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« on: October 31, 2012, 03:12:31 PM »
So, I was fortunate enough to play in John Harper's 'Bandit Razor' scenario this past weekend, and had a great time. I'm warming up to running it for my Toronto posse.
1. Is it remotely doable without owning Apocalypse World? (I have just bought AW PDF, but it has not yet arrived.) My sense is that TR has drifted a long way from AW, but I'll probably be caught out by a number of conventions. Ignore any questions below that annoy you for this reason.
2. Is there any kind of limitation on the use of Liberty moves? Seems you could just pile them on, and some have no downside. (Or does, say, Blow Off Steam use up your whole downtime?)
3. Is there any kind of roll-up of the rules that are sprinkled around the net? A forum thread here mentions how to work out OP, and Paul's Market Garden AP thread mentions that it's cool to have multiple characters. (My guess is no, wait for the game!)
4. What do you do if the players come up with a really crap (or awesome) plan? For example, the Battle Plans section offers a neat template for the sorts of things the players should consider for various objectives, giving even novice GMs a sense of whether a plan is comprehensive (if not actually good) or myopic. Does the GM hold this in the narrative cloud in his/her mind (which I suspect)? Do you ever tweak OP for the Engagement roll? Generally not an issue?
5. How do I throw money at you? :-)
6. NPC action vs. Unit Maneuvers - the choice between these is the number of NPCs, I take it?
7. The 'Setup' and 'Loud' weapon tags aren't explained, but the narrative is obvious.
8. Any special way of handling parachuting in? I suppose it could be a wide variety of things, like the Engagement roll, Maneuver, Are You Crazy, depending on the narrative.