(whatever)-World: Finally read it, here's my veredict

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Leress
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Post by Leress »

Silva,
...which Frank used when stating that was me against everyone. Why didnt you see a problem when was he using it ?
Frank didn't commit that fallacy, he point out that a number of people (using hyperbole when saying everyone) disagreed with you and those have told you why specifically.

You did not do this, you pointed towards reviews from people who are not part of the discussion and are not specifically addressing Frank's or others critiques. You put them up and pretty much say "these people like it so must be good". That is text book committing the fallacy. Showing that people like something doesn't negate the critiques that were presented. That is why I pointed that out.
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Post by silva »

Ice9 wrote:You know what? I played Apocalypse World, just the other day, and it was a lot of fun. And I've played it a few times before, and it's been fun. There was no cabin boy rape or quantum bears either.

Specific traits that I enjoyed about it:
* Efficient use of rules. That is, it had a surprising number of widgets and combinations for how rules light it was.
* Combat actually runs at a speed that doesn't cause players to fall asleep or die of boredom. This may be my own preferences changing - I can no longer really stomach HERO or Shadowrun combat, and even D&D can push over the threshold of suck sometimes.
* The rules usually product shit actually happening, not "you fail/they fail/no change" results.
* Gives the illusion of more apocalyptic flavor and depth than MC actually prepared. Given how some systems do the opposite, I'll call this a significant plus.
Those are more or less my impressions too. The 3 things that most please me are: 1) the fast pace which the game flows, like if everybody is on Red Bull or something and the thing goes "go, go, go!" full speed all the time. To an adult with children and a job like me, its very good being able to enjoy sessions to their fullest instead of getting bogged down by mechanical minutia or complexity. 2) the amount of setting color the playbooks evoke through just two small pages. 3) the way the moves structure can steer gameplay in unexpected directions, realizing the sandbox premise of the game effortless.
Now maybe AW is just trying to take credit for existing stuff, and there are other better games that have all these things. If so - tell me what those games are, I want to see them.
I think the merit of AW is more in joining some neat concepts in a tight package, or in giving new spins to old concepts, than in actually creating something.
Last edited by silva on Wed Apr 23, 2014 7:59 pm, edited 1 time in total.
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Post by Chamomile »

@Frank: I'm really getting sick of responding to your points with quotes from myself:
Seriously, this is falsifiable: Is there any point in the book where something is referred to as "offscreen" in the sense of "hidden, but still potentially an immediate threat?" Because every reference I've found, it means "out of scene, not an active threat, you can, for now at least, ignore it just by walking in the other direction and neither you nor your character's stuff will be negatively affected."
It's not just this thread. You do this a lot. Try to pay attention.

Also, if you want to talk about Webster's definition of "offscreen," here it is:
1: out of sight of the motion picture or television viewer
2: in private life
Feel free to tell me which of those two you think AW was using. The term is obviously redefined because none of the existing definitions can possibly apply, and what it's getting at is obvious from context. You don't have to study AW. You just have to read it in good faith.

@DSM: The flubbing you're looking for doesn't exist. It's just another product of your fevered imagination. You've put up nothing but one strawman after another, and have constantly retreated from actually arguing the point to simply declaring yourself correct. Running down the latest pileup of wildly false assumptions:

-No, discarding unused material does not apply to non-railroad prep equally to railroad prep. If you're railroading, unexpected actions by the PCs will ruin your carefully constructed pre-planned scenes. If you're running sandbox, monsters they choose not to fight are still there and can jolly well wander somewhere else or just go about making messes until the PCs decide to go take care of them. It is, of course, possible that the PCs will just decide to not ever take care of them, but that's much, much more rare. And if it happens, it means you've made a mistake.

-No, I am not retconning my argument when I draw a distinction between different kinds of prep where previously I didn't. You remember how I was surprised that I had to actually explain to you the difference? I kind of assumed we were both on the same page as to how sandbox games worked, so I didn't bother to back up and explain it.

