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Messages - Simon C

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61
blood & guts / Re: Investigative moves
« on: January 18, 2011, 03:42:58 PM »
I would argue that in a lot of CoC, as it is played, there are no real stakes. The players will figure out the mystery one way or the other. There might be some stakes regarding how well the characters survive the experience. The CoC I've played has exclusively been about the experience of uncovering the mystery, not about whether the players will succeed.

Coming up with police procedural moves is fun.

When you break a suspect, hold 3. Spend hold 1 for 1 to ask questions:
What did you see?
Who was with you?
Where were you at the time?
What do you know about X?


When you rough up someone in interrogation, roll +hard
10+ you break them.
7-9 you break them, and the MM chooses one.
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.
- They're hurt pretty badly
- You get caught
- Someone else sees you

When you talk a suspect around to cooperating, offer some genuine insight into their motives, and roll +sharp.
10+ you break them
7-9: they give you a titbit (MM's choice)
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.

When you leave a suspect to stew, the MM can advance a countown clock, but hold 1 (max 3). Spend hold 1 for 1 to take +1 on any roll to break the suspect.

62
Apocalypse World / Re: change your character to a new type
« on: January 17, 2011, 10:53:30 PM »
Right on, Mike.

I think your MC is being tight. I mean, what's the alternative? You retire the character when you don't want to, or you play a new PC you're not excited about. Both options suck. And like Mike said, Bus isn't going to magically disappear.

I mean sure, giving up Bus is a sure sign that your character has changed types, but changing types doesn't have to mean giving up Bus.

63
blood & guts / Re: Investigative moves
« on: January 17, 2011, 03:50:41 PM »
There's this thread here: http://apocalypse-world.com/forums/index.php?topic=448.0

Basically, it's hard!

I think the question you need to answer is whether "Do the investigators figure out the mystery?" is really at stake. If it is, then you need to make sure play is fun even if the investigators fail. If it's not, then you need to make sure there's something else at stake. Neither of those seem like easy things.

I heard someone talking about an investigative game where each failure meant there was another murder, and therefore more clues, so you'd eventually succeed, but possibly at great cost. That seemed like a reasonably good middle ground.

In terms of concrete moves, for a police procedural I'd focus on specifics of different investigative techniques:

When you dust for prints, you collect samples of any prints in the vicinity, and roll +focused. On a hit, you get to ask questions.
10+, ask 3
7-9, ask 1
On a miss, the Mystery Master can introduce a complication, a red herring, or else you just can't find anything.

How many different prints are here?
How old are the prints?
Was this thing touched by someone?
How was this thing held or used?


Oooh! And:

When you send a sample (DNA, fingerprints, trace, camera footage) to the lab geeks, roll +hard.
On a 10+, hold 3. 7-9, hold 1.
Spend 1 hold to get one of the following (MM's choice):
Introduce a new suspect
Introduce a secondary crime scene
Locate a suspect
Identify a murder weapon


Oh! And of course:

Once per session, when you make a terrible pun over a dead body, take +1 forward. YEEAAHHH!

64
roleplaying theory, hardcore / Re: Designing interactions between players
« on: January 17, 2011, 03:27:29 PM »
I've not played Archipelago, but I suspect you're right that it has some interesting elements regarding this.

You're right that I'm not strictly talking about authorities/responsibilities for narration, so much as the rythm of interactions in play; not what people get to say, but when they get to say it. The two are very closely linked though.

Can you talk more about Mouse Guard? I've not played it.

Breaking the Ice is kind of loose in structuring interactions between the players. It's pretty much up to the players to work out their own rythm and decide who gets to say what when. Polaris I would describe as "overly formalistic", bearing in mind that I've not played it and it's maybe much better than I imagine.

65
brainstorming & development / Re: Magic move
« on: January 16, 2011, 07:16:31 PM »
Hi Matteo,

That's cool! I think though, that you could achieve the same effect without the time-consuming roll. For example:

Magic Spells
When you try to do something using magic, you do it. If it requires a move, roll +will instead of anything else. If it doesn't require a move, you're acting under fire instead.

