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Messages - Paul T.

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46
Apocalypse World / Re: NPC Name Habit
« on: January 10, 2018, 11:28:00 PM »
A fine collection!

I can't imagine what you'd ever need that many names for, though...

A counterpoint to consider:

The post-apocalypse is all about scarcity.

Are people a scarcity? Are there only 200 survivors left in the world?

Are names a scarcity? Maybe only so many have survived, and people hold on to them with greedy fingers.

Would you kill someone if they took your name? Is it the only way to get it back?

47
brainstorming & development / Re: Brothers_in_Arms
« on: January 10, 2018, 05:01:30 PM »
Excellent!

You don't need the whole thing translated, necessarily, by the way. Sometimes just putting up one small chunk of the rules or one playbook can make for some great feedback from readers.

48
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 09, 2018, 08:05:10 PM »
(As I was typing that, a dramatic MC move/twist did come to mind. I'll keep quiet for now, though, so I can hear your thoughts and suggestions.)

49
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 09, 2018, 08:04:18 PM »
Sounds about right.

Currently, my plan is to just write up each NPC/faction as a threat and then make them menacing/in-your-face enough that the PCs will likely have strong feelings about them. They will have interesting relationships to each other, as well, for a variety of opportunities/options.

I can then feel out the players' interests and focus on the one they seem to gravitate to the most or feel strongest about.

One other issue:

At the end of the last session, a PC sent 5 of the Hocus's followers after the Black Teeth, a small group of mud-covered people (for camouflage) who kidnapped Newton, a star breeder who is currently pregnant, carrying the Hocus's baby (but the baby is promised to Ambergrease).

Sometimes, in situations like these, an obvious dramatic solution comes to mind (basically, an interesting MC move). Here, I'm not sure one does. I'm thinking of writing this up as a Love Letter, to better disclaim responsibility and put it in the players' hands.

How would you write such a letter? How would it be organized?

50
brainstorming & development / Re: Brothers_in_Arms
« on: January 09, 2018, 07:59:44 PM »
I like the sound of that.

Do you have any sample materials ready, or a playtest document?

Welcome!

51
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 08, 2018, 11:21:50 AM »
Oddly enough, a friend suggested much the same thing to me.

I balked a bit at the idea - presenting a Big Bad is just not that exciting to ME, as the MC, so I don't want to go that route. However, some kind of clear opposition might be just the ticket here, no question.

My struggle, I suppose, then, is finding some middle ground between what the game needs in terms of clarity and my own interests as an MC who doesn't want to decide "what the plot is", but, rather, to be surprised by the choices made by the players. Hmmm.

52
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 07, 2018, 07:06:52 PM »
I should perhaps clarify my position here:

Apocalypse World, as written, does a great job (when played by the rules and Principles) at creating an unstable world full of threats and then helping us watch the PCs stumble their way through it and grasp for what's left of humanity, safety, civilization, and beauty.

However, it does so quite slowly.

What I'm trying to do here is a short, focused game which wraps up in two-three sessions. I'm finding that a lot of the "standard" things we do in AW work against that. There's a lot to explore, and most of my tools to "jump ahead" to the focus of the action feel like hammers and nails.

So I've been brainstorming different MC/GM techniques to get things primed more quickly, and this game is a bit of a proving ground for a variety of them.

The game I've played so far would be an absolutely *lovely* beginning to a long-term campaign, with all the right bits, and every scene we play inspires me with some thing I can reincorporate later.

However, some combination of AW's system, my "campaign starter", and my players' reticence (well, perhaps I just haven't figured out how to connect with them yet) hasn't helped us find the crux of this Situation yet, and the natural tendency is just to do the Apocalypse World thing, which is fantastic, but somewhat slow-moving in comparison.

Well, it's not even that it's "slow-moving" - sometimes, AW can speed along like gangbusters - but the lack of clear focus and direction, even for any single PC. I largely blame my scenario for this (perhaps too open-ended), but I'm still trying to figure out which precise MC tools will be most effective here.

We're having a great time playing, but I worry that, two sessions from now, we'll just be starting to get into the meat of the thing (as typically happens in a game of AW) as opposed to being ready to wrap it all up.


53
Good stuff, folks. Interesting business!

54
In my recent mini-campaign, I had a Hocus and a Savvyhead stuck in a tight spot, surrounded by enemies. They're hiding at the back of this cave, unsure what to do, and the Savvyhead starts messing around with a hatch. It doesn't really lead anywhere, but, hey, maybe it could be useful somehow?

Meanwhile, the Angel is administering aid to a dying man while one of the Black Teeth finishes off his ally and could soon turn on him.

So, the Savvyhead says, "Hey, can I use my Bonefeel hold to suddenly be there?"

Turned out part of the plan was to, you know, get out of his current predicament.

It seemed like an interesting outcome to me, and saying "no" wouldn't really give the player the sense that Bonefeel is useful or that we are interested in being fans of his character. So, it happened! The hatch at the back of the cave was a good justification for his disappearance "off-screen", as well.

The Hocus, of course, is rather pissed. Abandoned in a tight spot by a close ally!

However, the Savvyhead left his van back at the cave, too, so that's going to be a source of trouble.

...

Questions:

1. Has anyone used Bonefeel in this way in your game(s)? What do you think of its use in this kind of situation?

2. The Bonefeel move is rolled at the beginning of the session, and always generates 1-hold. The question is: is the Savvyhead in a good position, or pinned/trapped/in trouble? Does he start the scene with 1-forward?

