very same month. Let us know how it goes.

105
the preapocalypse / Re: welcome to the preapocalypse
« on: June 20, 2010, 10:41:49 PM »
Do you have an idea when preorders will close?

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