Deadly Magic
Your magic spells count as a weapon, 1-harm hand/close, and choose one: +area, 2-harm, +far, +ap (Choose at the time you use it).

Hypnotic Magic
Your magic spells can count as leverage, when you influence someone.

As I see it, this solution retains everything from the previous version except the possibility of taking +1 forward, but it removes the requirement for a roll.

I think there's a danger that this move will make it easy to achieve things without a detailed description of what's happening in the fiction. "I'll just magic him so he gets out of the way" "I'll magic myself out of danger!" and so on. Beware!

66
roleplaying theory, hardcore / Designing interactions between players
« on: January 16, 2011, 05:39:33 PM »
To my mind, the most exciting and innovative thing about Apocalypse World is the fact that the mechanics are conciously designed to facilitate back-and-forth dialogue between players and GM.

I think that resolution, in terms of what a resolution system resolves and how that affects the fiction that is generated in play is reasonably well understood now. It's still not well implemented in a lot of designs, but the theory exists to understand and analyse it.

I think an emerging field of exciting developments in theory and design is understanding how systems shape the interactions between players. Understanding the interface between rules and people, how existing dynamics shape play, how the physical limitations of human beings (it's hard to talk and listen at the same time) constrain your possible ways of interacting with the game, leveraging existing forms of dialogue and styles of interaction, using ritual to push boundaries of acceptable communication, are all relatively unexplored.

Are there existing games that do this well? AW, obviously. S/lay w/ Me? Others?

There are a number of games that do this very badly, in my opinion, in terms of them asking you to interact in ways that are very difficult, require enormous attention or engagement, or that are overly formalistic and constraining (thus being exhausting to play).

Many more games simply leave a lot of this unstated. The designer clearly has an imagined rythm of communication, a way that people interact when they play the game, but this isn't communicated by the text or encouraged by the mechanics.

Are there some known rythms of communication other than AW's back-and forth? It seems like an obvious one because it mimics the turn-taking of natural conversation. What other styles are there?

67
Thanks, Paul.

It does seem like Vincent and Ron are using the terms to mean different things, TSoY not being, as far as I can see, a particularly "fiction first" design.

EDIT: I see now why I couldn't find the thread. The archives are not held in the section marked "Archives" as one might expect, but in "Inactive".

68
Apparently I hallucinated that entire thread, because it's nowhere to be found. Maybe it was lost in the transfer to archives? That or I am having vivid dreams of forum conversations.

69
I think there's some confusion because of something Ron said on the Forge recently. I'll see if I can find it.

My recollection is he talked about designing a TSoY hack "colour first" in the sense of he knew what he wanted play to look and feel like, and then he was designing to reach that goal.

This was before "colour first" was being used consistently to describe games like Apocalypse World and D&D3E which privilege fictional details over situation and stakes in resolution. "Fiction first" is, in my opinion, a better term for this approach.

70
Apocalypse World / Re: Maelstrom Ghost proto-playbook
« on: January 10, 2011, 07:43:33 PM »
Mike, I think that's covered by the same (unspoken) move that governs other characters' presence in scenes:

You are a human being
When you are physically present in a place, you are able to interact with the people and things that are in the vicinity, like a person should. To be present in a place, you have to physically go there.

The maelstrom ghost gets a similar (also unspoken) move:

You are a ghost
When you are psychically present in a place, you are able to interact with the people and things that are in the vicinity, like a ghost should. To be present in a place, you have to psychically go there.

In other words, the ghost can be wherever they want to be, just like a person can be, except that the ghost is not inhibited by travel times, locks and bars, or having a single physical body.

That said, it's possible that's too powerful/not as interesting as it could be.

Here's an alternative:

When you want to manifest your presence in a location, roll +cool (yes you can roll +Hx with "familiar spirit").
10+ You can use all your moves, and your look and your voice.
7-9 You can use your moves (but not your look or your voice).
On a miss, some other part of the maelstrom manifests

71
the nerve core / Re: Jumpy text box
« on: January 10, 2011, 07:32:50 PM »
And so it does!

72
Apocalypse World / Re: Maelstrom Ghost proto-playbook
« on: January 09, 2011, 03:26:13 PM »
Yeah, a lot of this is about what the Maelstrom is in our particular game. That said, I think a lot of the moves would work in any game.

