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Messages - Shreyas

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Apocalypse World / Re: Needlessly complicated flowchart for violence in AW
« on: November 23, 2011, 01:44:56 PM »
sean you are my favorite

Apocalypse World / Re: Can I haz playbooks
« on: November 23, 2011, 01:44:41 PM »
I would also like to has playbook! I can offer up the Mendicant, Hoarder, and Quarantine in trade (I think.)

Pretty interested in the Marmot, as well as non-Vincent-authored playbooks that've seen some successful play.

Apocalypse World / Re: A couple of questions about the names
« on: November 09, 2011, 02:32:50 PM »
In our last game rich people had more names (no one really knows why)

so when the Quarantine (J. Alexander (something) the Third) turned up we were all very impressed

blood & guts / Re: Is the playtest document still available somewhere ?
« on: November 07, 2011, 02:26:35 PM »
If stat+red > threshold, red hit.
If stat+red+white > threshold, mixed hit.

It's neat to look at in text, but in play it was ungainly and confusing, and when you rolled 6es on the white die it was always kinda depressing (if that were red I'd have had the good hit!)

Apocalypse World / Re: Amor Piercing and Armor Character Moves
« on: November 07, 2011, 02:25:24 PM »
I think it's bast not to diversify mechanics; as such, AP always means "ignore armor" and there aren't special types of AP-ignoring armor.

blood & guts / Re: Is the playtest document still available somewhere ?
« on: November 01, 2011, 10:08:21 AM »
I have a hardcopy, but it's basically the same as the final, with these key differences:

- Seduce/manipulate worked differently, briefly
- Maybe a playbook or two is different in details having to do with persuasion/coercion
- there is less MC advice
- Go aggro kinda sucked

It is not you could say very interesting... it's just Apocalypse World but not as done.

Apocalypse World / Re: When to use Manipulate
« on: September 27, 2011, 08:45:33 PM »
I wouldn't say "always a violation." I mean, between some people, it's okay to say "if you really love me," but that doesn't make that tactic nonviolent just because it's okay. It's always forceful and aggressive though.

Similarly I feel like, if your characters have the relationship such that they can read each other easily, you can mediate that via one player being like, "Hey Wally, what does Cordon want Suzette to do?" and Wally will either be like, "Order us a round of drinks," or "I dunno, read a person." If Wally agrees that you have the closeness to read each other easily, he won't make you roll.

Apocalypse World / Re: When to use Manipulate
« on: September 27, 2011, 07:36:44 PM »
Sheryas, it seems like you are saying that all moves can be used whenever a player wants. Wouldn't that conflict with the "to do it, do it" rule, which states that a move must exist within the fiction to be rolled, and visa versa? I took the point of that rule to be that it isn't totally up to the player to decide whether a move applies or not, they must take specific actions in the fiction to use a move. Now of course there isn't a clear line between player intent and the fiction, so maybe what you meant was that any given situation can be manipulation or not based on the approach taken, and that is within the control of the player? What I am looking for here are the fictional cues that tell me whether or not a move is applicable, I don't have trouble deciding with most other moves but I'm having a hard time telling what is meant by "manipulation" here.

I'm saying, "honesty demands."

What's happening, procedurally, is that the two characters start out JUST TALKING. At any point, one character can intervene by saying, "Okay, this isn't getting me anywhere, so I will use leverage," or the other character can intervene by saying, "It's clear that this character will not deal unless further leverage is applied." Either way, this indicates that fictionally, negotiations have given way to persuasive pressures of one kind or another, and that (most likely) the characters are aware of this - that's why the effects of a manipulative hit are so punitive and the effects of a miss are "the MC tells you what." There is social violence going on.

I do think that you can manipulate/seduce when your intended victim isn't necessarily putting up a lot of social resistance. However, there's a difference between saying, "Hey Josh can you please do the dishes?" (just talking) and "Josh, if you really loved me you'd do the dishes..." (manipulation) and IMO this difference should be fictionally expressed.

