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Apocalypse World / The Boss Hardholder (Re: Vincents intentions regarding queer concept)
« on: January 04, 2013, 02:13:55 AM »
Vincent,
What are some of your favourite things to do with these kinds of hardholders and these kinds of players?
I've got a hardholder who wants to settle the situation "back home", and then go explore, find other holdings and establish trade with them, and expand into the larger world.
He chose a well-defended compound and a well-disciplined gang, as you might imagine. The hardholder reads John Locke and is teaching himself to play chess, but is also not afraid to blow off someone's head if they try to corrupt his society.
I don't see how I can follow the principles of the game without throwing bad stuff at the situation "back home" on a regular basis (if nothing else, there's those missed Wealth rolls!), but I also want to be a fan of the character and let him go out and explore and try to accomplish some of those things he wants to see in the game.
Any recommendations? What's a fun way to engage this player?
[Incidentally, what do you do with the Wealth move when the hardholder is away on a trip? Not too sure when, where, or how much to roll it, if this comes up.]
What are some of your favourite things to do with these kinds of hardholders and these kinds of players?
Your take on the hardholder, whatever it is, is perfectly legit, perfectly "as intended."
So look. Here's Anne. She feels that what the post-apocalypse needs is a strong, ruthless leader with a gang, rules, walls, and enforced hierarchy. Which playbook looks good to her? The hardholder.
Here's Beth. She feels that what the post-apocalypse needs is a central meetingplace of ideas, supplies, and services, where people mingle and exchange to their mutual benefit in relative security, non-hierarchically, and whatever power exists, it should exist to serve this flexible collaboration. Which playbook looks good to her? The hardholder.
There are a million possible hardholders. I'm only talking about Anne, the player who wants a violence-enforced hierarchy to hold the future together. I'm NOT saying that the hardholder needs a player like Anne. What I'm saying is that a player like Anne is more likely to play a hardholder than she is to play a skinner or a savvyhead, right?
I've got a hardholder who wants to settle the situation "back home", and then go explore, find other holdings and establish trade with them, and expand into the larger world.
He chose a well-defended compound and a well-disciplined gang, as you might imagine. The hardholder reads John Locke and is teaching himself to play chess, but is also not afraid to blow off someone's head if they try to corrupt his society.
I don't see how I can follow the principles of the game without throwing bad stuff at the situation "back home" on a regular basis (if nothing else, there's those missed Wealth rolls!), but I also want to be a fan of the character and let him go out and explore and try to accomplish some of those things he wants to see in the game.
Any recommendations? What's a fun way to engage this player?
[Incidentally, what do you do with the Wealth move when the hardholder is away on a trip? Not too sure when, where, or how much to roll it, if this comes up.]