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barf forth apocalyptica / Apocalypse World / Re: Combat
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on: January 23, 2013, 02:52:35 PM
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Even on a 10+ he can expect to get hit... It feels like you're citing that as a problem. To me, that sounds like a fire fight. You might be giving the player a benefit of +1 armor because they're hiding behind solid masonry walls and shooting through a window. They might roll a 10+ and they can choose to suffer little harm. They're likely wearing armor 1 anyway. So assuming the incoming attack is subject to the armor, it's doing normal harm -3. Your PC might take a little, but not bloody much and at that point, well, that's the cost of going into a gun fight. It's not a problem at all -- even if you don't give them the wall-as-armor. Even if the enemy is using armor piercing ammunition. A good roll means things don't go as poorly as they might have otherwise, not that everything happens perfectly.
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barf forth apocalyptica / Apocalypse World / Re: Combat
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on: January 22, 2013, 07:29:26 PM
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If you can't figure out what they're seizing, ask yourself if they're going aggro instead. Do they want to take something or do they want to make someone do something?
As for taking damage from a defensible position, do you mean defensible or invulnerable? Normally, particularly in post-apocalyptic settings, if you're in a position to deal damage, you're also in a position to receive it.
When the player was diving out the window with guns blazing, what was the goal? Surely not just to look cool? To look cool while doing something would be my guess; what was that something?
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barf forth apocalyptica / Apocalypse World / Re: Some questions about moves and combat
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on: December 19, 2012, 04:14:38 PM
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When you say that the raider are opening up, your players are all going to say things -- exclaiming at the circumstance, and narrating how their characters are responding. Some, maybe all, of those will involve a move. They can all make a move, but they might not. In a case like that, they probably all will. Even if they're all diving into cover, you're likely going to call that acting under fire, right?
You will not make a MC move for each of those. If the players look to you to say something, then you'll make a move. If the players roll a 6- on a move that doesn't list a specific result, then you'll make a move. If the player offers you "the perfect opportunity on a golden plate," then too, you'll make a move.
In the case where they're all shooting back, I've found it pretty rare that all the PCs in a game are in the same place at the same time and on the same side. It's usually wildly more nuanced than that. And if that's how things are generally rolling, it means you're not using PC-NPC-PC triangles effectively enough to drive wedges between them, so step up your game (I need to do that better, too). But let's say this is one of those cases and they're all opening up. It would be awkward to have them all roll to seize by force. I suppose the way I'd do it is let the first person to speak up make the move and the others might help (or maybe interfere) based on their narrations. Or I might make the PCs a gang and use the rules for that. Or maybe both. If there's anything left after that first seize, and the change in the fiction that comes out of it then maybe another of them will make that (or another) move. And like you said, just exchanging harm might feel like the best application of the rules; if they all say their shooting back, and they're looking to you to say something, instead of calling for a roll, you can just say, "OK, everyone takes two harm, your enemies are lying in a giant blood-slick, make the harm moves..." and go on.
On a failed seize by force you make an MC move. If the most logical thing is that everyone takes harm, as established, do that. If the tactical situation in the fiction calls for something else, do that. If you can justify some other outcome and want to bring that in, instead, go for it.
The consumption of e.g. leadership hold will often coincide with a PC's move, but not always. It might instead, direct what MC move you make. If the hardholder wants to spend one hold on his away-team's hard advance in the face of withering fire, maybe he's not there to make the move himself, so you just decide that they're doing it (he did roll and get the hold, after all) and you assign harm to all sides as the fiction demands. Or maybe she spends the hold to tell her normally undisciplined gang not to eat the survivors' skin and you figure it doesn't require a manipulate or pack alpha or whatever roll. But the use of those hold might well make a move on the PC's part possible that wouldn't have otherwise been available. It all depends on the fiction as established.
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barf forth apocalyptica / roleplaying theory, hardcore / Re: IRC No Good for AW/AW-based hacks?
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on: December 05, 2012, 03:56:48 PM
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I dunno, it feels like there might be nuance to which I don't have access. But short of that, I think the Flake's player is simply wrong. Do you normally play high-prep or railroady games with these players? Are they normally OK with world-building?
I wonder if there's something specific about the phrasing you use that might be changed? Is "I dunno, would you like there to be a title?" any different/better than "Well, what do you think?" Or whatever -- I'm not trying to hold you to exact wording.
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barf forth apocalyptica / roleplaying theory, hardcore / Re: IRC No Good for AW/AW-based hacks?
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on: December 05, 2012, 02:52:57 PM
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I've played a bunch of Apocalypse World and a bunch of IRC. But haven't played AW over IRC, so take this for what it's worth. I can't see any reason in the world that it would be particularly problematic. I've played in great games over IRC with no GM prep.
What exactly did they think was stupid? Why would an IRC game need prep any more than a F2F game?
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barf forth apocalyptica / Apocalypse World / Re: A lack of compassion
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on: November 16, 2012, 02:25:35 PM
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Kirk, it feels to me like Vincent is pointing out through the rules that every real person is motivated by self-interest and every real person is a potential threat. When you think of your friends and family, do you really think of people who won't ever hurt you? That's not my experience. And yet, even though they may (and will!) hurt me, I still make compassionate human connections with them.
I think maybe you're just over-blowing the degree to which everyone is using everyone in the game. Back off on that and you all might be a lot happier, yeah?
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barf forth apocalyptica / Apocalypse World / Re: Newbie Rules Questions
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on: November 15, 2012, 09:22:43 PM
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Nothing in the rules or spirit should be guiding you to fucking with his plan to drop the machine gun and whip out his pistol. You should not force the gun to break. That is a perfectly valid thing for the player to do. The reload tag, in fact, steers the world in that direction. There may or may not be consequences of having an unloaded machine gun at your feet, you'll have to play to find out. All you have to do is remember that he can't use the machine gun again until there's been a chance to reload.
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hacks / blood & guts / Re: Micromanaging Moves or just Overkill
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on: October 31, 2012, 01:54:39 PM
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I think it sort of depends what your point is and what the people you're making the game for find fun. If the central facet of the game is this hunt and you dig all the differentiation, then the longer more explicit set of moves is fine. It feels like too much to me from this uninvested vantage but I don't really know. And we might prefer different things.
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barf forth apocalyptica / Apocalypse World / Re: Hoarder separated from her hoard
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on: August 28, 2012, 01:51:29 PM
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That -1 is just the mechanics. If you lead with the fiction -- always distracting Wembley with the psychic assault, it doesn't strike me as boring.
Is Wembley going back to the hoard or moving on? I like the idea that the hoard can divide, but only if it fits the game. So now there are two, Wembley's little hoard that escaped the chaos and the one left behind who adopted a new keeper. Maybe they talk. Maybe they hate each other.
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