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Messages - Antisinecurist

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46
AW:Dark Age / Re: Hold Steady
« on: March 04, 2014, 09:23:02 AM »
The implication, I think, isn't just "Nothing happens", it's really "You don't fuck up, so you succeed / do what you need to do.".
That's usually basically how I play it.

- A

47
AW:Dark Age / Re: Feedback - Havenshine
« on: March 04, 2014, 09:19:32 AM »
Here's another two points!

  • Helping mechanic, no interfere? It seems weird not to have an interference move, either basic or playbook?
  • In the playbooks (available, plus inferred from the todo names), I don't see any one who's like the string-pulling manipulator, maybe a spymaster or merchant, type. Or a kingmaker. Is this an intentional omission, because it seems pretty fitting from my seat, but what ever do I know?

- Alex

48
AW:Dark Age / Re: First Map
« on: March 04, 2014, 09:15:35 AM »
I think it's okay to come with some preparation, as long as your map doesn't in any way block a choice a player could make about his stuff.

- Alex

49
AW:Dark Age / Re: Feedback - Havenshine
« on: March 04, 2014, 09:14:44 AM »
Oh, yep, right on!
I mean, the implication that monsters are usually a terror to their own children would be kind of interesting, too.
But the children of your children makes a lot of sense.

- A

50
AW:Dark Age / Re: Rank
« on: March 03, 2014, 04:47:24 PM »
The higher your rank, the more benefits you get (usually).
The higher your rank, the bigger target you are.

That's all, I think.
- Alex

51
AW:Dark Age / Feedback - Havenshine
« on: March 03, 2014, 04:45:31 PM »
So, I'm reading in preparation for my game friday. I'll update it then, of course, with anything that occurs to us.

First though!

  • When someone helps you, why do you say what they need to do and not they say what they do?
  • There's no catch all risky thing move, not as much as Act Under Fire was. There's Hold Steady, but it doesn't feel as general. Intentional?
  • "It will be a terror to our children and theirs."... "theirs" is who? Itself?
  • The link to "Improvising NPCs: ‘X but Y’" fails (goes to a different page on the same site)
  • The word "might" in (mostly) the Troll-Killer is a bit troubling. For example, "Might protect you from creatures whose claws or teeth pierce iron."... who decides that? The player? The MC? Or is "Might" meant to be a conditional thing, like "Might protect you from creatures whose claws or teeth pierce iron, if you've bathed it in a moonlit lake in the last fortnight"?
  • War-heralds need to muster after winter. I assume if you don't let your warband disperse for winter, it's almost always giving them an order they'd rather not obey?
  • Wise in council and supplicant stack?
  • Is the Wolfspell ceremony intentionally blank?

I think that's it!
Thanks,

- Alex

52
Apocalypse World / Re: How to run a good fire-fight
« on: March 03, 2014, 03:03:29 PM »
Biggest tip I forgot is to reread the very start, where it says the game is a conversation!
Thinking of it that way goes a long way towards helping things.

- Alex

53
Apocalypse World / Re: How to run a good fire-fight
« on: March 03, 2014, 02:16:56 PM »
Best thing is to slow down and go step by step.

So, right, there's a guy who's armored and armed. He's just standing out there firing away?
Various PCs and NPCs are positioned around the battlefield, sure.

Someone speaks up, says "I pop up for cover, fire off a few shots, and then duck back down.".
I can do a few things here, depending on the situation, my principles, etc.

"Hey, sure thing! He's focusing most of your fire elsewhere right now, but if you keep your head up too long, he'll turn the barrel on you. You'll need to move damn fast.", and then your player's like "Sure thing! I pop up, bang bang, drop down.", and then you're all "Sure thing! His armor soaks most of the hits, but... {roll and describe harm move here}. Alas, he's on to you now and he's spraying suppressing fire right over your head!" and then you turn to another PC and say "Hey, so-and-so is under a hail of bullets right now, and so-and-so-other-player is surrounded by goons. What do you do?".

"Sure, but as soon as you're up he'll swing his barrel around to you. It'll be seizing by force, so you should probably also figure out a solid objective." (Resolve SBF here)

"Well, sure, but your gun'll probably just bounce off his armor. If you can get a distraction, though, you can get a shot in at his soft, unprotected side and do straight harm." turn to another player, say "Hey, so-and-so, you're holding a grenade right now, right?" and so-and-so says "Hey, shit, yeah... but those fuckers are pricey.", and you say "Well, yep, but you send it off, you'll knock the big guy off guard, let other-player get in a solid shot, and probably scare off a few goons to boot. What do you do?". And then the first guy, other-player, is like "Well, what if there's no distraction?" and I'm like "Well, most of his attention is elsewhere, so it'd probably be you going aggro against him, which might or might not go in your favor.".

Anyhow, just go step-by-step, follow the flow, and swing the spotlight around.
Does that help any?
Do you have more questions?

