Questions on a few move rules

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RHP

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Questions on a few move rules
« on: April 23, 2014, 06:46:39 PM »
Hello, I am relatively new to this game, but have pulled off 2 sessions so far as MC and it is going well. I am reviewing some of the rules and am not quite sure how to use them:

Question 1)

Quote
Bonefeel: at the beginning of the session, roll+weird. On a 10+,
hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can
spend your hold to have you already be there, with the proper
tools and knowledge, with or without any clear explanation
why. If your hold was 1+1, take +1forward now. On a miss, the
MC holds 1, and can spend it to have you already be there, but
somehow pinned, caught or trapped.

The 1 hold can be used by the MC without the player's consent as he sees fit?

Question 2)

Some playbooks give you the option to "get a gang and Pack alpha" while others don't.  Does this mean they cannot get a gang or pack alpha?

Same thing with stat boosts, if they don't have an option on their list to choose say +1 hard, can they choose a "move" from another playbook that gives +1 hard?

Question 3)

Finally, I have an operator, that has a crew, so far in session 2 he used them basically like a gang IMO since they were all in the same place during a surprise raid. One of his crew is a PC the other 2 are NPCs. He was giving them orders etc. I just went with it since it seemed logical they would cooperate with him. However if this is fine, why would they want to take Pack Alpha since it would force them to roll and possibly allow them to fight back? And does any of this matter if the operator wants to use his crew as a weapon?


Thanks

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noclue

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Re: Questions on a few move rules
« Reply #1 on: April 23, 2014, 07:11:14 PM »
Question 1) I believe that is correct.
Question 2) without the moves, they can have a bunch of NPCs hanging around looking at them for leadership. But those are just a bunch of NPCs, subject to the MC's move choices.

Yes, they can choose a move from another playbook that grants +1 to a stat if they take that advance.

Question 3) what would the operator have done if you ignored the orders? Or pulled a gun and told them to shut their trap?

By the way, why assume that the presence of a move on the players playbook should change the behavior of the NPCs that they interact with? If it made sense for these folk to follow the Operator's orders, why would it suddenly not make sense if the operator took the Get a Gang move?
« Last Edit: April 23, 2014, 07:17:47 PM by noclue »
James R.

    "There is a principle which is a bar against all information, which is proof against all arguments and which can not fail to keep a man in everlasting ignorance-that principle is contempt prior to investigation."
     --HERBERT SPENCER

Re: Questions on a few move rules
« Reply #2 on: April 23, 2014, 07:22:20 PM »
1) Yes. Though the MC should be a fan of the player character.
2) Other playbooks can get a gang but they have to do it in the narrative. If you convince a bunch of the townies to follow you to beat up Foster, well congratulations you have a gang.

Getting pack alpha is simple as taking a move from another playbook (and then grabbing the move from the Chopper) though it leaves you with the task of gaining a gang.

Moves from another playbook only include those under Moves, not those under Improvement. So you could take "Insano like Drano" from the Gunlugger to get +1 hard but not the +1 hard under Hardholder.

#) using your crew like a gang sounds reasonable under those circumstances.  Note Pack Alpha is for those times when your gang isn't agreeing with you. You don't need to use it for every single conflict.  It is there for times when the gang disagrees with you or you send them into something unreasonable (like a fight where they are outnumbered or sending them into the salt flat where the whiners will be hot and thirsty).

Without Pack Alpha or Leadership, if your gang disagrees with you, you now have a hostile gang to deal with. Good luck with that.

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As If

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Re: Questions on a few move rules
« Reply #3 on: April 23, 2014, 07:56:01 PM »
The "Bonefeel" move is one of the places where AW makes most clear that we are following a distinctly cinematic style and logic here.  It is best used for those kinds of scenes where (if successful) just when some other characters are in deep shit and have no options left, your character happens to suddenly be just in the right place to save their asses; or (if unsuccessful) you see a character who was fine last time you knew, but now they're trapped in a raging river or under a burning tree or something, and the audience will learn how they got there after the fact.

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RHP

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Re: Questions on a few move rules
« Reply #4 on: April 23, 2014, 10:52:55 PM »
Thank you your input and thoughts helped me pan this out, session is about to start! time to roll! :D