Basic vocabulary problem - PDF not terribly complete yet

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Basic vocabulary problem - PDF not terribly complete yet
« on: October 14, 2011, 10:37:25 PM »
So I'm not familiar with Apocalypse World.  I did hear the first couple sessions of The Walking Eye playing it, but I mostly had it going in the background while I worked.  When I heard them play their first session of Dungeon World, though, my ears perked up.  Subtract their...unusual approach to most mechanics...and the game sounded pretty fun and enjoyable.  I was happy to see that you could buy a PDF and did so.

I'm setting up for our first run.  We've made characters using the PDF (which seems to have FEWER options for characters or advancement than the free Hack version - huh?) and I'm prepping to run.  I think I have wrapped my mind around most things, but I have a few questions.  

Basically, the PDF had about 10% of the GM advice for which I was looking.  I really enjoyed the section with the basic agenda and the idea of starting with the fiction.  When I finally found the moves and technical advice, it was three pages, one and a half of which are the moves themselves.
 
I'm having problems with many of the terms that aren't well-defined.  I'm thinking that they're probably ported over from AW, but I'm not sure.  DEFY DANGER is the worst, since even a liberal application of search fu finds people using it for everything under the sun.  It goes from what I thought it was (keep your balance while dueling on a tightrope or open the blast door while the stormtroopers shoot at you) to things like defying torture or staring down the wizard pointing a wand at you, much more like willpower or charisma moves. TAKE FORWARD and HOLD are never defined, but I think I get TAKE FORWARD as a simple mechanical advantage.  HOLD seems to have some sort of spending points mechanic that is never explained.

I thought I had a handle on Parley.  It's your tit for tat negotiation skill when you both want something.  The limit on having to have something that they want is nice to prevent abuse.  Then I came across a quote from Sage,
Quote
Beating information out of a captive sounds like Parley/Manipulate in both systems. In fact there's an example of just that on page 194 of AW.

It sounds like AW has a lot more substance about how to do the game.  Should I just buy a copy of AW?  I am no great fan of postApocalyptic settings and the sexual content will be a no sell in my gaming group, but I would consider buying it if it had a good deal of GM content.  I'm afraid it will be like the 126 page PDF I bought, which is actually some of the character stuff I'd already downloaded, 6 pages of GM stuff, and 10 pages of adventures.  Reassure me, or disabuse me of my misconceptions, please.

*

Chroma

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Re: Basic vocabulary problem - PDF not terribly complete yet
« Reply #1 on: November 18, 2011, 08:55:53 AM »
It sounds like AW has a lot more substance about how to do the game.  Should I just buy a copy of AW?  I am no great fan of postApocalyptic settings and the sexual content will be a no sell in my gaming group, but I would consider buying it if it had a good deal of GM content.

I highly recommend getting AW just for reading the MC (GM) section, it's got some great advice/guidelines in there.  As well, it gives "in play" examples of how the moves work and "snowball" in play.

The "sexual content" is, at most, two sentences in a separate section for each playbook (class), it's not pervasive or overwhelming, heck, in my first campaign, we had 13 sessions of four hours each and in that, there was a single 2 minutes of "sexual content", mainly because a player wanted to try the rules out... the game works fine without it and we had a great time!

There is no "setting" in the AW book, the "post-apocalypse" is mainly used to set up the concepts of "scarcity", that there's "not enough" of things to go around and how the PCs deal with that; one could run a completely plausible Western game on the frontier or  brave adventurers on the borderlands or any other type of "scarcity" environment with simple tweaks... and there's rules for doing it too!

Again, highly recommend getting the AW rulebook!  Let me know if you've got any other questions!  Be aware that the book is written with "strong language".
"If you get shot enough times, your body will actually build up immunity to bullets. The real trick lies in surviving the first dozen or so..."
-- Pope Nag, RPG.net - UNKNOWN ARMIES

Re: Basic vocabulary problem - PDF not terribly complete yet
« Reply #2 on: December 06, 2011, 12:22:39 AM »
Taking +1 Forward just means, get +1 to your next roll.
Taking +1 Ongoing means, you get +1 to whatever rolls it says for as long as it says.
Hold is just a fancy way if saying "pick X, but you don't have to do it right now". That's not explained well in AW either.

The Hack version is several versions out of date.

Re: Basic vocabulary problem - PDF not terribly complete yet
« Reply #3 on: December 07, 2011, 09:07:19 AM »
Thanks, Anarchangel, for helping out.  After having no (and then one) response for so long, I just faked it and played without AW.  After I posted play reviews, Sage sent me the current build.  That really helped with those niggly naggly points.  Your willingness to help is still much appreciated.

I am looking forward to the official release to have a pretty product to show people (because I love the way the current build puts it all together).

Re: Basic vocabulary problem - PDF not terribly complete yet
« Reply #4 on: December 07, 2011, 02:16:24 PM »
I just printed out the latest version myself. I'm looking forward to getting into it!

Glad you've having fun with DW, Leprejuan!