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Topics - Paul T.

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16
Apocalypse World / Read a person - do you use holds?
« on: December 01, 2016, 07:31:35 PM »
This topic is a rough survey of sorts:

When you use the "read a person" move, how often you do use the "holds" mechanic and play out the rest of the conversation?

I've seen a lot of people ask all the questions right away (just like for Read a Sitch), so I'm curious how many don't do it that way, but keep the hold and spend it during the conversation.

If you do:

What makes it work, or what encourages people to do it?

Does it improve your game?

17
While this article is already out-of-date in terms of its political statements, I think it's vital reading for anyone playing a post-apocalyptic RPG. There's some thought-provoking stuff in there, and I encourage you to think of ways to apply it to your game of Apocalypse World.

http://thebaffler.com/blog/fear-feminist-future-laurie-penny

Do you have any thoughts on how this kind of dynamic has appeared (or failed to appear) in your game?

How might you do things differently in your next game (or even the next session)?

Let's talk.

18
Freebooting Venus / Vincent: your "disappointing experience"
« on: September 16, 2016, 12:37:05 AM »
Vincent,

You mentioned somewhere that you had a really disappointing experience playing "Hand to Mouth..." with some teenagers. Have you written about this anywhere? What happened?

How similar is "Hand to Mouth..." to "Freebooting Venus"? (They sound pretty similar, from the capsule description...)

19
Apocalypse World / Hacking First Session: good, bad, or unnecessary?
« on: February 16, 2016, 01:58:09 AM »
A quick idea for a First Session hack:

Instead of establishing starting Hx by going around the table and saying a few things about your character and someone else's character, establish Hx by playing out a scene, one by one, between each Hx-linked pair of characters.

Your first scenes, therefore, aren't just "following them around", but "follow them around as they interact with the other PCs". We might see how a Brainer watches someone sleep, or how an Angel patches up the Gunlugger.

Otherwise, use all the principles and moves as usual: in particular, ask lots of provocative questions and allow everything to settle in.

Afterwards, have each player use the End of Session Hx move, to say who knows them better than they used to (or doesn't). Continue play normally.

Thoughts?

20
other lumpley games / [Poison'd] Mild-Mannered Piracy
« on: February 04, 2016, 06:07:14 PM »
We started a Poison'd game yesterday (and will hopefully get the chance to squeeze in at least a couple more sessions). Lots of great stuff about this game. My favourite aspect is how "Pick-up-and-play" it is. You read through the first few pages, and you're basically ready to go.

(The GM has a LOT of moving parts to learn, and some guidance on which ones not to worry about right away would have been great - like, for instance, all the uses of Xs in fights - but for the players it's very easy to just pick up and play. And even for the GM, there's no "prep" aside from reviewing the rules and, maybe, making a list of pirate names.)

I have a few questions and observations, but the main issue we struck right away is that everyone apparently decided it would be fun to "play against type", and made their pirates reasonable, "let's talk this through", and "I don't want to be in charge" types. Mild-mannered pirates, huh? Interesting. It didn't break the game, but it was definitely a bit challenging. Since I, as GM, kept expecting them to do something a little more active, the game dragged a little, and it took us about 2 1/2 hours of play just to settle the Tom Reed and election of a new captain issues. We enjoyed the attention to detail and learned lots about the characters, though.

One reason I think this happened has to do with ambitions: all but one ambition (a single pirate wanted to be captain) were very long-term things. (You can't meaningfully act on "I want to be respected by higher society" in the first hour or two of play.) This seems like a good thing to keep an eye on in the future.

I think that, from now on, at the beginning of a game I will...

Tell each player to choose at least one immediate, short-term ambition, whatever the others may be.

Tell each player it should be something they can imagine how they could pursue almost immediately, just by being on the ship.

One interesting thing happened:

One of the players, who ended up being the Captain, wanted to do so surreptitiously. He pretended to be reluctantly chosen for the role, while scheming to manipulate those around him to support his candidature. (We even used a flashback to describe him "priming" one of the other pirates to nominate him.)

This was a bit awkward in play. I wasn't sure whether this kind of scheming falls into "free play" (i.e. none of the rules were being triggered, unless he made a bargain) or whether some of it could be covered by "stealth and deceit". Talking to others and manipulating them is a bit of a grey area; sometimes we did one and sometimes the other, but neither was *great*.

Any advice on this point from experienced Poison'd folks?

(I also made a few minor adjustments to the rules I'd like to discuss, but I'll see if there's any discussion to be had about these points first.)

21
Freebooting Venus / Spells and Choosing
« on: November 22, 2015, 10:25:20 PM »
This is somewhat off-topic, but it's on my mind so much I can't help but blurt it out:

It seems to me that there's some serious magic possible with the spell rules... if, under certain circumstances, you don't *choose* an option, but two options come true at the same time.

