Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Paul T.

Pages: 1 ... 45 46 [47] 48
691
Monsterhearts / Re: A fun first session!
« on: January 12, 2011, 11:49:57 AM »
That's some serious IC play write up, Jenni. Glad it went so well :)

Why do I feel like the "diary" should be a part of this game? It just seems too appropriate.

At least for the Mortal, for sure.

692
Monsterhearts / Re: NPCs, Strings, and Playing with Few Players
« on: January 12, 2011, 11:38:49 AM »
Why are actual, physical strings a bad idea? (Particularly for PCs, I can see it being a hassle for NPCs.)

693
Apocalypse World / Re: Are modifiers cumulative?
« on: January 09, 2011, 05:28:01 PM »
Does this also work for, say, acting on the MC's answers?

If you're "acting on" three of the MC's answers, do you add +3 to your roll?

694
Right. I've played AW, just haven't run it myself yet, which is what I'm preparing for.

695
John,

That's some good stuff there, too, thank you.

Chris,

Running it as "if the roller rolls well and the roll-e botches the resulting act under fire, raiders burst through the wall" does not flow for me. Following my principles, it would almost always always turn out as Vincent's example, where the only plausible misdirect that naturally flows from the current scene is usually going to be tell the consequences of the decision from a third party and ask.

We're on the same wavelength here, and I wonder if we're misunderstanding something or if this is just the way it's supposed to go in this game.

My issue with what's being described, in addition to what you've described, is as follows:

In Vincent's example, we've got two rolls made, decisions made by both parties as well as the MC -- a lot of overhead, a lot of engaging the mechanics. But in the end it doesn't seem like anything's changed in the situation, or really any different from how things would have gone in completely free play. After all, even if the acting under fire roll had succeeded, there's no reason to assume that the guy's mother wouldn't be pissed off later on.

Are the three possible outcomes really all that different from each other?

What's the value of those two rolls in that scene?

Am I misunderstanding the game, or just missing something obvious?

696
Apocalypse World / Re: Playbook: Faceless
« on: January 05, 2011, 01:09:28 PM »
So, for people interested in this Playbook, are the rules in this thread up-to-date? Is the "official" Faceless playbook just a compilation of the stuff in this thread?

697
Hey, great answer, Vincent! Thank you.

The next step, though, is the "how". For instance, "how" does making a harder move at certain points make AW more real (it's pretty clear it generally tends to make the PCs' lives not boring)? "How" do harder and softer moves play effectively into being a fan of the characters?

This is an area of the game that seems to me to be asking for a lot of trial and error on the part of the MC, which is how most games work, but I wonder if there might be some more juice in this particular issue. I always like teasing out little "tricks" that make games more fun and easier to play, so that's my goal here.

I think your answer (as written above) is pretty concrete and thorough, so if you want to drop it here, that's fine by me (though I do always enjoy hearing more of your thoughts on this sort of thing).

I'd also really love to hear what the other experienced AW MCs around here think about this, though - sometimes the designer can have a different perspective on how their creation can best be used than someone looking at the game from an outside perspective. Just like how a proofreader can often improve a text in surprising ways.

698
Thanks, Vincent. That example is tremendously helpful, actually. I'll have to see it play a few times and see how it goes, but that gives me something to work with, for sure.

I'm really enjoying the text for the most part, but one thing I wish there was more guidance about is precisely this: "make a hard a move as you like."

Now, you make it clear that "as hard as you like" doesn't always mean "hard as possible". But where the book isn't terribly helpful (at least as far as I can tell, it's very likely I've overlooked some advice somewhere in there!) is in helping the MC decide just how hard a move to make.

Having read over your example, above, my feeling is that the mental process is roughly along the lines of:

"Ok, here's the fiction as I'm imagining it, with roughly this range is plausible and likely outcomes. A blown roll means I interpret a likely outcome, but very much biased to the worst possible end of the spectrum for this, current situation."

