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Messages - Motipha

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46
Apocalypse World / Re: sell me on weird
« on: August 23, 2010, 11:57:26 AM »
Is this a chicken/egg thing?  I mean, I tend to think those characters are at least in part socially dysfunctional because they are so heavily hooked in to the psychic maelstrom.  It's hard to remember which fork is for the salad when you have a three hundred pound toad in a top hat and the face of your first lover sitting in the center of the table telling you in exquisite detail every lustful thought that passes through the minds of any of the guests.

To me, it's part of what makes the world not-this-one.  it's one of the in-built unanswered questions of the setting, and Weird is how much it has to do with you in particular.

I would also point out that social dysfunction is not only a thing for the Weird-heavy characters.  Sure, the Hardholder, Chopper, Operator and Skinner need to at least function societaly, but that doesn't mean they aren't dysfunctional as hell.  And Battle Babes and Drivers don't strike me as "normal."  Rob Bohl played a fantastic dysfunctional battle babe in our Gencon game.

Besides,  the player doesn't get to ask the Maelstrom anything.  it isn't an option for them to go looking for specific information, it's a chance for the MC to root around and find something fun.  They probably are hoping for something in particular when they do open their mind, and I'm likely to give them something to help them, but I might just throw them another direction altogether.

Ah, here's what I didn't say directly:  The higher someones weird is, the more I throw weird stuff at them.  Just because you didn't voluntarily open you mind to the Maelstrom doesn't mean you can't hear it.  Like hearing people in the hallway outside your door.  The higher your score, the better your ears (or the thinner the door).

47
Apocalypse World / Re: Make money, money
« on: August 23, 2010, 11:15:50 AM »
Well, our Maestro ended up taking over the area's water supply, so he's pretty much a hardholder now.

See, I wouldn't assume so.  At least, not unless the character decides "Oh look, I'm now responsible for the lives of all these people and going to be held accountable for what happens to them."  You can have something everybody needs without having a care about if they get it or not.  Yeah, I know you need water to live, but if you want the H2O you gotta give me something I need, see?

But, either or.

48
Apocalypse World / Re: Player Priorities in Apocalypse World
« on: August 19, 2010, 10:51:43 AM »
eeeeeh... I agree with most of everything here, but I'm a little uncomfortable with some of the tone.  I'm sure this wasn't the intended thought, but here goes:

I think it's important to remember that the MC is still part of the game, is in fact a player just with a very different mode of play than the others.  As such, the game is very much the MC's game as well.  So Fleece is totally legit, because it's player input.  The difference is that it isn't solely the MC's game.

If I'm running a game, my intention is to have fun doing so as well.  As such, my role is not just to facilitate others, but to do so in a way that still satisfies my desires for the game and setting.  I'm just not turning up with a preplanned agenda of what MUST and CANNOT, and I'm not expecting to be the sole creative force/authority of fiction at the table.

Like I said, I'm guessing most of the posting here was taking that in to consideration, but the tone was heading to an extreme I just don't see in the game (That the MC needs to leave all or at least most story generation to the PC's).

49
Apocalypse World / Re: Does Operator/Hardholder Barter Accumulate?
« on: August 17, 2010, 02:22:47 PM »
Officially, a hardholder's barter surplus is the only barter that doesn't accumulate. Everybody else is able to save up from session to session.
*salutes* yessir.  That makes a lot of sense, as the Hardholder seems like the only one that really doesn't have to worry about being out of jingle ever unless his hardhold is in a very bad way.

50
Apocalypse World / Re: Custom Moves Compendium
« on: August 16, 2010, 11:17:12 AM »
I put this move together for a Hatchet City con game, but it never got used.  But I was really excited by it, and thought I'd share:

The ruins are the ruins of a huge city, which used to be a forest of skyscrapers.  All the buildings have been cut off somewhere about 5 stories up, the tops poking up raggedly, lots of them leaning away from the only skyscraper left:  A tower of glass and steel way off in the distance.

Mechanically, the ruins were a Landscape: Prison.

If you try to make your way through the ruins towards the tower, roll +cool.  On a 10+, hold 2.  On a 7-9, choose 1:

You see something new
You remember
You don't bring trouble back with you

51
Apocalypse World / Re: Does Operator/Hardholder Barter Accumulate?
« on: August 13, 2010, 02:35:34 PM »
And the hocus?  I see him much like the Hardholder, but I want to confirm.

52
Apocalypse World / Re: Thoughts after play
« on: August 13, 2010, 02:33:56 PM »
yeah, it's kind of fun looking at the difference between the Hocus and the Hardholder, at least in terms of their beginning of session moves.  The Hardholder, mechanically, get's off a lot easier than the Hocus as he has no tags associated with surplus:  It's just how much barter he gets.  But for the Hocus, even when he hits his setup move his cult acts like all sorts of fucked up shit.

I think it balances out the fact that the Hocus has things about himself that make him a PC, whereas the Hardholder really is about his hardhold.  Any which way, it's a cool difference between the two of them.

