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Messages - Motipha

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16
blood & guts / Re: Playbook Directions
« on: September 22, 2010, 05:02:33 PM »
So, to reword in order to get another look at the topic:

if fictional effectiveness is "how enmeshed in the world the character is" and mechanical effectiveness is "how well the character can navigate the world" then our mythical z is... "how much the character instigates change in the world?"

That's not right, the moves are inherently about instigating change.  Hrm.  "How much the character reflects/highlights the nature of the world?"  There's something there like the contrary in Hyemeyohsts Storm's Seven Arrows.

gah!  My mind boggles!

17
Apocalypse World / Re: Seizing A Life By Force
« on: September 22, 2010, 04:48:48 PM »
*grin* hah, ooops.  I guess that makes a lot of sense most of the time.  There are going to be some times I'm going to want to make it a little more complicated.

So, the example I gave above.  Pared down, The leverage is: If you let us go, your brother will be safe.
Promise:  Go and take me with you as well.  Would this be a form of fuckery then?  give them what they want, but with complications?  Is this offering them a worse outcome, so maybe a 7-9 rather than for a 10+?

Anyway.

18
blood & guts / Re: Playbook Directions
« on: September 22, 2010, 02:16:16 PM »
wait, what?  That made sense?

Ok, mechanical effectiveness:  How their moves help to up their statistical chances of acting the way they want?  So for instance, gunlugger has two moves that switch hard in for basic moves as well as a move to max out that stat?  I definitely see the gunlugger as being one of the most mechanically effective classes to play.

Fictional effectiveness: uh buh huh?  Are you talking about how much they introduce or control the fiction around them?  So moves like frenzy, or wealth, or fortunes are inidcative of a character that is fictionally effective?

I don't really know what Mindshare effective means.  I'll be staring squinty-eyed at the Battlebabe to see if I can figure that one out.

19
Apocalypse World / Re: Seizing A Life By Force
« on: September 22, 2010, 01:58:57 PM »
PC: "You gotta let us go, Ship.  If they keep us here, they're going to torture us.  they're going to cut and cut until one of us can't hold it any more, and then someone will spill that it was your brother who showed us where the loot was stashed.  Let us slip out that door there and you're brother will be safe."

Ship: "Fine.  But I'm coming with you."

PC: "...wouldn't have it any other way."

leverage and promise, different things.  Make sense?

20
Apocalypse World / Re: When the Hocus doesn't believe
« on: September 21, 2010, 06:46:38 PM »
Yes, but it still has to be recognizeable to whoever you are preaching to.  If you start spouting off about how the lizard people are not being honest with us and are about to betray us all so they can implant their brood pouches in our eye sockets, people are going to be really puzzled if they haven't seen any lizard people.  The madness has to make some sort of sense to then, a description of something they are already familiar with.

21
roleplaying theory, hardcore / Re: Revelations of the Apocalypse (World)
« on: September 20, 2010, 11:59:57 AM »
The above responses are basically "Well, just tell them what they want to hear so you can move on to more interesting things." I'd love to. But in some cases, you CAN'T. I'm not talking about an interest in the maelstrom as flavor. I'm talking about interest in the maelstrom as the game. 

To me, it's a problem.

I would disagree.  What I was trying to say, and perhaps I did a poor job of doing so, is that make telling them what they want the interesting thing.  Give them what they want, but do it in a way that puts them in untenable situations.  If the players truly want to find out about the maelstrom the game then that is the game, at least in part.  You can't just dismiss it as something to get out of the way so that the interesting stuff can start, because at least for that player and the character they are playing that is what is interesting.

Basically, I was trying to say fold your interest in to theirs.  And from Michael's response above, it sounds like it's what he wanted as well: Not to just "be told what the maelstrom is all about" but to have his character spend his time exploring it, in difficult, untenable, dramatic and difficult circumstances that put him at odds with other characters.

22
Apocalypse World / Re: Apocalypse Love and Kisses
« on: September 20, 2010, 11:33:51 AM »
yeah, it's an interesting tone of voice.  It's both a reaffirmation of your love of the characters, a goad to action, as well as injecting some real colour.  I always have this weird dichotomy of "the MC is sincere in his sympathy/affection/support" and "The MC is messing with your shit and doing so in front of you and fully aware that you can't do anything about it."

It's pretty awesome.