Apocalypse World / Re: Scarcity of atruism and reason
« on: September 23, 2011, 10:48:51 AM »
Reason and humanity are leverage too. When you say, "You're being stupid if you don't do X," you're saying, 'The leverage I have on you is that this course of action isn't very smart, and it's important to you to do smart things, and how much do you care right now about being true to yourself?'

Apocalypse World / Re: When to use Manipulate
« on: September 23, 2011, 10:46:48 AM »
For between PCs I think it's the purview of the individual character players to decide whether it's Manipulation or not, like:

Nicodemus: "Hey, I want you to work for me."
Gadget: "Okay, well--"

Then, option 1:
N and G negotiate a deal. No rolls intervene.

Option 2:
N: Hold on, I want to roll Manipulate.
G: Really, dude? Okay.

Option 3:
G: Okay, well, roll Manipulate if you really want it, bc Gadget isn't going for it right now.

Similarly for the PC-NPC case. I think you'll find that nearly all moves in AW can be negotiated this way---

N: Hey, what's actually on Gadget's mind? She's acting weird.

1: G: "There's something I've been wanting to talk to you about, Nicodemus. There's something wrong with our water supply. It tastes like blood, man."

2: G: Roll to read a person, dude, 'cause Gadget isn't talking.

3: N: I'm going to roll to read her.

"I think it's kind of a dick-move to highlight someone's unused stat."

I agree about this.

Apocalypse World / Re: New Playbook: The Ghost-Face Killer
« on: September 19, 2011, 03:38:40 PM »
Gavin, it's like arrow throwing / shuriken throwing / missile deflection in ninja movies but since it's Apocalypse World it's with bullets.

I considered a version of the move where you just have a "bullet throwing" weapon; it'd be like ( *-harm close area, the * is your enemies' greatest harm), with the area tag intended as an opportunity for the MC to create friendly fire. But since the Ghost-Face Killer gets so many weapons anyway, I figured building a new move would give the character some more texture.

The intention here is to create a character that's good in a fight but not really an asset in a battle; if you're prepared and you get the drop on someone, you can do some nasty stuff to them, but if you are dropped into a big firefight you've got inferior armaments and both your Hard and Cool are weak.

This is also intended for a game where "do harm to a guy" isn't a move you roll, but one that happens when circumstances are right. The moves are for when you have non-harm objectives.

Apocalypse World / Re: Frustrated
« on: September 17, 2011, 10:38:26 AM »
The thing is that you can be aggressive with your moves without being violent, and it's clear that violence isn't going to work because of the way your MC is running the game. Is it possible that s/he has some animus toward you? Or is this just some kind of misunderstanding?

I suggest that you ask people to highlight other stats. It isn't really cool for people to highlight your cool if it's obvious that you're rarely in a situation to use it, so point that out and be like, 'why not highlight my sharp or weird instead?'

Sharp and weird, once you have them highlighted, are great for getting exp because you can read situations and people till the cows come home. Opening your brain is similarly great.

Also don't forget that you can manipulate with barter, which as a skinner you do start with a little of. Artful & Gracious can net you more resources (in the form of barter, information, favors) to use as leverage. Can you get the Operator's move and some gigs?

Apocalypse World / New Playbook: The Ghost-Face Killer
« on: September 12, 2011, 04:26:51 PM »
Hey AW needed a ninja

Description: In Apocalypse World, everyone kills. In Apocalypse World, everyone steals. But for you, killing is life. Stealing is freedom. In a world streaked with darkness, you're blacker than black.