53
Apocalypse World / Re: An Arresting Skinner
« on: August 13, 2010, 10:34:31 AM »

It just seems too similar to Artful & gracious and Hypnotic, and less evocative and with less interesting choices (does An arresting skinner have any choices involved?).

Hmmm.

Well, they are all variations on the theme, aren't they?  And to point out, you don't HAVE to take it.  It's just for those incarnations of a skinner where the physicality of their actions really plays in.  If I was playing the cellist I would avoid that move.  There's so many interesting moves that can be stolen from other playbooks as well, y'know?

54
Apocalypse World / Re: The Harm Move - EVERY time?
« on: August 09, 2010, 05:43:45 PM »
Someone wearing heavy armor get's punched in the stomach?  probably not.  Shot in the same place where it doesn't actually get through but it rings her like a bell?  yeah, I'd have them do the harm move.  Basically, depends on if what happened to them really

But that's just an instinctive reaction.  Since the final ruleset came out, I only played one session and the only fight that took part was an NPC taking a serious, one sided beat down.  So.

55
Apocalypse World / Re: Combat & Combat Types: Help, I don't get it!
« on: August 09, 2010, 03:44:54 PM »
One on point note first, then something somewhat tangential:

Going aggro seems to have two related definitions:  it's doing violence to someone who can't defend themselves and it's threatening violence to someone and being willing to back it up if they don't back down.  Both of those were mentioned at times during this thread, though not succinctly and not as either/or.

my tangent is really that I seem to have a different interpretation of the Battlebabe than most people.  To me, the battlebabe is a lot like War from the book Good Omens.  Most of the time when you see War, it's not like she's actively doing violence to people, but wherever she is violence just seems to happen and it seems to leave her untouched.  She just smiles lazily, finishes her drink, and walks out the door while everybody is busy blowing each other up.  Looking at it mechanically, that's what the Battlebabe does best.  She's magnetic, she draws everyone towards her, and then she does something that causes trouble and while the rest of you are screaming on the very edge of death she's calmly stepping her way through the minefield to rescue the poor little kitty, which was what she was after in the first place.

She's a sexy thing, someone that everyone kind of wants a part of, but the only way to get close is to step in the line of fire.  And in a world as dangerous and nasty as apocalypse world already is, doing that is a very very interesting thing to do.

Anyway, just my interpretation.  As has been said, you want her to be much more "combat effective" there are moves that cater to that.

56
Apocalypse World / Re: Re-Situation Moves
« on: August 09, 2010, 02:10:56 PM »
Only tangentially related, but I ran a session of Hatchet City at Gencon this weekend, and I cannot say enough good about the custom setup letters.  As soon as the players got to rolling those dice for setup, they instantly were hooked in to what was going on, and had a good idea of what to do next or why they might want to do it.  It immediately gave people purchase, some direction to run in considering that they knew next to nothing about the world to begin with.

For your situation, creating a custom move where the player gets to choose a selection of answers from a list seems like a great idea.  In that way, she can resolve whatever she is bogged down in in a way that isn't just "did I succeed/did I fail".

57
Apocalypse World / Re: Maps, making them like crazy
« on: July 29, 2010, 10:20:45 AM »
I have to admit:  I'm a miserable mapmaker.  I'm no good at drawing, and I've never really managed to get a map that I was truly satisfied with.

So when I MC, I just shuffle everything off to the PC's.  It doesn't always work since some idea's I need to really map out, like overall layout after the first session.  But That's just one of those things I'm going to have to accept I suppose.

58
blood & guts / Re: Advancement, what is it for?
« on: July 23, 2010, 05:44:37 PM »
Your intention in asking the questions was not immediately apparent, though the fact that it's in this forum does colour it somehow.  But it is a forum about looking at the blood and guts of apocalypse world itself, not necessarily how they might be changed, so I didn't make the intuitive leap.  Regardless, if the question is about design of hacks of the system then question 2 makes more sense.

So, second answer:  no idea.  how much advancement does your game call for?  should characters change more or less slowly than they do in apocalypse world?  I don't think there is a simple answer to this.  or are you asking for someone to explicitly say  something like "in apocalypse world, players should gain one advance every session?"

59
Apocalypse World / Re: Stat Substitution Glitch
« on: July 23, 2010, 05:20:07 PM »
Orion,

Glad that you found my post of help.  There's something about your concern I'm having trouble wrapping my brain around, as in I'm not quite seeing what the problem is, but I'll have a go.

First off, it still sounds like you are most concerned about the MC as the source of fresh material and going's on.  This doesn't really sound like Apocalypse world to me, at least not the MC as the major or even primary contributor.  The 1st session is not only about defining the world, but discovering what about the world is interesting/engaging for the players.  They lead the game, not the MC.  The MC just takes what happens in that session, and then says "ah, these non-PC things happened because of this" and makes that be something that's the players have shown is interesting.  So while there is prep work done, it's much more about solidifying things that are alluded to during that first part of play.