23
Apocalypse World / Re: When the Hocus doesn't believe
« on: September 19, 2010, 01:46:38 PM »
*grin* and with that answer, you clearly point out what's a problem here:  I'm applying judgement to the characters actions, demanding they live up to my standard rather than accepting and encouraging the play of that character. begin the rectification!

But an interesting and very telling point:  You speak the truth and gain hold but  spend it however you wish.    Which also means those listening can react to the spending however seems appropriate.

24
roleplaying theory, hardcore / Re: Revelations of the Apocalypse (World)
« on: September 19, 2010, 01:30:23 PM »
I've been tyring to think of something sensible to say about this thread, and I'm really not going to say much more than Vincent did:  So what?  Ok, you're playing to make for interesting intercharacter drama.  They are playing to find out about the world (or, as michael pointed out, playing a character interested in finding out more about the world).  So make interesting intercharacter drama out of them trying to find out more about the world.  Finding out why the psychic maelstrom IS interesting to me, so when my players start searching for it it makes for good story.

For the record, I would rather cut my own throat out than play an RPG that ended up like Lost.  Being told all of this stuff that threatened me and mine and made for all this interesting stuff was "just because" or "don't worry about it" is completely messed in the head.  But that's just my opinion.

25
Apocalypse World / Re: When the Hocus doesn't believe
« on: September 19, 2010, 01:17:00 PM »
I'm pretty sure it means the truth, regardless what the hocus believes or doesn't believe. The crowd has to recognize and respond to the truth in it.
That's... hrmm.  Something that I hadn't thought about.  I had been thinking about how this is one of those moves where the player gets to inject some "truth" in to the game, but recognizing the truth for what it is... hrm. 

So now I'm thinking about the "to do it, do it" thing.  When the player says "I'm going to use frenzy" she is then saying that everything said during the following bit is "the truth."  And when Silver finds herself in front of a crowd explaining things, and she's speaking the truth, then she's using the frenzy move.  This second bit is where my brain tends to flinch, but I've always been more yang than yin.  Hrm.

So now I think about the mechanics of the move:  It's a hold-and-spend move.  Let's say she's speaking to the crowd, and then throws in "And you should give me all your stuff because it's real pretty." in order to make them bring forward their valuables.  Everything else jibes, but this one seems kind of throwaway:  I as the DM can't see my guys buying it.  But she spends hold!  so it happens!  This wasn't the actual play in the session, but it's an odd situation.

Anyway, thank you for your feedback.  I'm definitely going to have fun playing this out.

26
Apocalypse World / Re: When the Hocus doesn't believe
« on: September 19, 2010, 01:02:41 PM »
yeah, it's causing me some flux.  Augury tends not to be a problem:  Most of the weird can be explained as "That's just how this world works, and your just saying it has to do with the religion."  My problems are still coming from just not getting the cult:  What they've been promised, what they expect, what they need.  And it's hard to take frenzy as anything but that, whipping people up in to a frenzy.  I guess this really is just a thing with me:  What was said in the example I gave didn't feel convincing to me, it wasn't impassioned enough.  I'll have to see how that plays out.

But I'm looking forward to seeing what happens next.  But Chris is totally right:  When you say "speak the truth to a mob" do you mean the truth of what you believe, or truth as you have presented it?  What's the leeway for the twofaced hocus?

27
Apocalypse World / When the Hocus doesn't believe
« on: September 17, 2010, 05:53:36 PM »
Ok, so I'm running a game right now, and I've got someone running a Hocus, Silver, who does not believe any of what she's preaching.  Which is fine, I can totally see that, I've seen TV.  But my problem is specifically the Frenzy move, specifically: "When you speak truth to the masses."

So I interpret that as the truth of your faith, what your character believes to be true.  But in this case, what Silver believes to be true is not what she preaches.  So when she's used this move, she's preached... resonableness.  Rationality.  It just didn't jibe.  But it's what her character believes is "The truth."  but but but... You're standing in the middle of the Angel's overcrowded infirmary supported by one of your followers (who you are very much lying to) barely conscious.  You get up on the table, face the mob of well-armed guys who have come to hunt out and kill your cult members because they've been running wild over the hold messing with everyone's shit.

And then you preach that Raf (the Angel) is overworked, we're messing with his shit, and you guys are coming in here with guns ablaze killing more, you should give up your stuff and go away.  I'm oversimplifying, but... it just didn't really work for me.

My problem here is that mechanically, she got a full hit.  As the MC, I want to respect the players right to fully play her character.  But this just felt WEAK.  I think what I did to make it work worked, but it still felt really unsatisfying.

