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thotsky
Jun 7, 2005

hot to trot

Evil Mastermind posted:

I just looked it up; it was 23 for a Battle Royale/Hunger Games style game. A few of them aren't even rolled, they're "when you do X, you get Y" but still.

act despite danger
first attack unprovoked
attack someone
manipulate someone
deceive someone
aid or interfere with another's action
want to be friends with someone
try to befriend someone who would not ally with you
attempt to betray a friend
sneak around
attempt to gain insight into a subject or situation
search an area for hidden things
spend some time to treat injuries with medical supplies
calm someone down
secure a place to rest
rest for a while
jury rig something
attempt to cut out the bomb inside someone
gather up the courage to perform a horrible act
spend a drive point after making a roll
put on a show for the cameras
spend favor points to request items or other assistance
when you die

Not to get all grognard on you guys, but that sounds like someone thinking moves are basic conditional statements and trying to program a video-game with them. They need to drill down.

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thotsky
Jun 7, 2005

hot to trot

Cyphoderus posted:

what do you guys consider the telltale signs of a poor hack?

When what the developer is really excited about is how he took this mechanic from that game, and combined it with that mechanic from this game, rather than the game itself. Borrowing ideas is fine, AW is a wonderful example of borrowing lots of ideas from different games and ironing them out into a seamless whole. Howver, it has to be secondary to the game experience you're trying to create, and it cannot be all you're doing, you need to bring something to the table. If you're going on about how you designed the game, rather than the game itself, I know it is a bad game. (Tremulus)

thotsky
Jun 7, 2005

hot to trot
I think the tag-based gear in Apolypse World is rather well suited for gear porn. The custom/signature weapons really scratch that itch already and there's only a few options. One could expand that list for a setting where gear is important, and then there are classes like the Savvyhead. I don't know about your groups, but my Driver and Savvyhead teamed up and spent the entire campaign chasing down parts and tricking out a school bus into a rolling death machine. That things had so many moving parts at the end that it was basically a new character.

Making a Shadowrun hack is a doomed endeavor, much like making a Twilight 2000 hack would be a doomed endeavor. Better to focus on making a good PbtA cyberpunk game which focuses on the genre conventions and style over substance storytelling rather than the misguided nostalgia for a particular game system. Embrace the PbtA way of doing things (Monsterhearts) instead of forcing another system on top of it. Even when it works, it kind of does not. (Dungeon World).

thotsky
Jun 7, 2005

hot to trot

Covok posted:

It's by John Harper and I know he is a trusted name in game design. Unless I'm mistaking him for someone else.

You're not, he's the Lady Blackbird guy.

thotsky
Jun 7, 2005

hot to trot

Toph Bei Fong posted:

To be honest, this is one of the ones that always kinda confused me about regular AW. When do I Go Aggro vs Seize by Force? Should Aggro just be for threats and intimidation, or is beating people up also? Does one seize information from someone through aggressive intimidation? Is there an intentional overlap between the two? Both are +hard so it works either way...

The answer is almost always Go Aggro. Seize by Force is used only in situations where you have two forces with weapons drawn fighting it out over something. It could easily have been an optional combat move.

You can use Go Aggro to deal harm just fine, and I use the move for just that routinely unless the harm has already been set up with some other move (like doing something under fire to get into an advantageous position) in which case I might just allow the harm to be done outright. If a character just walks up to an unarmed mechanic and decides to punch him in the face, well they're going aggro and what they want is for the other character to get his face smashed in. If the character decides to drag the mechanic off and interrogate him at gunpoint, but his buddies show up carrying blowtorches and wrenches and you're suddenly in a standoff with the poor sod in the middle... Then it's seize by force.


Cyphoderus posted:

That's not how it works. Always go fiction first. Describe the action, then figure out what move's best for it. In PbtA you never do this the other way around.

No, you can totally say you want to go aggro and then describe action to go with it afterwards. The clue is that you cannot do one without the other, no matter the order.

