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Topics - Paul T.

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31
Vincent,

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.]



32
Apocalypse World / Marking experience for beginning-of-session moves?
« on: January 04, 2013, 01:24:11 AM »
How do you like to handle experience and beginning-of-session moves?

Last time I played AW, I was a Quarantine with a permanently-highlighted weird. We decided to mark experience for the beginning-of-session roll+weird move.

However, since it wasn't triggered by anything in the fiction, it felt funny to me to be getting an extra experience mark every session for no apparent reason.

Similarly, if you write love letters, and the characters roll highlighted stats in those, do you have them mark experience?

I'm running a game where I gave the hardholder a beginning-of-session love letter based on hard, and then he rolled his Wealth move, as usual. With hard highlighted, that's two experience ticks right there. The players looked at me funny when that happened.

I'd love to hear your arguments for and against!

33
Apocalypse World / "Do your time like everyone else"
« on: December 03, 2012, 03:59:55 PM »
In the Angel's rules, you are sometimes offered a choice:

"Spend [some time] blissed out on chillstabs, or do your time like everyone else."

What does it mean to "do your time"? Does that just mean: wait for it to heal naturally?


34
blood & guts / Hatchet City and Blind-Blue: Design Lessons
« on: December 03, 2012, 01:15:25 AM »
Dear Vincent,

I've read in several places on the 'net now that you no longer recommend "Hatchet City" as a demo of Apocalypse World.

What do you feel is wrong with the scenario? Where does it go wrong?

What design lessons can we glean from this? Which bits are good, which are bad, and which are ugly?

Thanks!


35
blood & guts / Why the 12+? Why not 13+?
« on: November 26, 2012, 06:24:48 PM »
Dear Vincent,

I'm curious why you chose 12+ as the cutoff for some of the advanced moves. The other categories of soft hit and full hit are spaced 3 points apart, so 13+ would seem more symmetrical. Plus, it can make those mind-blowing advanced move successes fairly common for the people with the high stats.

Was this a fairly intuitive decision--maybe you just wanted to make sure that even those rolling=0 would have a chance--or is there a specific reason 12+ was the cutoff you decided on?

Thanks in advance!

36
I was very surprised to learn a while back that Vincent Baker was not familiar with the game Fallout.

I'm not familiar with it either, but my friends used to play it, and I liked the image of the poor optimistic fool climbing out of the Vault to face a world nothing like what he expected. In my first Apocalypse World game, I played the Quarantine, and I had no idea what I was about to encounter. Wouldn't it be cool if Apocalypse World were like that? Wouldn't it be fun if we could ALL play the Quarantine?

So I made this thing. I call it "Apocalypse: Emergence". The blurb describes it as well as I can:

---

Apocalypse: Emergence is a simple hack of Vincent Baker's Apocalypse World. It's half a scenario of sorts and half a group playbook you all share.

The player characters are people emerging from a Vault and exploring the post-apocalyptic world for the first time. They have lived their entire lives underground, shut off from the outside world, fretting about what was happening on the Outside. One day, the Vault opens and they taste the wind and see the open sky for the first time. Having absolutely no information about how the world has changed, they're unequipped and unprepared to deal with what they are bound to encounter. What will they discover when the door of their Vault opens? What new world awaits their sheltered eyes and unguarded brains? How will their confrontation with what's out there transform their relationships to each other?

Apocalypse: Emergence is an ideal way for an experienced MC to introduce new players to Apocalypse World. The players do not need to be familiar with the rules or content of Apocalypse World, and can just jump in and learn, one step at a time, alongside their characters.

---

It's free.

Please take a look, have a read, try it with your friends, and let me know what you think.

http://ihousenews.pbworks.com/w/file/fetch/60537218/Apocalypse_Emergence.pdf

Thank you for reading! And thanks to Vincent, of course, for a great game.


37
Monsterhearts / Once per scene!
« on: February 21, 2012, 03:58:20 PM »
Joe,

I notice in the preliminary "preview" documents there are rules that limit a number of things (like marking experience or taking Strings) to happening only once per scene.

Since keeping track of "scenes" adds a new complication to the game, is there anywhere where you've discussed why you decided to introduce this rule?

What is the problem you're trying to fix with this rule?

Or, put another way, what's the danger if I'm playing Monsterhearts and I *forget* about this rule temporarily?

38
Apocalypse World / Look-alike (rules question)
« on: February 01, 2012, 04:26:33 PM »
So, a pretty hard dude by the name of Bram is sitting in his camp late at night.

Walking by is someone who looks very much like his friend Dweller... but is actually a look-alike, dressed in Dweller's clothes. He's been sent by some enemy smart-ass, headed to do some mischief elsewhere: it would be pretty significant if Bram were to figure this out and stop him right now.

However, without looking too closely, this look-alike really looks like Dweller. Upon closer inspection, and better lighting, it would be pretty obvious he isn't, but in the dark, if you're not paying too much attention... looks just like the guy, right?

You're the MC, Bram is the PC. Bram doesn't know anything, neither does his player, when this enemy dressed up like Dweller walks by.

How do you handle this situation? What moves do you use? Do you call for a roll (maybe a custom move)? What's the most fun way to play this out?


39
Apocalypse World / Disciplined Engagement and Bluffing
« on: December 10, 2011, 04:09:38 PM »
Quick question:

If a character has Disciplined Engagement (as the Quarantine), does that mean that s/he can Go Aggro, threatening harm, but then "pull their punches" and not follow through (by choosing to inflict 0-harm)?