Choose a name, a look, stats, moves, gears, and Hx


Strawberry, Dog, Bunny, Ken, Parkour, Hand, Gin, Hibachi, Iron Chef
Wraith, Shadow the Hedgehog, Witchblade, Hellboy, Abyss, Battlestar
Black Box, Captain Germany, Eyekillers, Foxfire, Deacon Frost


Cool+0, Hard-1, Hot+1, Sharp+1, Weird+2
Cool-1, Hard+0, Hot+1, Sharp+1, Weird+2
Cool-1, Hard+1, Hot+1, Sharp+0, Weird+2
Cool+0, Hard+1, Hot-1, Sharp+1, Weird+2


On your turn:

Choose 1, 2 or 3:
You keep yourself secret. Tell everyone else -1.

On their turn:
- One of the characters, you've made a study of them. Add +1 to what they tell you.
- One of the characters, you've got a blind spot about them. Add -1 to what they tell you.


Man, Woman, Concealed, Ambiguous

Stealth wear, battle wear, theatrical wear, gang colors

Scarred face, hard face, blank face, haunted face, thin face

Cool eyes, masked eyes, unnatural eyes, red-rimmed eyes, drug-addled eyes

Wiry body, small body, powerful body, aged body, battle-hardened body


You get 2 sneaky weapons, 1 weird trick, and fashion according to your look.

- Hidden knives (we know this one)
- Grappling chain (1-harm hand / close entangle)
- Claw gloves (1-harm hand messy)
- Garrotes (2-harm intimate infinite)
- Gunblade (2-harm hand / 1-harm far reload)

- Flash bomb (s-harm far area reload)
- Toxic kiss (3-harm intimate applied)
- Internal Bees (s-harm close area infinite)
- Handcuffs (hand entangle infinite)

ENTANGLE gear means, when you get a guy, he acts under fire unless he moves where you direct him. For NPCs, it's 50/50 whether they act under restraint or try to get out.


Choose 3:

Bullet Throwing: When you're taking fire, roll+weird. On a hit, you catch and throw the bullets thrown at you; you inflict your opponent's harm at 1 target. On a 10+, choose one too:
- You have 1-armor
- You choose an extra target
On a miss, you still throw some bullets, but take 1 extra harm yourself.

Demon Face: When your harm countdown is at 6 o'clock or later, roll+weird instead of +hot to seduce or persuade, and you can see and talk to the ghosts and shadows of the maelstrom.

Fighting Spirit: When you seize by force, you roll+weird instead of +hard.

Ghost Dance: When your enemies' attention is on something else and you vanish into the shadows, roll+weird. On a 10+ you are unseen by all until you reveal yourself. On a 7-9, one enemy sees you, and you know it. On a miss, someone else vanishes too.

Nasty Surprise: When you get the drop on someone, you do +weird harm.

Shadow Walk: When someone opens their brain, hit or miss, you can appear beside them.


There's someone out to get you (Ghost Rider, Shadowcat, or Belvedere) and he's not gonna stop until...well, you don't know, but there's probably a way to call him off. If you make it happen, he becomes an ally.


When you and another character have sex, it ties your shadows together. They gain the ability to Shadow Walk when you open your brain, even if you don't have the move yourself.


- Get +1 hard.
- Get +1 hot.
- Get +1 weird.
- Get a new Ghost-Face Killer Move
- Get a new Ghost-Face Killer Move
- Get a Bike (as a Chopper)
- Get a new Clan Enemy
- Get a workspace (as a Savvyhead)
- Get a move from another playbook
- Get a move from another playbook


If you're charging someone wealthy for your services, 1-barter is the going rate for:
- Killing a dude
- Acquiring a thing, not too secure and not too valuable
- A week's worth of bodyguard duty
- Your services as shock troops for one battle

1-barter will cover your living expenses in a month, if your tastes aren't too grand.

Apocalypse World / Re: Understanding Basic Moves
« on: September 08, 2011, 05:51:46 PM »
I am starting to think "when I just want to kill a guy" just isn't a thing that HAS a move in AW. When you want to do that, you've got two options:

- Reexamine your motives, figure out what you actually want.

- Maneuver into a place where you can just inflict harm as you like.

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