I'd be glad to follow up!
- Alex

54
Apocalypse World / Re: Gigs and how they work
« on: February 21, 2014, 03:30:02 PM »
Oh, but remember, this isn't a real rule!
The real rule is, make the apocalypse world seem real (&so on).

So, let's say you're an angel, you've got two guys Kreegle and Play-Station, and they help you sew people up, run errands, mix up drug cocktails, &etc.

So, you're just sittin' pretty with your hard-earned cash (or not), and Kreegle comes up to you.
"Hey doc, me and Play-Station were talkin' and since we've been doing all these errands and crap, we haven't done much real work. Payin' work. So, uh, mind throwing us some jingle to cover our heads & our bellies? You know we're worth it."... and, what do you do?

If they're doing work for you and not earning barter else-wise, best expect they'll look to you for it.

- Alex

55
Apocalypse World / Re: Session starting scenes
« on: February 19, 2014, 02:03:26 PM »
Obscure!?

56
Dungeon World / Re: Questions about tags
« on: February 17, 2014, 12:11:19 PM »
Suppose you have (either the same character having 2 diff possibilities for attacks or two different characters):

Person A: Sword that does 1d6 damage with the force tag.
Person B: Sword that does 2d6 damage.

So Person A does their attack with the force sword, does their 1d6 damage, and knocks the opponent back a little.

Now Person B says that they "lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down."  So if successful they seem to do 2d6 damage plus get a knockdown.

So!
In my opinion, Person B is actually doing two actions here, and they need to choose which to resolve first.
I would say the the lunge (part 1) is a hack and slash, but they'll probably need to defy danger to perform the second portion (the trip).
Even though it's described as one action, really two things are going on, so there's double risk (whereas Person A gets this as an automatic effect).

Suppose there is a third person:

Person C: Has a Flaming sword that does 1d6 damage.

They do an attack that does 1d6 damage plus some fire damage and/or fire effects or DOT.

Now Person B sees that and when they attack they say they "Lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down and while simultaneously bringing their other hand (1H sword and other hand carries a torch) with a torch down on the enemy so as to light them on fire."  So they might--if successful--have a burning, knocked down enemy who they have lit on fire.

Here again, I would require at least two rolls (hack + slash and defy danger) to attack and knock the person down. Then the torch part...

... maybe the enemy has a free hand, so I "tell them the dangers then ask"... "The soldier fell, but he's on his back; as you bring the torch down, there's a good chance he'll swat it away - or, worse, grab onto you and pull you down as well. What do you do?"... this will probably lead to a defy danger.

... maybe it is hard to fight with both a torch and sword (actively fight, not just hold it), unless they're trained in two-weapon fighting... so, maybe on a failed roll or 7-9 they will drop the torch, burn themselves, etc... this is a danger not faced by the player with the flaming sword (remember, fictional positioning works both ways)

So, you are looking at 2-3 rolls plus additional fictional dangers.
The guy who just attacks could get attacked back.
The guy who tries to attack, trip, and burn could... get attacked back, fall down, open himself to an additional attack, drop his torch, burn himself.

All other things being equal, you should fairly reward players who make strong use of fictional positioning, as that is what makes the whole game sing.

- Alex

57
Apocalypse World / Re: The lazy post-apocalypse
« on: February 10, 2014, 03:44:22 PM »
The 'no status quo' status quo:...In order to preserve player agency, and in order to make the 'no status quo' principle ring true, there needs to be room for lasting, positive change of the setting.

I usually leave this to be where the advanced improvements come in...
12+ on manipulate, 12+ on act under fire, retire to safety, and a few others I'm forgetting, go a long way to actually *building* this sort of lasting change...

I think it's unsaid, but the real way to move towards a resolution is to slowly move away from "no status quo" as the players advance, especially as they hit 6-9 advancements or more...

Just my thoughts!
- Alex

58
Aha, this is what happens when I read things on the go!

My apologies on missing that.

- AD

59
It really depends on what the scale is on the price of the dice as well as the pocket-depth of the players. If each die is, for example, $20, then buying five may be unreasonable for some or all players (enough for an advancement). Conversely, if the dice are .10 each, then it will be easy to max out advancement...

- Alex

60
What about if you gave some special bonus, like:

When you buy a charity die, highlight a basic move and hold 1 with that move. Whenever you roll a highlighted basic move, you can spend your hold to roll 3d6 instead of 2d6 (you can choose to add the bonus die after rolling the 1st two). In addition, whenever you roll a 12+ on a highlighted move, you can use the advanced version.


(This serves two purposes; it helps to highlight the cool 12+ bonuses in a game without advancement, and it gives something cool and unique besides just a bonus. The extra die is a nice bonus, once, but it's really there to help the player *hit* that 12+ required so they get the coolness of using that ability.)


Another option is to sketch out some additional special moves that can be bought, or fictional positioning bonuses.
Or let players purchase advancements using the charity dice.


- Alex

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