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Apocalypse World / Re: Gunlugger + grenades = problem
« on: December 18, 2016, 02:40:59 PM »
If my GM gave me an infinite supply of grenades, I would immediately blow the entire thing sky high. Just saying.
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Basically, is the above a problem? It isn't even against large groups, she seems to have a hilarious habit of shoving live grenades into people's mouths, then kicking them away to explode. Is this even a problem? It just seems to be an unlimited solution to every problem. I've said "the next time you fail a roll involving grenades, you'll only have three left and need to buy more somehow." Is this fair? I've been using destroyed terrain as a side effect, but it seems to be overshadowing every other weapon/player completely. Is there a rule I've misinterpreted? ThanksWhy three left? Apocalypse is a game about scarcity. And there are all sorts of dangers messing around with live explosives in a community. Stuff you care about can get blow'd up. Stuff like you.
Hm, I don't think I agree completely with the two answers above.
If you get a bunch of people that do as you say, and you have them fight for you, they are a gang, with stats depending on their fictional facts. A medic's two orderlies, not used to combat, would maybe be a-guy-or-two 1-harm 0-armor green or something. But if you "have" a gang in the fiction, you have a gang, simple as that.
I could say my agenda was to "make their lives not boring" but it would be a lie :PYeah, that was basically my point. To my mind, a tank is a not boring magnet.
To be honest I was just thinking (in that very hypothetical example) that something like a tank is too big/important to just appear without some sort of cost being paid.
It's just my old inner "Traditional GM" that misbehaves when something big happens without an obvious cost.
mmm... if the Maestro'd asks for frikking firethrowing tank, and rolls 10+, my gut feeling is to have someone show up in her establishment and offer to sell/trade for it. The cool result is that such a thing is available at all.
But considering that "make them pay" is actually a Hard Move, maybe my gut feeling is wrong? >_<
My big question is: does AW support adventuring? I'm a big fan of Roadside Picnic/Stalker and Hyper Light Drifter -- I like the ideas of the PCs having to scavenge and sometimes coming across strange, even alien, artifacts. I like the idea of environmental hazards and even monsters.