Toph Bei Fong posted:

What I mean is in "We both know I got here first and that lux gear there is mine, now scram or I'll shoot you dead," type situations. There's definitely an attempt at intimidation and a threat of violence, but there's also the attempt to take something from someone else via (perhaps) violent means. Should you instead wait to see how the other person reacts before determining which move it would trigger, if any?

Do you mean it? Like, will you actually shoot him if he does not give it up? If so: Go Aggro. If not: Manipulate. Are you guys both actually shooting at each other over who gets this thing at this very moment? If so, and only then: Sieze by Fire.

thotsky fucked around with this message at 22:08 on Sep 9, 2015

thotsky
Jun 7, 2005

hot to trot

Error 404 posted:

I agree with the second part but not the first.
SBF is equally deserving of being a basic move. I typically end up in situations where I use it a lot more than GA.

As has been said, you can seize almost anything. The jingle, the element of surprise, the advantage, rolfball's gun, etc.
It sets the stakes in much the same way Read a Sitch does in that if the situation wasn't charged, it is now.

Nothing wrong with GA at all, but SBF deserves the place it has.

I believe Vincent has set the record straight in regards to the whole "you can seize his meat / implying that you can size anything" quote, and that it's explicitly a move for two-way combat over concrete things. Seize an advantageous position during a firefight? Sure! Seize someones love/the element of surprise/the limelight? No. You don't use seize by force to take someones gun unless they're currently aiming it at you/firing it at you or otherwise engaged in combat with you. Outside of combat that would be acting under fire if done stealthily, go aggro if done violently, or manipulate if done socially.

This dichotomy is reflected in the move itself. When seizing stuff by force you're likely to take harm, because it's only done in outright combat, and in outright combat you're likely to take harm. Having to take harm to gain the element of surprise (which implies that it is before combat) makes no sense at all.

Captain Foo posted:

tl;dr

Go Aggro is "I want something OR I will hurt you." Manipulate with violence as leverage is "I want something, and I could hurt you if I don't get it." Seize is "I want something AND I am hurting you to get it."

Go Aggro can also be "I want to hurt you, so I will".

thotsky fucked around with this message at 22:24 on Sep 9, 2015

thotsky
Jun 7, 2005

hot to trot
John Harper is generally a really good resource for clear interpretations/summaries of some of the harder to grok parts of apocalypse world:

http://mightyatom.blogspot.no/2010/11/aw-seize-by-force-is-peripheral-move.html

thotsky
Jun 7, 2005

hot to trot
Jesus, that masks kickstarter is really expensive for an indie game.

thotsky
Jun 7, 2005

hot to trot

unseenlibrarian posted:

Eh, 10 dollars for all PDFs and stretch goals isn't bad, I don't think? . Or do you mean how much money it's making? I think that's down to having an artist that has their own fair-sized following illustrating the whole thing.

The decks are gameplay items, and you need to pay like 60-80 dollars to get those. 10 bucks would get you an incomplete game...

thotsky
Jun 7, 2005

hot to trot
Terrain makes perfect sense. Vehicles seems kinda meh, but I guess they have to after Fury Road.

thotsky
Jun 7, 2005

hot to trot

madadric posted:

Good slasher flicks are just as much about the messy relationships between the victims/survivors as they are about the messy deaths.

The best advice for making a PBTA hack based on a genre is to really dissect the genre. Not only the tropes the genre is known for, but what it is often a metaphor for, and the issues it tends to discuss. When you bake those principles into your moves, you really push the players to that experience.

Since these games work on character elimination, giving players a pool of characters that become more detailed the longer they survive, or letting 'knocked out' players do interesting things with the monster or environment could be interesting. Having each character with a random, hidden agenda might be interesting to mix up motivations.


If you're having it be more than a one shot, you could consider doing it as a series of movies that explore the lore or focus on different sub-genres (more gory, more psychological, more action-based) I'd probably concentrate on the one-shot model first though.

