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Messages - Simon C

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106
brainstorming & development / Re: AW Look Helper
« on: October 06, 2010, 03:45:28 PM »
Thanks! That's cool.

107
brainstorming & development / Re: [Van Dread] Horror hack
« on: October 06, 2010, 02:36:06 PM »
Start with the threats! At least, that's what I did and it worked out pretty well. It gives you a good sense of the kind of world the PCs will be operating in, and the scope of conflicts. That really helped me design playbooks.

108
Apocalypse World / Re: Slave Playbook: Mindshare effectiveness?
« on: October 06, 2010, 02:24:33 PM »
Having the slave mark experience doesn't work for me, both because it creates a weird conflict of interest, where you kind of want to do stuff that you don't want to do, and also because it's slightly icky politically. I don't really think of slaves as people who secretly want to be pushed around, which is what that move feels like to me.

The reason I like the move the way it is is because, while it means the slave gets pushed around a lot and made to do a bunch of nasty stuff, their wants are central in people's minds. The move makes what the slave wants important to the other characters.

Covert power is for certain gonna be the other side to the playbook. Maybe a thing where you can use Hx to go aggro or even sieze by force. Or maybe a thing where your bare hands are weapons (Hx harm ap intimate).

109
" - You have dueled with your fellow magus and gained insight into how they react to the fire of conflict, take +1 forward when next in conflict with them."

This should probably be "take +1 Hx with them, yeah?"

110
Apocalypse World / Slave Playbook: Mindshare effectiveness?
« on: October 05, 2010, 02:57:12 PM »
This is actually for a Conan hack, but I think it's equally applicable to Original Flavour.

I'm making a "Slave" playbook. I'm trying to make the class rich in "mindshare effectiveness" like the Battlebabe, since mechanical and fictional effectiveness don't seem right for the class.

Here's what I'm thinking: "When someone makes you do something you don't want to do, they mark experience."

Is that gonna get the job done? I feel like it needs an accompanying move, about freeing you. Also, naturally, one of the Hx things will be "This person owns or controls you. Say how, and write Hx +3"

111
brainstorming & development / Re: investigation
« on: October 03, 2010, 08:50:07 PM »
Jared Sorensen said an interesting thing about investigation games.

He said that the normal approach to investigation rules is like:

"When you search a place high and low for clues, roll +observent"

or

"When you analyse a substance, roll +science"

and so on.

He said it would be interesting to make a game where the rules are like:

"When you have an unanswered question about something, and you try to find an answer, roll +investigate:

10+ The MC gives you a detailed answer to that question, in the form of clues and analysis of those clues.
7-9 The MC gives you a clue that suggests the answer to that question
On a miss, the question cannot be answered with available evidence."

Not sure that's the right format for AW though. It's more broad and genaral than a move really should be, I think. It might be better to have specific questions you can ask, like Read a Person and Read a Sitch:

When you examine a crime scene, roll +observant.
10+ hold 3
7-9: hold 1

Spend a hold while looking for clues to ask one of the following questions:
What is out of place here?
What is not what it looks like?
What happened here, exactly?
What should I be on the lookout for?

Or something.

That's more police procedural than Cthulhu, though.

112
Apocalypse World / Re: Are the characters aware of their sex moves?
« on: October 01, 2010, 03:59:25 PM »
My name is Jonker, and I'm a gunlugger.

Sex is relaxing, y'know, clears the head, blows away the cobwebs, gets me in the zone. I like to have sex before a big fight because I know it'll put me at the top of my game. Sex with Crimson though? Nahh, that's not the same. That's a whole OTHER thing.

My name is Rabbit, and I'm a Hocus.

Sex is a mystical connection between people. After I have sex with people, I get visions of them in my head for days after. They get visions too. It's a powerful thing, and I'm not going to do that with just anyone. You let the wrong person in, who knows what they might do?

My name is Crimson, and I'm a battlebabe.

Sex is whatever I want it to be.

113
Apocalypse World / Re: How Tank Girl Saved My Apocalypse
« on: September 29, 2010, 07:20:10 PM »
At the risk of sounding like a nerd snob, I really hope you check out the comics, because they are even more like Apocalypse World, and also very good.

114
Apocalypse World / Re: AP by Move - Inflict Harm (as established)
« on: September 26, 2010, 06:54:35 PM »
If you really want to, you can even be like:

"He opens fire with the gun, just blazing away, emptying the clip at you. What do you do?" For a pretty sweet "put them on the spot", putting another step ahead of "inflict harm". As a rule I pretty much only use "inflict harm" at the end of a missed Act Under Fire, unless they're being attacked from ambush or something, and even then I'll usually put the harm on NPCs instead, like:

"You hear Spazzo say 'huh', and he looks down at his chest. There's about a foot of aluminium rod sticking out of it, with a razor-sharp tip."