I can't decide what those circumstances would be, though. Perhaps when you roll 3 dice you choose two of them, or when choosing to make the spell unsettled you can choose two of the dice...

I'm really not sure how to slot it into the existing system.

The various combinations of spell effects make for some very cool magic, however! There's got to be something to be done with that.

22
Freebooting Venus / Statting Up Our Own Monsters
« on: November 22, 2015, 01:03:09 PM »
Vincent,

I'm looking at the Bestiary and trying to see if there are guidelines we should follow for assigning stats to monsters (and NPCs).

Generally speaking, it's not a big deal - we've all probably done it before in various games. However, I have two specific questions:

1. Is there anything in particular we should know about Harm ranges and choices, other than what we can glean by imitating your own choices in the Bestiary as provided? (Some monsters have a large range at one end of the scale, others at another range.)

I'm guessing this is not crucial, we can just fool around with different options "by ear".

2. More importantly, how do we distinguish between assigning a Monster a Violent score and a "Bonus to Spend"? They seem somewhat like overlapping concepts (both add to your ability to spend on the Fighting move), so I'm not sure if they "map" to anything concrete in a reliable way.

Thanks!

23
Freebooting Venus / Ideology skill
« on: November 13, 2015, 02:48:00 PM »
What is the intent behind this skill?

It is at once the most interesting and the least clearly-explained skill. Why doesn't it confer any bonuses, unlike all the other skills?

Why should a player choose this skill?

Will the details be covered in an upcoming "module" (like "Through the Jasminite Gates"), in the same way that Warfare seems related to "Banners of War", Wizardry to the Grimoire, and so forth? For what it's worth, it would be a huge selling-point for me, although of course I can't speak for a general audience.

24
Freebooting Venus / Interrupting and Saves, the Conversation
« on: November 11, 2015, 11:32:20 PM »
Vincent,

This question concerns the interplay between the conversation of play, Saves, and the Interrupt move.

Is it fair to assume that the conversation in Freebooting Venus is more-or-less the same as in AW? I'm operating under that assumption, since there's nothing to contradict that in the text you've shared with us.

If so, it would really help us to have some clarification on how it interacts with Interrupting and Saves.

In AW, if there is a danger, the MC announces it, and then asks the player "what do you do?" Then the player can react and try to make a move to avoid it (which often turns into "acting under fire").

Is it the same in Venus? Or is it more like D&D, where the MC might say, "Hey, there's this danger! Make a Save to see if it gets you or not"?

In AW, there are very few situations where a roll doesn't come from a player's declared action (only a handful of custom moves, start-of-session moves, and other "reactive" moves come to mind). I'm not sure how to fit Saves into this framework.

Furthermore, my second question is related:

When is it ok to use the Interrupt move, and when should it be a "Quick" Save instead?

From the wording of the move ("Interrupt...") I get the impression that it is more or less like the "interfere" option in AW. Someone is doing something, and you move to interfere with them, hoping to get there first. This implies that the move is not a defensive one - you don't get to "interrupt" when something comes flying at you out of the darkness, and it's not a generic "how gets there first?" move, a la initiative roll.

However, one of the ghosts' duties can be to "alert you to danger". That sounds more like Save territory ("avoid a falling boulder"). However, mechanically, this ghostly duty boosts a character's ability to Interrupt others. This, in contrast, implies that the Interrupt move *can* be used to avoid danger or unexpected threats.

Third, the rules aren't entirely clear on when and how Saves come into play. For instance:

If I set up a danger, and the player doesn't make particular precautions to avoid it ("on a golden platter", in AW terms), like running through an arrow under fire from stone darts, should I grant them a Save to avoid or mitigate the effects, or not?

If I cast a spell on a victim, do they get a Save to avoid the effects?

Etc.

There are lots of different possible interpretations, but the basic idea is that it's hard to see exactly how "Saves" (which are rolls the MC asks the players to make) interact with the roleplaying conversation, a la AW. They serve a specific role in games which don't have the sorts of moves that Venus has (like D&D), but here I'm not sure where they do or do not overlap with other existing rolls and procedures (as in the case of the spells).

This could really use some clarification for us! Thanks.

25
Freebooting Venus / Developing your character - philosophy?
« on: November 07, 2015, 12:07:22 AM »
I posted this in an AP thread, but it should probably get its own topic:

...

I'm really curious about the design behind the various improvement/advancement rules.

As the players here [the other thread] discuss, they take a lot of the options for players improving their standing in the world out of their hands.

While you play, various opportunities become available, and you have fairly little control over which ones you might grasp.