Like Paranoia?

thotsky
Jun 7, 2005

hot to trot

paradoxGentleman posted:

It sounds like I'm going to open a big ol' can of worms with this one, but still, it warrants asking:
why exactly does AW need sex moves?

Most people of age need sex, and Apocalypse World is all about needs. Actions in Apocalypse World should have consequences, and having individual sex moves ensure that while informing the archetypes more.

For example, Vincent encourages you as the MC to create NPCs who will act on simple needs, including "following their clits/dicks around". So, if you play the game as written there's a good chance a player character may be on the receiving end of such advances, and while one could manage without sex moves the design of Apocalypse World strives to connect the story to the rules and vice versa. People who think they don't fit the game are perhaps forgetting this, but Vincent describes sex as a primal need and important motivator for characters multiple times in the text. People gently caress, it's a fact.

Wanting to think of them as intimacy moves seems unnecessarily prudish considering the actual text of the game (although I'm not dismissing the emotional aspect of the act), and I'm not at all convinced that the moves work as is for non-sexual intimate acts, but whatever rocks your boat.

thotsky fucked around with this message at 02:28 on Oct 11, 2016

thotsky
Jun 7, 2005

hot to trot

Covok posted:

Alright then, new topic: where did Vince draw mechanical inspiration and how?

Says in the back of the book. Not really much to discuss.

thotsky
Jun 7, 2005

hot to trot

Halloween Jack posted:

Ghost in the Shell is pretty good despite Masamune Shirow being pretty much a porn guy at this point. Katsuya Terada has also done his share of porn, and for that matter, so have Clyde Caldwell and some other "classic" fantasy artists.

At this point? He was always a porn guy. Most of his characters are the same fantasy woman, down to the bangs.

thotsky
Jun 7, 2005

hot to trot
Your particular choice of moves and gear actually informs the stories you tell in AW much more than, for instance, how many percent you have in Library Use in Call of Cthulhu. Which ones you choose help form your character to a very large degree, and your character concept likewise informs how you end up using the moves. I've never felt like moves were in any way limiting, if anything it prompts characterization where other systems merely have you reach for some dice.

edit: Also, you should read the game. All characters have like 8+ basic moves that they all share, and the moves are really only systems that activate when you do specific things. You can still do everything you can in other games, they just might not invoke a move (although, if they are recurring setting or character-specific actions the MC might very well create a move related to that action).

thotsky fucked around with this message at 00:51 on Sep 14, 2018

thotsky
Jun 7, 2005

hot to trot

OscarDiggs posted:

It's $15, poo poo head.

http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf

This is basically all you need to play. Go have a read, and try not to react so defensively when people tell you that you're acting like a dick, because most of the time people are right.

thotsky
Jun 7, 2005

hot to trot
That would be crossing the line imo.

https://mightyatom.blogspot.com/2010/10/apocalypse-world-crossing-line.html

thotsky
Jun 7, 2005

hot to trot
I'm a huge D. Vincent Baker fan, but he's pretty notorious for abandoning games, even years into production. I buy everything he puts out, and I'd pay more if he raised his prices, but I don't think I'd want to do any sort of monthly payment.

thotsky
Jun 7, 2005

hot to trot
Pauses in PbtA games are definitely useful, but I feel like those games are a lot easier to run than something like Call of Cthulhu. You don't need to memorize anything, and rarely are there much in the way of handouts to prepare and keep track of.

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thotsky
Jun 7, 2005

hot to trot

Street Horrrsing posted:

Is there any podcasts that have actual play sessions of some powered by the apocalypse games? I was trying to run a one shot of spirit of 77 to some newbies because i thought the rules light system would make it easier to play and run but it means everyone has to talk more and christ almighty it's like pulling teeth to get anything done

If people are talking more surely that's good? You can sit back and just say "what do you do" to make sure moves come I to play.

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