This means that, in theory, you could choose to roll the move *when it's used*, instead of at the beginning of the session.

In this version, once per session the Savvyhead can say that he wants to be involved in a scene, "with or without a clear explanation". *Then* we roll the dice, determining whether he is "in the right place at the right time", with exactly what's needed, or in a bad spot of sorts.

Thinking about this is interesting; the implications are quite different.

Has anyone done this? If so, how did it feel in play? Which did you prefer? Why?

55
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 06, 2018, 01:40:59 PM »
I played a (very short) second session of this game, which we treated as a "first session, part two" - the "have a fight" part, perhaps. We will save the "start of session" moves for next time, and that kind of thing; it was very much a "in media res" start, right where we left off.

Overall, the game was fun, but it also felt like a lot of work for me as the MC (I really wish I knew more about the characters and what they're into, and the players aren't always good at giving me material to work with), but they seemed to enjoy it quite a bit.

We got a lot done in under two hours, which I think was not something they're used to (but liked). They're hardcore D&D players and have never played a game like this, before, so lots of stuff is new to them. They love the playbooks and how evocative the rules are.

They keep saying they like the system a lot and comparing it to stuff they don't enjoy in D&D, which is interesting! (The usual DM says he gets annoyed sitting there while players look up their spells in their books and try to figure out what to do, for example, and that doesn't happen in this game.)

So, the game was enjoyable in retrospect, but felt a little bit difficult in the moment for me. I think we didn't establish enough connections from the PCs to all the stuff we brainstormed, so we're doing it on the fly. Apocalypse World doesn't help a ton on that front; I'm really missing having Desires or Keys or Beliefs or some other kind of orienting mechanism to work with. In a regular game, a "slow start" gives you time to establish a deeper sense of what life is like and what the characters care about, but here we're trying to move very quickly into the action, and it's proving a little challenging for me. I have to pull in GMing tricks and techniques from other games, and it's interesting to see what works well in AW and what doesn't.

If you use this setup, really emphasize the importance of creating the characters as apart of the NPCs and relationship web you've all invested in during the brainstorm/creation phase.

I got to use my idea of a flashback scene, after all, and it worked quite well. The Angel used his "healing touch" on a dying NPC, and missed the roll. No one has yet opened their brain to the maelstrom, so I asked him what it's usually like for him. He answered that he experiences reveries, or relives memories of the past, and sometimes gets stuck in them. Well, perfect: I told him he was having a nightmarish trip into his memories of his relationship with the Savvyhead, and we played out their Hx moment. I told the Savvyhead's player to play his character as he liked - either true to the "memories", or in some nightmarish, twisted fashion, and he enjoyed that. I got to introduce a scary ghost-figure who will be fun to bring back.

Afterwards, they said: "Cool! That felt like a TV show or a movie!"

So that was good.


56
Apocalypse World / Re: NPC Name Habit
« on: January 06, 2018, 01:35:37 PM »
I think the ease of naming NPCs in Apocalypse World is one of the game's genius features!

Almost any word will do, so long as it rolls off the tongue in the right way. And, since most names are nouns - in particular, nouns which have lost their meaning in the post-apocalypse - you can use their actual meaning to inspire the NPC portrayal.

Want to have an NPC called "Roofie"? How about "Vicar"? They all suggest interesting things about the character.

I had an ambiguously-sexed medical assistant character in my other AW game, and I named them Toyota. It was the perfect fit.

57
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: December 31, 2017, 11:14:57 AM »
I like the idea of a "backloaded prompt"; it seems like a solid technique.

I also find flashback scenes can really enrich my games, though, and can be more engaging for the players. Some careful framing and cutting has always made it work for me!

I wonder if you two have any thoughts on the scenario or ideas for how I might prep for session two? I'd love to borrow your brains for that purpose.

58
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: December 28, 2017, 01:37:57 PM »
Dear reader,

If you're reading this, you just rolled a 7-9 on "open your brain".

59
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: December 27, 2017, 04:57:44 PM »
Excellent example, thanks. Very clear! (Except for the switch from Domino to Diamond, which threw me for a second, but no biggie.)

In this particular game, we didn't get much crustal-clear Hx like the example you gave, with the exception of the Savvyhead being in debt to the Angel. However, I can use this same logic to extend many of the other Hx options chosen, until we flesh them out a little more and hit paydirt. I like it!

My current musings:

Is it possible that the satellite fell because of something the PCs did (or were involved in)? If so, what might it be?

The most obvious thing to jump out at me: the Savvyhead's mucking about with time and space in his workspace (and now we're back to that juicy Hx incident again). Could that have caused the fall of the satellite somehow?

60
Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: December 27, 2017, 11:24:25 AM »
A sidenote about my prep/daydreaming:

My current approach is to start to think about themes which are developing in play, based on the players' input, and then find ways to explore or highlight them.

For instance, fertility/pregnancy, children, slavery, and memories of the past seem to be important here.

I'll be looking at ways to draw these out further. For instance, Tip, the wannabe-warlord, has just "acquired" (he is a slaver who doesn't believe in personal freedoms) a heavily pregnant "wife", and is looking forward to the birth. She's present at the rather tense situation/standoff at the site of the crashed satellite, so lots of complications are possible. Blind-blue may be quite intrigued to see he's not the only fertile one around, as well.

If it seems interesting to make Tip more monstrous, I may have him declare at some point how he plans to see "his child" born (although he had nothing to do with its conception!), and then kill it if it doesn't look like him. Or kill it if it's a girl. Something like that, to see how the players react - I get the sense they're all interested in exploring these themes in play.

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