It seems to me that a couple of words about the way this is supposed to operate (both in-game and in terms of player choices) would really help. In real life, different opportunities come my way - I don't have the ability to do anything I want any old time - and I decide whether I wish to take them up, or not.

However, the sense I get from the playtest document is that this is not a choice I have in the game. It seems to say that you roll to see what happens next ("You hire builders to lay a foundation...") and that's where things go - the text doesn't say (to my reading) that you have a say in the matter. It's not, "You have an opportunity to hire builders... would you like to?"

As the post above says, "It helped that I rolled an estate (which I was looking forward to eventually experimenting with) and happened to get the riverway/highway location I was hoping for."

So, what is the deal here? Are we rolling to find out what happens (almost like a simulation), or is the idea to create opportunities and then choose those which appeal to you? As it is, it looks like the rules flat-out tell you what your character does - they find an estate in *this* part of the city, and then they hire *these* people to do *this* kind of work, and so on.

How is a player supposed to look at this? Should we embrace the discovery of the unknown, or try to somehow bend the procedures towards our desired goals?

What if Hale's player had rolled a different option - not an estate on the riverway? How should we approach this in the right mindset?

Is it, "Cool, I guess isn't that kind of character after all - I thought he wanted an underground castle, but the dice say he's more into boating on the riverway"?

Or, "Darn, the circumstances are such that Hale ended up in a different part of town than he'd hoped. Zounds! Life is tricky that way. But he will keep trying! Someday he can earn the right to his dream home."

Or something else?

26
Freebooting Venus / Money, currency, and opportunities
« on: November 06, 2015, 06:04:04 PM »
In Freebooting Venus, when you examine treasure, you find that you have opportunities to do certain things but not other things.

This implies to me that Venus has no standard, liquid currency. (Otherwise, why would a treasure be good to pay off your debts but not to hire someone's services?)

Is this a good assumption? (If so, it might be good to have this spelled out; it removes some confusion about the intent of the rules: a treasure or valuable commodity does not only lack inherent/standard value, but it's the combination of a specific good and the presence of a buyer - someone interested in that particular thing - which makes the opportunities/advancement rules really make sense.)

27
Freebooting Venus / Re: Welcome to the First Round
« on: November 06, 2015, 05:31:07 PM »
Vincent,

Do small details about the text qualify as "practical rules questions"?

For instance, the text on ghosts seems to suggest that I can bind a ghost even if it tells me that it is beyond my reach. This is confusing! Is the ghost lying? If it is beyond my reach, how does it even hear my summons well enough to respond at all? Etc.

28
Freebooting Venus / Recover, Regroup, Prepare
« on: November 01, 2015, 12:49:00 AM »
Hi, Vincent!

Of all the new moves, this one seems rather significantly unlike most (or all?) the AW moves. It's not 100% clear to me what the "fictional trigger" here might be, as sometimes I can imagine it being used in the heat of the moment (you've been stunned, lying in the corner, and the necromancer is about to complete his ritual - you roll to see if you can snap out of it and get up to try to stop him somehow) and sometimes I can see it working as a real "time passes" kind of move, a la "and so, a month later..."

It seems like it might not be that well suited for situations at either extreme of that spectrum, so you probably have something more specific in mind.

This also makes it - as far as I can see - much more challenging to consider the effects of a miss. Presumably the MC makes a move, as in AW, but it's not necessarily that clear-cut. If a long time is passing, something bad might happen to the character... but if a month goes by, surely it would ALSO make sense to choose some of the "positive" options, since a calamity is unlikely to take up that entire stretch of time.

I suppose that's a long-winded way of saying that some better explanation of this move, and what purpose you intend it to serve in play, might be useful.

29
roleplaying theory, hardcore / Moving on from "GNS"
« on: July 30, 2015, 01:49:45 PM »
Vincent,

You've mentioned elsewhere that you feel it's time to put some of the Big Model in the dirt, and to move on to better ways to understand games.

What was the turning point, in your mind, on this topic? When did you start feeling this way and why?

How much of it is a problem with the Model itself, and how much of it is a problem with the conversations it generates?

30
AW:Dark Age / Hold Steady
« on: March 04, 2014, 02:34:29 AM »
I asked this same question of Joe (in the context of Monsterhearts, where this move appears to be from, more or less), but never received an answer:

Re: the "Hold Steady" move

Why is it a good idea to have a move where the most interesting and most common outcome (the 7-9) is "nothing happens"?

On the face of it, it seems like a missed opportunity.

In Monsterhearts, rolling to "hold steady" is often a negative side effect of some other move or action (for instance, you can spend a String to force someone to Hold Steady). This doesn't seem to jive well with its effect: generally, it means that either nothing happens, or the character rolling gets an advantage (not to mention potentially marking XP if it's highlighted).

I don't know if this is also true in AW:Dark Age, or not.

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