I don't know.  what are peoples thoughts about Hocus' who don't really believe?  Especially if they have things like Augury?  It's really the only big sticking point I have in the game, and while it's been getting better I'm still wrestling with it.

(I fully intend to make my problems hers, by the way:  If I'm dissatisfied with it, I bet for sure some of her followers are as well.)

28
Apocalypse World / Re: Apocalypse Love and Kisses
« on: September 14, 2010, 07:17:41 PM »
I cleaned up some of the text on that last one, but the gist is the same.  here are the letters for the gunlugger and the angel as well.  The choppers not in the next session, he gets a letter when he comes back for the next one.

Dear Midnight,
Things are looking up for you, aren't they?  You and Tork are all buddy buddy now, so you can hang out with the Rollers more.  Shithead still has it in for you, but it's not like he's gonna do much to you without the rest of the gang behind him, and besides he's off on that super-secret mission thing with Tork.

Which actually has kind of fucked you over.  when Tork took off with Shithead, Dice, Gnarly and III Bullet took over.  Whenever you push the issue about heading over to Temple Point, Bullet comes up with another reason they can't spare a guy:  looters, protect the bikes, Steinway needs us, man man... yadda yadda.  Maybe he's still holding a grudge over that whole "head butting him hard enough to make his nose bleed" thing.  I know, right?  Such a baby.  Anyway, the Rollers have spent the last couple of days holed up in the hall,  Occasionally heading out on a foray with Man man to beat up some Gogol Bordello guys, doing a lot of drugs.  It's kind of frustrating. 

But hey, it's not like everything has been for nothing.  All this time among people, you're practically popular.  Roll +hot.  On 10+ choose 2, 7-9 choose 1
-   Despite everything, you've managed to get the stuff to fix up your bike.    Looks like you'll be able to get over to Temple point under your own power after all.  Tell me who you got it from, and what you promised/did for them.
-   All the craziness means you've been in demand.  Most importantly, the GB guys have hired you on to bodyguard.  Tell me what they offered you, and what/who you're guarding.
-   Junk has taken a real shine to you.  Not in a horizontal sense (not yet at least) but she's actually shaping up to be someone worth spending some time with.  Tell me what you guys are about, and what you dig in her.

On a miss, I'll choose one of these, and tell you how it is.  Trust me, you won't be so happy about that.

Anyway I'll let you get on your way, you got things to do, stuff from the past to find, people to kill.  Just remember what your brother told you yesterday morning.  Or was it the day before?  I dunno, the day after you woke up with a cat in your room.  But yeah, He told you "keep you chin up and your eyes clear if you don't want to end up like dad.   And get a fucking haircut, you look like a goddamned drowned rat."  Toodles!
Love and Kisses,
Your MC
 
Dear Raf,

Shit's been tough, huh buddy?  Well listen, we're all rooting for you kiddo, we're behind you 110 percent.  I know things have been messed up, what with you having killed that boy and all, but we know you didn't mean it, just like with your sister.  It's not your fault, y'know?  It's not like people keep dying on you whenever you try to heal them directly so you have to use these blunt instruments instead.  Not like people are relying on you and you keep screwing up.  Nothing like that at all. 

Really It's all that Silver's fault.  If she hadn't fucked with you, that boy would be up and about right now, just fine, laughing, singing, having a grand old time.  Instead she decided to do.. . whatever it is she did and now he's gone gone gone.  So yeah, Not your fault at all.

Things ain't been going so well since... well, y'know.  Man Man and Gogol Bordello are all over each other, and Steinway's had to send Treble and his boys out to keep the peace.  Which means you've been a little busy, what with all the brouhaha.  It's kind of fucked, all the players can't really hit each other direct as it's against the rules, but all their lickspittles and groupies and fans and such take the hints they drop and away it goes.  Shit's been nasty, bad enough that Steinway's apparently going to hold a big meetup, what they call a Jam to set things right.  here's hoping it works.

But we're glad to see you're keeping shit together.  How you doing that?  Go ahead and tell me and then come back to this letter.  Roll +cool to find out exactly how close to the edge you are.  10+ choose 1, 7-9 choose 2.  Regardless, you're down stock, down about half.
-   By farming out the easy stuff to shegusa and mox, you've been able to stay ahead of the curve, but barely.  Unless shit gets cleared up, you're going to start losing people or having to turn them away untreated.
-   Steinway took a turn for the worse.  He's stable for now, but the drugs aren't working anymore.  You've got him on some powerful shit that's holding him together, just and just, but they're harder to find.
-   In the confusion someone has been stealing supplies from the infirmary.  Mostly pain pills and the like, so you can still treat people, but it's getting hairy every time you need to do something major.