DShock, ?-harm is from the Quarantine playbook.

I'm thinking I'm gonna do something kinda special with advancement for the Ghost too.

73
Apocalypse World / Maelstrom Ghost proto-playbook
« on: January 05, 2011, 06:30:24 PM »
Here's the skeleton of a thing that my be getting introduced in our game:

When you take harm past 12:00 and your brain is open to the world's psychic maelstrom, you can, at your leisure, change your character type to Maelstrom Ghost.


Maelstrom Ghost

Choose a look

Wisps of smoke, shadows in darkness, flickers in dreams, glimpses in mirrors

Choose a voice

Whispers in ears, crackles over the radio, writing in the dust, signs and portents

Basic Moves

Of the basic moves, you get Read a Sitch, Seduce and Manipulate, Act Under Fire, and you can Help or Interfere

You can't physically interact with anything, except by virtue of one of your moves.

Maelstrom Ghost Moves:

You get 2:

Open a Brain:
When you open someone's brain to the world's psychic maelstrom, roll +weird. On a hit, they get glimpses into your world.
10+ you can show them something you've seen in the maelstrom, and you can ask them questions
7-9 The MC will show them something, and might ask questions
On a miss, they take ?-harm.

Move through the Maelstrom: (this is pretty particular to our own maelstrom)
When you attempt to manipulate the world's psychic maelstrom, whether you're physically moving, or just taking a look, roll +weird.
10+ choose 3
7-9 choose 2
- right time
- right place
- right reality
On a miss, the MC will take you somewhere interesting.

Familiar Spirit:
When you use any other move, if it makes sense, you can roll +Hx instead of what you'd normally roll.

Possession:
When you force yourself into someone's brain, roll +weird.
10+ you control their body, like a fleshy puppet, for as long as you want it. When you make them do something, PCs can act under fire to force you out, in which case you take s-harm. If the body you're controlling takes harm past 12:00, you take s-harm and are forced out.
7-9: You are acting under fire to make them do something. On a miss, you'll take s-harm and are forced out of their brain.
On a miss, you take s-harm.

Spirit Fingers:
When you have time and intimacy with someone, at your option, they take ?-harm.

74
brainstorming & development / Re: Sláine
« on: December 21, 2010, 05:16:24 PM »
When you warp out, roll +weird.

On a hit, choose 2
- One person nearby takes 2X harm
- Everyone nearby takes X harm
- You take 2X harm
On a 10+, X=3. On a 7-9 X=1.

Maybe?

75
blood & guts / Re: Lessons in Playtesting
« on: December 19, 2010, 06:50:18 PM »
Fast, good, cheap is a great custom move to add to a game. I used it like this:

"When you're executing a complex multi-stage project, and you've got the time, resources, and knowledge, and we don't want to play out the details of it, choose two of Fast, Cheap, and Good. The MC will generate trouble based on your choices."

In the context of our game, the Savvyhead was fortifying the town in anticipation of a full-on assault by the cannibal hordes. He had been given the run of the town by the hardholder, and had drawn up plans for the fortifications, but I figured it wouldn't be Apocalypse World (or real life) if everything went exactly according to plan. So choose 2: Fast, Cheap, Good.

He chose fast and good. So I describe: "Ok, it's going well. The walls are strengthened, the watch-towers are up, and it's all only taken a few days. Joan's gang have been making sure you get everything you need, but to get it done this quick, they haven't been able to be polite about it. A couple of people have been shot, a lot of people have been forced out of their homes, and there's a shitload of bad feelings and grumbling. The threat of being eaten by cannibals is mostly keeping folks in line though."

That's all describing the outcome of the move. Then, genrating trouble, I make a move for one of my threats:

"Pierre, the owner of the brothel in town, comes up to you. Joan's gang have been acting like they own the place, ripping off fixtures, using it as a watering hole, and getting free tricks off Pierre's girls. Pierre is not happy. He says "It stops now, or maybe you wake up very cold one morning, you get me?" Here's the thing - you need Joan's gang onside a heck of a lot more than you need Pierre happy."


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