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Apocalypse World / Re: Playbook: The Gladiator
« on: September 06, 2011, 03:30:03 PM »
I basically like this as a way to make AW more about violence and showmanship. There are some things I'd think about...
#1 - Is this a battlebabe expansion? If no, then...
Stats, hard over hot, that's cool and works for the concept.
Gear, I kinda wish that the arena weapons were plays on the like classical arena weapons but that's merely aesthetic. On a mechanical level I'd like them to actually be less useful than practical weapons in one way or another. 9mm is good in that way 'cause its close; big knife could be infinite but that only makes it equal to hidden knives. I might argue that hidden knives are a weird arena weapon because they're...hidden.
I dunno. I feel like arena weapons should rely on 1-harm and s-harm in order to draw out fights maybe. Then you get your 2- and 3-harm practical weapons when you need to get shit done.
Moves
Showman's familiar and good.
Hot Commodity is confusing to me 'cause I don't understand the Operator and juggling. I find it interesting but I'm not sure that a playbook needs two very closely related barter-generating moves.
I share SW's unease about Resilient. Maybe something like:
"You have 1-armor when you're not wearing anything else protective, because you know how to take it in a way that hurts less. In addition, once per session when Resilient reduces the harm you take, you can hold +1 Hot, Sharp, or Cool; spend it the first chance you have, and you lose your hold at the end of the session regardless."
Tactical Mind is fine.
Moment of Clarity is fun.
You can probably take some ideas from the Hocus for fans.
I'm just gonna leave the special alone for now but basically my thought is that if it's a dual identity thing, that needs to pervade the other moves too.
#1 - Is this a battlebabe expansion? If no, then...
Stats, hard over hot, that's cool and works for the concept.
Gear, I kinda wish that the arena weapons were plays on the like classical arena weapons but that's merely aesthetic. On a mechanical level I'd like them to actually be less useful than practical weapons in one way or another. 9mm is good in that way 'cause its close; big knife could be infinite but that only makes it equal to hidden knives. I might argue that hidden knives are a weird arena weapon because they're...hidden.
I dunno. I feel like arena weapons should rely on 1-harm and s-harm in order to draw out fights maybe. Then you get your 2- and 3-harm practical weapons when you need to get shit done.
Moves
Showman's familiar and good.
Hot Commodity is confusing to me 'cause I don't understand the Operator and juggling. I find it interesting but I'm not sure that a playbook needs two very closely related barter-generating moves.
I share SW's unease about Resilient. Maybe something like:
"You have 1-armor when you're not wearing anything else protective, because you know how to take it in a way that hurts less. In addition, once per session when Resilient reduces the harm you take, you can hold +1 Hot, Sharp, or Cool; spend it the first chance you have, and you lose your hold at the end of the session regardless."
Tactical Mind is fine.
Moment of Clarity is fun.
You can probably take some ideas from the Hocus for fans.
I'm just gonna leave the special alone for now but basically my thought is that if it's a dual identity thing, that needs to pervade the other moves too.