On a miss, it's all true buddy.  Sorry.  But hey, one-hundred and ten percent, remember.

Love and Kisses,
Your MC

29
Apocalypse World / Re: Apocalypse Love and Kisses
« on: September 14, 2010, 03:45:15 PM »
Ok, so my first one of these.  The PC's are Tork (chopper), Midnight (gunlugger), Raf (angel), Silver (hocus).  I've said before that I don't like purely mechanical consequences as outcomes of these letters, but for this one it actually is a narrative thing as Silver caused some serious grief to Raf:

Dear Silver,

How's it hanging?  Seems like the sun rose today, so the rest of the guides must have taken care of that while Steinway had you locked up for roughing up a rhymer or causing havoc or just pissing off the Angel or whatever bullshit reason he used to explain it, if he bothered.  Speaking of, can you believe how Raf acted?  All offended and hurt and accusing just like that?  And now you've had to spend a couple perfectly good days in one of the window wells Steinway uses as cells, with the cats all prowling around on the other side of that pane of glass and watching you.  Your pretty convinced that, had they wanted to they could have come straight through the glass for you.  A couple of the younger ones came up and pawed at the glass, and you can see the inner pane is barely there any more, but the mothers just herded them away after a bit.  You could swear they were laughing the whole time.

Anyway. Peanut went a little nuts about you being taken in, loudly working the guides up to take a run at Steinway.  It's got everyone in the Prom nervous, and it's not like you and yours are particularily popular to begin with, so dont expect people to be a nicey-nice with you guys for a bit.  you should make your fortunes roll to see how things are looking at this very moment for the guides. 

Steinway came and had a talk with you about your predicament.  Seems the old coot has something he wants done, something that'll make all forgiven, which I'll tell you about in a moment.  He's let you go after extracting a promise that you would get it done.  Whether or not you live up to that promise, well, that's up to you.  So roll +hard: On a 10+ choose 1.  7-9, choose two:
-   Steinway, or Treble really, was real emphatic in making his point.  You think something might be broken in your shoulder, and breathing ain't exactly an easy thing.  Take 3 harm straight up.
-   They found the Book on you, and took it.  Steinway says he'll return it after.
-   The guy who died  was one of the Man Man crew, and boy are they pissed about it.  Especially his sister Gator.  Seems to think the whole thing was your fault, you personally.
On a miss, they're all true.  It just ain't fair, huh?

Hugs and Kisses,
the MC

30
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 06:25:07 PM »
ok, maybe this will highlight an element of step-on-up, and why it's not Story now, and why that conflict is a bad thing and something that needs to be differentiated.

In a D&D game back in the day, our DM described what to everything we could tell was a troll.  had all the behaviours of, looked like it, we as a group agreed yep, troll.  Cool, kill with fire, bob's your uncle.

Except that our DM had decided that, because he thought it was unrealistic that our characters could recognize monsters just because us as players recognized them, he was deliberately misleading us.  turns out it was something else of equal challenge but with completely different weaknesses and strengths.

I can't speak for the other players, but I for one was pissed when I figured out what was going on.  not because it "broke the fiction" that this thing wasn't a troll, but because if we had a particular approach and tactic laid out all about beating a troll.  Yes the description and all that was done in fiction terms, but what was the driving force in that game for me as a player was to win, and I felt that I was cheated of that by a cheap trick.  And while what he did was really fucking problematic on a Social contract level, it also was because his desire from the game was different from mine/ours.

This is, most definitely, not Story now.  Did it matter to me that the fiction make some sort of coherent sense?  sure, for aesthetic reasons.  But primarily it was about overcoming the challenge.

Simon, can you see why what I described is NOT Story Now play even though things are done in a fictional setting with fictional coherence?  now, maybe if I had been bothered by the fact that the monster was misdescribed, had somehow made the story less interesting, or had broken my fictional conception of the world, then I could see the argument.  but really what was broken about it was that it was the DM deliberately messing with a tactical advantage I gained by changing a detail in the world.

Come to think of it when I play like this I view making coherent fiction as a strategic obstacle:  how do I explain my real-world knowledge in a way that makes sense fictionally, so that I can use it in game?  I'm trying to make coherent fiction because doing that is a rule of the game, not because it is why I'm playing.

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