115
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 24, 2010, 12:20:47 AM »
Wanna start a thread about that? I can't really imagine how that works, given that a first level character has about a 50% chance of dying in any fight they get into.

116
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 23, 2010, 06:50:45 PM »
I should specify that when I say D&D, I mean early D&D, Moldvay and Metzner editions. They're very badly suited to boardgame-style play.

117
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 23, 2010, 05:37:49 PM »
After thinking for a while:

Vincent, how's this for a statement, in terms of fitting with a) your understanding of the big model, and b) usefulness:

All instances of satisfying play provoke enjoyable experiences, and are meaningful on a human level. They're satisfying to us because they have a meaning we share, appreciate, and understand. "Meaning" not being used to mean "message" or "lesson" but more like "significance" or "feeling".

Some meanings and experiences are best communicated by passionate characters, escalating conflicts, and resolution, etc. Other instances of play, communicating other meanings, that stuff just stinks up the place. It doesn't help communicate the meaning, or evoke the experience at all. In fact, it actively gets in the way.

Some meanings and experiences are best communicated by challenges which the players use skill and luck to overcome, by a fair-play contest with clear winners and losers. Other instances of play, that stuff just stinks up the place. It doesn't help communicate the meaning, or evoke the experience at all. In fact, it actively gets in the way.

Does that work for you?

118
blood & guts / Re: Playbook Directions
« on: September 22, 2010, 03:49:26 PM »
So, the Hardholder isn't great at killing people or making people do what they want or getting shit done. They can do that a bit, but they're not the best at it. But! If you're playing a hardholder, you're probably playing in their holding, and you're probably playing members of their gang, and what they say about those things, and what the hardholder is like is going to have a big effect on the fiction of the game.

If you're playing a Chopper, you're better at getting shit done. You can fight and kill pretty good. You've also got this gang and what you say about this gang, and what you're like, is going to have a pretty big effect on the fiction. Not as big as the hardholder, but pretty big.

Gunlugger, you've got no gang, and no holding, and no crew, so what you say about the world pretty much only applies to you. But when you want shit done, you can get it done.

Now, the battlebabe is different. You've got no gang or shit, but you're not as stone-cold deadly as the gunlugger (close, but not quite). What do you get instead? Who's more likely to be the hero of the story, the gunlugger or the battlebabe? Who is going to make us sit up and listen closer when they're in the spotlight? Who does what they want and damn the consequences? Who can start trouble and then just leave? Who is this story about?

Like, if you've seen Kick Ass, we all remember Hit Girl more than the dude in the wetsuit. That's my take on mindshare effectiveness, but maybe I'm all wrong. I still couldn't tell you exactly what qualities make the Battlebabe this way (though I'm guessing the sex move is part of it), so I would like to hear more crazy-talk.

119
Apocalypse World / Re: Rolling with +5
« on: September 21, 2010, 06:42:26 PM »
Also! Remember, if you do it, you do it.

So if they're like "Ok, what's going on here?" They're reading a sitch. No getting out of rolling the dice.

120
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 21, 2010, 05:37:00 PM »
I'm like, breathing a big sigh of relief. I thought I was living in crazy town!

Your distinction between 1 and 2 is crystal clear to me. So that's good. I mean, maybe I'm still confused about it, but I don't feel confused about it.

But! Just because exploration doesn't have loyalty, passion, conflict across moral lines etc. It still has things that are meaningful to us as human beings, yeah? Like, things that have ethical weight, or symbolic meaning, or emotional resonance. That's why it's fun and critical to StWT, yeah? Or is that still part of story?

But if you're saying that both exploration and story are important to Step on Up play, then we don't even have a problem, because my whole point was basically that exploration and story are important to Step on Up play. That would be funny.

Basically, what I'm saying is that I like D&D better than chess because it's fun to imagine stuff. Moreover, it's fun to imagine the specific stuff that D&D makes me imagine. Some of that stuff is: Medieval fantasy, swords and spells and things. Violence and mayhem. Weird monsters. Heroes being brave or cowardly, sticking together or splitting up. Lucky escapes, tragic deaths. Hard men with big swords conquering the unknown, or being defeated by it. I like that stuff not just randomly, but because those things are meaningful to me.

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