So, in this case, refusing the jingle doesn't have any likely or plausible immediate, "hard" consequences (unless the hardholder brings them himself, of course). But what's a thing that could go wrong because of this? Well, sure, word could get to the guy's mother that the hardholder asked him to punch her and he didn't really  bat an eye.

So, here, "telling the consequences and asking" is setting up a harder move down the road, right?

Anyway, assuming that's roughly the right angle, I do find myself wishing there was some advice on how hard to push those MC moves, especially when it's "as hard as you like". Because that's basically asking the MC to go on his or her instincts, which is great, but not always enough.

Are there particular moments in play where it's better to stay gentle (as in this example), and other examples where even a violent distortion of the fiction is worth paying for some more extreme drama?

I do realize that the flexibility of this kind of situation, for each group to find their own sweet spot, is part of the design, but still I'd love to hear some thoughts from Vincent and any other experienced AW MCs.

When it's "as hard as you like", how do you choose when to go full throttle, and when to baby it in a little more?


699
So, there's this thing that always worries me a little when I think about running Apocalypse World.

It's that whole "and if you _____, you're acting under fire", such as happens with a refused seduce/manipulate move, for instance.

Acting under fire makes a whole lot of sense to me when there is a clear, urgent fire. But when it's the chain reaction of another roll, sometimes it's not clear what the urgent, present fire is.

In my head, at least, this leads to this weird situation where the dice are rolled, and the fiction is relatively static. On a miss, the MC is supposed to make a hard move, but if there is no current and immediate danger, doesn't it feel a little artificial?

Like, yeah, we make moves all the time in any game we play, but doesn't, "OK, you missed the roll, so now this entirely new bad thing happens to you," feel just a little contrived? How can you misdirect and not speak its name, and all that, enough to make it feel natural?

For instance, there is a move where you give someone a gift of 1-barter, and it counts as a 10+ on a seduce/manipulate roll.

So I picture this wealthy hardholder calling up his good friend for a chat over some tea, and this goes down. It's all dark and intimate, whispered conversation between friends in a rare calm moment.

He offers the friend some jingle, and now if the friend refuses they're acting under fire. They roll+cool and blow it (or 7-9, whatever). What happens? Do raiders suddenly burst through the wall?

How do you do this without it feeling totally contrived?

700
Apocalypse World / Re: new character playbook: quarantine
« on: December 29, 2010, 02:30:18 AM »
For those of us who missed the Kickstarter project, how we can get our hands on the Quarantine playbook?

I'm sure I'm not the only one who is interested...

701
Apocalypse World / Re: Versions
« on: December 20, 2010, 04:37:33 PM »
Ah, thank you!

Very helpful to know!

702
Apocalypse World / Re: Versions
« on: December 20, 2010, 12:53:30 PM »
So, if I'm sitting at my desk and looking at a bunch of stuff that's already printed out, is there a "last change" to spot that would allow me to tell what's the latest version, and what is old and should be recycled?

I guess the question is: what is the most recent change to the playbooks?

703
blood & guts / Re: Lessons in Playtesting
« on: December 19, 2010, 04:48:06 PM »
There were also the "toyboxes" and whatnot - and the Angel kit items being individual things for healing particular sections of harm.

Hey, what was the deal with these things? Why were they removed? They seemed pretty cool, at least on paper, right?

What was the catch here?

704
Apocalypse World / Re: Versions
« on: December 19, 2010, 03:29:06 PM »
Okay, here's an example:

I've seen versions of playbooks/character sheets that list specific Angel gear (e.g., chemstabs, heals 9:00). But the "official" playbooks on the front page don't list those things.

Are the specific-healing Angel gear something that was old, and has been removed, or something new, that has been added, and just hasn't been updated in the "official" playbooks yet?

705
Apocalypse World / Versions
« on: December 18, 2010, 11:25:56 AM »
Is there an easy way to tell versions of Apocalypse World material apart?

For instance, let's say I've got printouts of a bunch of character playbooks lying around in my cabinet drawer. I pull some out... are these "up-to-date", or old versions with a few minor changes? How can I tell?

So, like, what's the easiest-to-spot latest change?


Pages: 1 ... 45 46 [47] 48