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Messages - lumpley

Pages: [1] 2 3 ... 87
2
Apocalypse World / Re: A Solitary Apocalypse World?
« on: April 19, 2018, 11:12:36 PM »
Solid!

-Vincent

3
Apocalypse World / Re: A Solitary Apocalypse World?
« on: April 18, 2018, 02:26:17 PM »
The "seems cheap" solution is the right solution.

Take all of the NPC-rich playbooks off the table, limit yourselves to the playbooks that work for the game you want to play!

-Vincent

4
brainstorming & development / Re: 2G2BT
« on: March 31, 2018, 08:57:40 PM »
I'm excited to dig into this when I next have some time free!

-Vincent

5
Apocalypse World / Re: The Contaminated
« on: December 18, 2017, 05:30:28 PM »
Awesome, Ebok. Thanks!

-Vincent

6
Apocalypse World / Re: Seize by force - to kill
« on: November 24, 2017, 03:22:29 PM »
I guess Vincent can chime in here himself if he chooses, but I think this is intentional; if 7-9 always made the other person cave (with or without complications), then everyone would be going aggro all the time because it would be the easiest way to get people to do what you want. There are a number of moves where things are really only "good" for you on a 10+, and while the partial doesn't totally suck, it's 50-50 whether you can really call it a "success."

Here are two ways, of many, that it could go. I'm the MC. You just went aggro on Squiggy and hit with a 7-9.

One Way It Could Go
I choose to have Squiggy back off calmly, hands where you can see. "Squiggy backs off, like whoa, whoa, with his hands out in front of him," I say.

I'm satisfied that I've had my say. I've told you what Squiggy does, as allowed and required by the move. I honestly don't know whether you'll be satisfied with Squiggy's halfassed submission, and I'm curious to find out.

"What do you do?" I say.

"Hell with Squiggy and his backing away calmly," you say. "I shoot his face in."

Cool. I asked what you do and you told me. But...
Quote
And again, it's important to note that this is purely a narrative choice on the part of the MC to change up the fictional position of the characters involved because "I go aggro on him again" is pretty uninteresting...
I'm with you. I wouldn't call for you to go aggro again. Now you're not going aggro, you're suckering him at point blank range. You inflict your harm and in his last instants of life Squiggy regrets that he misjudged the situation like that.

I chose to have him back away with his hands up, not knowing whether he was forcing your hand, or caving, or what. I left that to be your call.

Another Way It Could Go
I choose to have Squiggy back off calmly, hands where you can see. "Squiggy backs off, like whoa, whoa, with his hands out in front of him," I say.

You're still looking at me like I'm not done talking, or else I decide that I'm not done talking yet, either way. So I choose an MC move and make it. I choose to turn your move back on you, in an appropriately soft way, and I keep talking:

"So yeah, you can see Squiggy's hands clear as day - and the giant fucking magnum in them that you didn't know he had is now pointed straight at you. And he's sidling backwards towards the door and saying, 'OK, now let's just all be cool and go our separate ways, right?' Now what do you do?"

Which Way Is Correct?
Both, of course. Any number of other ways, too.

I don't think that everyone should always play it one way OR the other. I think that you can settle which way you personally prefer to play it, if you must, but only for yourself, not for the rest of us. Or else you can take it case by case as it comes, which I'd recommend as more fun and flexible than pre-deciding.

Or, In Other Words
Once I've told you that Squiggy backs away calmly, hands where you can see, the move is done. We've played it out by the rules, in full, the end. You have gone aggro.

What do you or I say next? Go Aggro doesn't tell us. That's not Go Aggro's concern, it's outside of the move, it's my next move or your next move, snowballing.

-Vincent

7
Apocalypse World / Re: Seize by force - to kill
« on: November 24, 2017, 02:33:36 PM »
arak_ne: Right! If there are no other tactical considerations - no other objectives, no advantage of ground, just bloody battle Gangs of New York style - it's single combat. Keeler and Dremmer are using their gangs as weapons, no big deal.

-Vincent

8
Apocalypse World / Re: Seize by force - to kill
« on: November 21, 2017, 09:37:16 PM »
Shows what I know!

-Vincent

9
Apocalypse World / Re: Seize by force - to kill
« on: November 21, 2017, 02:08:28 PM »
Paul:

Nope. In 1st Ed, you should have rolled to go aggro even if you couldn't miss. Attacking someone and expecting the MC to inflict harm on them for you isn't in the book

"When you attack someone and you can't miss, don't roll to go aggro. Instead, the MC inflicts harm on them as established" is a custom move. It's kind of an obvious custom move, and I think that a couple of different groups invented it in parallel without realizing that they were inventing a custom move. It got promoted as the way to play, even though it wasn't, it was just a custom move that some people liked.

But since it's a perfectly legal custom move, play with it if you want to and don't even worry about it.

