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Apocalypse World / Re: Fundamental scarcities/impulses underlying the Child-Thing
« Last post by sirien on July 31, 2020, 04:24:59 AM »
I can confirm that everything above really applies in the real game, even just on its own.

One of my players took Child as a second character and without anything else, she immediately ran to other characters asking for help with The Bugs (= her perception of wolfs) which integrated her quickly (and weirdly) into the group and its dynamics.
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Apocalypse World / Re: Couple questions about burned over
« Last post by lumpley on July 31, 2020, 01:09:42 AM »
Nope! You can't say that they're instantly killed unless that's the outcome of the move, so follow the procedure of the move to find out whether they are.

-Vincent
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Apocalypse World / Re: Couple questions about burned over
« Last post by HangryHarry on July 30, 2020, 09:06:00 PM »
Thanks for the quick reply! Would you give the NPC zero hold in such a scenario if they were surprised by the shot and instantly killed?
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Apocalypse World / Re: Couple questions about burned over
« Last post by lumpley on July 30, 2020, 01:01:05 AM »
Cool! Pretty easy answers.

1. Barter works like a stat now, measuring your ongoing economic position, which is like a combination of flow-of-resources through you versus your social footprint in the surrounding society. It doesn't go up and down as you spend and gain like cash. Instead, it tells you how much of a hassle it is for you to buy things every time.

I think you can just change your scavenge choice when you want to during play, whenever it makes sense for you to be able to.

2. Sniping is definitely officially doing battle, not anything else. If your target's not in a position to return fire, then in the exchange of harm, they inflict 0-harm, that's all.

3. Living expenses are gone too!

In general, Burned Over isn't about scarcity the way Apocalypse World is.

Thanks for asking!

-Vincent
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Apocalypse World / Couple questions about burned over
« Last post by HangryHarry on July 29, 2020, 01:15:35 PM »
Hello ya'll,

Thanks Vincent for writing Burned Over so I don't have to have sex with my friends and family. Unfortunately, there's a couple things I'm unclear on.
1. I'm assuming the scavenge section of each playbook only happens at character creation and not each session. Since gigs are gone, is the intent for barter to be obtained more organically in play?

2. Sucker someone is out. I liked the sniping example from 2E, but with burned over in thinking it would just be an act under fire roll and then MCing inflict harm as established. Curious what others are doing.

3. Living expenses are gone too?

Haven't actually run AW yet but I've run MOTW a few times.
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Apocalypse World / Re: Mercurial - How do you interpret it / what can it do?
« Last post by Munin on July 27, 2020, 01:01:59 PM »
I think you can do it a couple of ways.

First, I don't think the move is intended to be full-on shape-shifting. A strict reading of the move says you may change any or all of your looks, meaning looks associated with your playbook. So you could (for example) go from being a "boy in scrounge wear with an innocent face, bright eyes, and a child's body" to "ambiguous in scrounge wear with a misshapen face, cruel eyes, and a child's body." You will note that there are two elements that don't change - you're always in scrounge wear, and you're always a child.

This is sufficient to fool casual observers or people who don't know you. Say you're pursued through the hold's bustling market. At some point when you manage to break line of sight, you change your looks and Dremmer's goons - who were looking for an innocent-faced boy - totally pass by that weird kid with the misshapen face. Because that's not who they're looking for. The last campaign I ran involved a Child-Thing who (along with several other PCs) effectively got exiled from a community. He (it?) was able to regain entry to that community because no one there really knew him well enough to be able to see the difference, nor did anyone spare yet another urchin a long enough second-look to be able to tell the difference even if they had. And he was feral, so he didn't even need to attract any attention begging for food. He could be socially invisible when he wanted to, which turned out to be pretty rad - mechanical benefit or no.

A looser interpretation of the move would allow you to pick any "look," but at that point if you're talking about mimicking adults I think you're straying pretty far from the central concept of the playbook. And I'd definitely stop short of allowing the move to perfectly mimic a specific person, as IMO there's more to a person's visible identity than their basic look. I don't think perfect visual mimicry is the intent at all.

Also, being able to pick any look raises all kinds of issues with respect to garb - could you just trade your scrounge wear for the Gunlugger's custom homemade armor at a whim? Would that actually give you the equivalent of actual armor? Could you conjure up the skinner's luxe wear? How would you handle gear - especially worn gear? A more open interpretation of the move might be OK, but it's going to take more work on your part as the MC to make calls on a case-by-case basis - and that's generally not good move design (which in turn sort of points me back to the stricter interpretation).

And to answer your last question, if you can't mimic a specific person then blending into a small group of uniformed soldiers is right out, because someone is bound to ask, "Hey, who's the new guy? And why doesn't he have any gear?"
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Apocalypse World / Mercurial - How do you interpret it / what can it do?
« Last post by Allan Dotson on July 26, 2020, 11:30:53 AM »
The Child-Thing's mercurial move allows them to change any or all of their looks. They can still be recognized by people who know thwm well, which implies they can't be recognized by those who don't.

As MC, I  have allowed the child-thing to blend into a crowd, but not into a small group of uniformed soldiers.But now I'm second guessing myself. As a fan of the character, should I let this move (which has no direct mechanical benefit) be more useful?

Should they be able to disguise themselves as part of a small select group (uniformed soldiers)? Can they disguise themselves as a specific individual?

How do you interpret this move? How have you used it?
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These are wonderful answers. The key, it seems, is not to bring the Child-Thing into the human politics, but the human politics into the Maelstrom.
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brainstorming & development / Re: Daydreaming about Cyberpunk A.W.
« Last post by Judd on July 18, 2020, 01:16:53 PM »
i've got another one going on Mars. I imagine them in the same universe.

https://www.youtube.com/playlist?list=PLcnZ3uO0pp0otAaJFBtBx24I2BK6dvLFP

So far, so good.
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I think the Wolves are part of the Child-Thing specifically because it can lean towards being self-sufficient - you have moves that let you ignore the need to spend Barter and even fully heal yourself. But you're going to need help dealing with whatever the hell the Wolves are, because even if you can fend them off when they attack...what are you going to do when they hurt or kill the people you care about or need? The other PCs are going to be essential unless you want to be in hiding for the rest of your life, never showing affection to anyone the brief moments you go out in the world lest the Wolves go after them when they can't get you.
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