40
blood & guts / Gunlugger's "NOT TO BE FUCKED WITH"
« on: November 08, 2011, 12:09:27 PM »
Just looking at this move:

Why is it that the Gunlugger gets "gang stats" (3-harm, etc), instead of just saying that he acts as a small gang in battle? It seems odd that it wouldn't make any difference what kind of weapon he brings into the battle--after all, he's the Gunlugger, he likes his guns, right?

41
blood & guts / Vincent: Why stat substitution moves?
« on: October 15, 2011, 09:09:58 PM »
Hi, Vincent!

I'm surprised no one's asked this before:

Why the stat substitution moves?

What is your vision for them, how do you see them impacting the game?

They always jump out at me as something I'm... not too sure how to handle.

For example:

* Sometimes you have a stat substitution move that's about something a bit more specific than the basic move, like unnatural lust transfixion. That makes sense: the character's actually doing something very, very different, or in a different way. I can see how that changes the character--and the fiction--in interesting ways, as well as giving the character more utility in a certain way.

* Sometimes you have a stat substitution move that suggests it means something fictionally, but without teeth. For example, merciless... well, the name suggests that if you take this move, you're making a specific statement about your character's, uh, character. If I take that move, am I saying that my character IS merciless? Would I be playing "wrong" if I took the move and then acted all merciful to people?

* On the other hand, some of those... they seem really just purely mechanical, with little or no fictional referent. For example, I'm a gunlugger and I take battle-hardened. Well, I'm a gunlugger: of course I've been in a battle before. And I don't get anything fictionally out of "roll +hard to act under fire". Acting under fire is also very, very broad, so I can't say that it applies in any specific way.

So what do these moves do to the game that you like? What was your designer's goal for putting them in there?

Looking forward to hearing more about these!

42
Murderous Ghosts / A non-gamer MCs for me
« on: October 14, 2011, 10:17:11 PM »
I played today with a friend of mine (a non-gamer).

At first, he seemed unsure what to do, but as we read through the first we introductory bits, he just started narrating things. He would pause and think (or read) carefully in sections, but then come out with some really interesting narration and all kinds of details.

We were both very surprised by how intense and creepy the experience of playing was.

Some observations (I'll be back with more tomorrow):

* It's odd how the "player" does so little talking compared to the MC. I felt bad that I'd asked him to play this game with me... but it seemed like he was the one doing all the work, in a sense. I don't know yet if this bothered him or not, but it really jumped out at me.

* The "core loop" where I, as the player, had to choose Madness, Sorrow, Revenge, etc... it often felt like I didn't have enough information to go on, or was still in roughly the same situation I had been earlier.

Once a couple of the obvious choices were exhausted, it felt very awkward for me as the player: I had nothing to go on to choose other options. We'll see if this gets better/easier as we go along.

When I was instructed to "ask the MC questions", I often narrated character actions (for my character), and then followed up with "what happens?" or "how does the ghost react?". In one room, my "ask the MC a question" turned into "Can I pry open the crate?" "Ok, so what's inside?"

I'm not sure if that's in the spirit of the game, but it helped push things along until I felt like I had enough information to make a choice.

Still, it was frustrating to keep coming back to that page, because the options were disappearing very quickly, and it began to seem like none of the remaining ones fit (particularly because the situation evolved very little during that time).

* We played for almost an hour, and still weren't very far along (I'd seen two ghosts, both of which ran away or disappeared, moved through four different "spaces", and the MC had two face-down cards), so we had to quit. We've agreed to pick up where we left off tomorrow.

Since we both had to run, we didn't get to talk about it too much, except that it was a very cool and very creepy experience. As the player, I felt appropriately frightened and "in the dark" about what was about to happen.

The MC's main comment was that he found it challenging but fun. (I think the game was especially slow--it didn't FEEL slow, we were engaged, but slow-paced--because he really got into detailing his descriptions and would often pause to read his text or carefully come up with the next bit of description.) He was concerned, though, when we left off: "I get the sense that I'm supposed to build some coherent, detailed thing. But it feels like I'm just making up stuff at random." I told him it didn't feel that way to me, and explained why. We'll see how it goes tomorrow!

(Also: our game is pretty slow-paced--more like an investigation game--and neither of the ghosts have done anything terribly menacing or threatening so far.)

43
Apocalypse World / Gigs and juggling
« on: October 14, 2011, 03:13:09 PM »
A few questions about this mechanic:

1. When you're an Operator, or have the Moonlighting move, that's the only time you have to keep track of gigs and +juggling, right? Otherwise we just play it out, using the agenda and moves and everything, as normal.

Whenever you get a new gig, it says you add +1juggling. So, generally speaking, you'll always have the same number of gigs and juggling.

2. If you lose a gig somehow, do you end up having more juggling than gigs?

3. Do you ever have more gigs than juggling? If so, how can that happen?



44
Apocalypse World / Battle moves... without guns
« on: October 08, 2011, 10:40:04 AM »
Has anyone written a version of the AW "battle moves" for hand-to-hand combat?

Like for gladiatorial fights, or maybe for a fantasy hack of AW?

How did you do it?

45
blood & guts / Hit Points
« on: March 02, 2011, 10:44:00 AM »
Dear Vincent,

I've noticed that both Storming... and AW use "hit points" to determine what happens when characters get hurt. The "hit points" function a little differently in those two games but they are still very definitely hit points in both games (at least as far as I can tell).

Could you tell us more about that choice? Is it because you want the games to appeal to a certain audience, or is it because "hit points" do exactly what you want the game to do? If so, how? What features of "hit point" design do you find a perfect fit for these two games?

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