In 2nd Ed, it doesn't change the outcome in play, but it's technically significant that when you sucker someone, it's you, not the MC, who inflicts the harm. I consider this to be a correction of the widespread 1st Ed custom move.

-Vincent

10
Apocalypse World / Re: Seize by force - to kill
« on: November 20, 2017, 02:46:40 AM »
When a PC shoots someone, it's always a move. It's suckering them, going aggro on them, or a battle move, depending on the circumstances, but it's always a move.

To answer your original question, arakn_e: No, don't use "seize someone's life" to kill them. The only way to kill someone in Apocalypse World is to inflict harm.

As a player, you can do battle with someone and hope that they're killed in the exchange of harm, or you can go aggro on them and hope that they choose to force your hand and suck up the harm. In neither case is it your choice, though. You make your move and you hope for the best. And if they're in a gang, the rules on page 211 mean that you're REALLY just hoping.

The only way to make sure you inflict harm on someone is to sucker them. Suckering an individual enemy in battle isn't automatically something you can do, so you'll have to try to set it up somehow.

Depending on the circumstances, you might be able to get into a position to sucker Dremmer while he and his gang are doing battle with your friends, for instance. Like maybe you can get up onto a watchtower with your sniper rifle. Getting into that position might be easy, it might require you to act under fire, if might require you to seize the watchtower by force, who knows what it might require.

Or you might go ahead and seize Dremmer himself by force. As Alex says, above, this means that now you've captured him from his gang and gotten hold of him, NOT that you inflict harm on him in particular. It's still the MC's call whether he suffers any injury in the exchange of harm. But getting him helpless is one way to put yourself in a position to sucker him.

As MC, here's what you say:

"Going aggro or seizing by force, you might kill Dremmer, you might not, it's not your call. To make sure you can kill him, you'll have to somehow get into a position to sucker him. What's your plan?"

-Vincent

11
Apocalypse World / Re: Session Length
« on: September 10, 2017, 04:34:54 PM »
1-barter isn't a month's rent anymore. It's a session's baseline living expenses. Could be a day, could be a couple of days, could be just part of a day, it doesn't matter.

The hardholder's barter section posed a bit of a conundrum. Ultimately I decided to let a 1-barter gift be worth a month's hospitality, but that really only works for NPCs, since for PCs, the start of session lifestyle rules would apply instead. Per those rules, if you're a PC living on the hardholder's hospitality, you're asking the hardholder to pay 1-barter for your lifestyle at the beginning of every session.

edit: But to answer your other question, I basically never get to play for 3 hours. It's usually 1.5 - 2.5 hour sessions around here!

-Vincent

12
Apocalypse World / Available In Print Again!
« on: August 01, 2017, 07:46:37 PM »
Hey, Apocalypse World 2nd Ed is available in both paperback and hardback at apocalypse-world.com.

So that's cool.

-Vincent

13
Apocalypse World / Re: The Landfall Marine
« on: July 31, 2017, 12:02:21 AM »
Thanks!

The walkingsuit moves basically parallel the paragraph above about baseline vs charged up. In baseline, your walkingsuit can walk at moderate speed, but to really cover ground - especially to sprint, leap, fly, or exert powerful physical force in motion - use the move.

In short: if walking there in no particular hurry is all you're doing, don't use the move. If you're in a hurry, or if there's another reason why you can't or don't want to just walk there, do use the move.

-Vincent

14
Apocalypse World / The Landfall Marine
« on: July 30, 2017, 09:48:25 PM »

AW2E: Landfall Marine

50 years ago, the enemies of humanity unleashed a psychic weapon that destroyed all hope for the future. Anticipating the attack and its outcome, a clandestine military project rushed to evacuate Earth. They built secret orbital stations and expanded the hidden Mars base into a functional colony. Their grandchildren - you - grew up dreaming of blue skies and blue seas that no longer exist.

Today, the mission to reclaim Earth begins.

The landfall marine has access to the most powerful weapon system in Apocalypse World, but is caught in a struggle between assimilation and the horrifying and violent mission to reclaim the world for their superiors. Warning: whichever way this plays out, if anybody’s playing a landfall marine, the reclamation mission will be an unignorable central feature of your game.

This is, yes, an update and adaptation of the 1st Ed Space Marine Mammal, except human. I think it worked out well. It brings to the forefront some of the more serious tensions in the playbook, that playing a dolphin didn't really showcase.

It also includes something new to Apocalypse World, which I find pretty exciting: an MC's guide to go along with the playbook, with rules, threats, and MC moves for creating the rest of the reclamation mission.

Hey, and all thanks to my very generous Patreon patrons. Without them, this release wouldn't have been possible. If you dig it, please consider signing up!

My Patreon

15
Apocalypse World / Re: Threat Analysis
« on: July 16, 2017, 01:57:07 AM »
I see the problem. The posts are intact in the database but aren't displaying correctly. I'll be able to fix it.

edit: Fixed.

-Vincent

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