After that, I don't really see a lot of ongoing prep.  The MC spends most of his time turning the existing screws, not adding new ones.  If you'll note the examples I gave, they were all accumulation upon existing fiction or changes to relationships with them,  not the invention of completely new things.  So yes, there is a certain burden of providing new information, but experience with these sorts of games shows that there is almost always a completely natural and exciting path the game takes from where it is before, especially if the players are fully protagonized and pursuing story that interests.  Change, after all, doesn't necessarily mean destruction.

Your concern about the PC's wiping out the entire cast of named NPC's also doesn't ring true to me.  While theoretically possible, I would guess that this rarely if ever would happen in a game like this, it certainly wasn't happening with my group.  The idea of PC-NPC-PC triangles, for instance, means that while one PC might want to kill off a character he's more than likely fucking with the another player's character by doing so, which will have it's own repercussions.  Also, terming NPC's "threats" does not mean that they are inherently people to dispose of.  Pariah's daughters are a threat to his life in that one of them spends her time trying to help him in his goals (and fucking up pretty badly) and the other has started being able to hear peoples thoughts and insists on telling everybody about it.  Is Pariah likely to just put a bullet in both of them and call it a day?  not likely, but they definitely are threats to him getting what he wants/needs.

So I don't think coming up with new material is as much of a concern as it might appear.  You'll have a number of things to keep the PC's occupied, and like has been pointed out before, the likelihood of the PC's clearing the decks in a single session are slim to nonexistent, especially if the MC is working those triangles so that they aren't always exactly on board with each other.

You also seem to allude that improvement makes the turnover of story elements faster.  I don't buy that.  Limerick seduces Kipper, getting her to sleep with him (fun in itself) but more importantly giving him a set of ears on the inside.  Great: he succeeded because he's gotten good at seducing people.  But now he's got to prove he's not just using her, and she wants out, so he's got to figure out how to string her along until he finds out what he needs, and then maybe, MAYBE he'll pull her out...  As has been said before, failure is interesting in this game, but success really should be JUST AS interesting.  Being able to do what you set out to do more often doesn't mean your life is any easier.

Or if the player takes new moves: It means they have more ways to try to get what they want, but it doesn't a) guarantee success or b) mean that success is without consequences. 

But I don't think there is any logical argument that can prove this point to you.  As I said before, what you've pointed out is logically possible, but I would argue in fact highly highly unlikely if not downright not going to happen.  Maybe someone does in fact min-max to the point where they are relying on only a couple stats, and those stats are being rolled at a ridiculous rate.  Ok: what that buys them are a few more points, and some new abilities, and maybe new outcomes that lead the story in new ways, but they don't give them a pass on dealing with the "reality" of the game.  You take an action, you succeed, and that means things happen, not all of them good for you.

finally: the rate at which players "PCs kill named characters, solve threats, or acquire improvements" does NOT go to infinity: it has a very real limit to how fast that will increase, even just looking at the rules and not playing.  Even if you manage to collapse all rolls to just rolling one stat (impossible), unless you find a way to constantly increase the number of rolls you make (again, will hit a hard limit in play) AND decrease the number of rolls between taking improvements (not possible with the base ruleset, though that can be hacked) there is an upper limit to how fast a player can advance.  As they advance, the list of options they have is limited: The lists in the individual playbooks are limited, saying "mark this once" then the ungiven future choices are also limited.  Eventually, that character will run out of ways to improve.

As for your call for empirical data, well, all that can be pointed to are actual play sessions.  I don't think anyone has collated a statistical analysis for the relative speeds of advancement or a measure of the fun had.  As has been said, experience playing is the only real way to get a feel for what works and what doesn't.  But again: the game has been pretty thoroughly playtested, and of those that have played no-one has seen this as an actual concern, rather than a possible one.  Perhaps your experience will be different?


60
blood & guts / Re: Advancement, what is it for?
« on: July 23, 2010, 03:40:55 PM »
1) prosaic response: Vincent builds advancement in to his games.  Dogs in the Vineyard, In a Wicked Age, Storming the Wizards Castle, Even Kill Puppies for Satan, they all include some idea of advancement, change, or improvement.

more meaningful: I think CHANGE is more key than anything else.  People are not static, especially not interesting characters.  We change over time.  As such, having characters change mechanically to show that fictional change works.  In some cases, it's accumulative, sometimes it's just drift.  Dogs is much more about drift than improvement: In Apocalypse World, it seems to be about broadening abilities rather than anything else.

2) yeah, this really doesn't make a lot of sense.  When playtesting I did kind of concern myself about people improving to fast, but that was my hangup that I got over: I'm used to thinking of improvement and experience in terms of the straight up "level up" reward, rather than a way to add depth to a character.

3)  Pretty much with Bret.  It's a way for other players to help direct how play goes: either to provide impetus for the player to continue playing up how hard he is, or maybe to show how he's weird because it's something I haven't seen before and I'm curious, or whatever.  highlighting isn't about rewarding someone for "succeeding."  It's about telling them this is something they might enjoy doing more of.

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