-No, you do not have to leave things quantum when keeping track of what enemies are up to offscreen. You can totally just say that at time X they are in location A, and at time Y they are in location B, and if the PCs don't interfere you can no instantly update their present location whenever time X or Y rolls around, without having to stop and think about it.

-I don't really get your point with the notes on the countdown? Yeah, they're brief. They aren't the complete notes for the entire conflict, they're a cheatsheet to remind you of how far the conflict has advanced. They don't have to make sense to someone who doesn't have access to the relevant fronts because the MC does have access to the relevant fronts, and already knows what the quarantine is, who breached it, who Uncle is, what the ultimatum is, etc. etc.

And then there's this:
And when people criticize Apocalypse World for relying too much on "the DM bullshits it up as he goes," that does not put them in the uncomfortable position of demanding the game's world be modelled with complete accuracy at every level of detail.
Which just makes me wonder if you're even reading what I'm writing? What I said is that you claim retroactively deciding what NPCs have done for the last five minutes is terrible and bad. But then you also say that updating the game world every five minutes is impossibly difficult. Taken together, those claims say that running a good TTRPG is impossible. Updating every five minutes is too much an invalidation of player choice, and updating faster than every five minutes is too difficult to be done.

@ACOS: Baker's campaigns do not make a difference to Baker's actual products. If Baker wants to get together with a bunch of rape fetishists and get off on rape, that is weird but does not have anything to do with other people's games of Apocalypse World. It's an ad hominem attack. It's saying that riding on a subway built by the soviet regime is wrong, which will put big chunks of eastern Europe and Russia out of public transportation. To say that supporting Apocalypse World is wrong you can't just demonstrate that bad people are associated with it, you have to demonstrate that supporting it actually harms people somehow. AW itself does not fetishize rape or encourage rape fetishization.

Also: The sound of gunfire is on the screen, the source of the gunfire is not. The plume of smoke is onscreen, its source is not. The explosion is heard onscreen, but its cause is not. Nor is any report of what their cause might be shown on screen (it's not "so-and-so totally blew up a car" or whatever). An onscreen announcement is made to show something going wrong offscreen, giving the players an opportunity to investigate and thwart it, as opposed to the MC informing players that they are actively under attack right now.

Also, also: Countdowns are leading up to "something bad happening." In the case of the one DSM posted, Uncle getting shanked or something. They are explicitly not inevitable:
Furthermore, countdown clocks can be derailed: when something happens that changes circumstances so that the countdown no longer
makes sense, just scribble it out.
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Post by Cyberzombie »

silva wrote: 1) the fast pace which the game flows, like if everybody is on Red Bull or something and the thing goes "go, go, go!" full speed all the time. To an adult with children and a job like me, its very good being able to enjoy sessions to their fullest instead of getting bogged down by mechanical minutia or complexity.
This is definitely something RPGs need more of. Nothing is more boring to me than wasting tons of time on technical minutia. Battles especially need to feel more fast and chaotic. As it is now, most games feel more like playing chess than simulating a gun battle or swordfight. You can throw fireballs such that they hit enemies in melee, but miss your friends. You can shoot down an enemy with focus fire, never wasting a bullet or arrow. And during all that the PCs act like some kind of Borg Collective, able to create and change their strategies in real-time without ever waiting.
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Post by virgil »

Cyberzombie wrote:As it is now, most games feel more like playing chess than simulating a gun battle or swordfight.
As tabletop games have obvious parallels to chess due to the medium, wouldn't a video game or LARP be a better venue for meeting your goal?
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Post by Ice9 »

Chess is actually better than most (all?) RPG systems in terms of resolution speed. Most of the time spent is decision making, the actual process of resolving a move is very fast, and when there is the incentive to do so (Speed Chess), the game can move very rapidly.

Likewise, MtG. Slower than chess, but still faster than most RPGs in terms of resolving an action once it has been decided. And while one could claim that chess's high resolution speed is only possible because of it's fixed play space, Magic has quite a wide range of stuff.

That's what I would call a goal for a TTRPG. Once I decide an action, resolving that action should be fast, because resolution is filler. The results of that resolution can be interesting, but the process of doing so is wasted time, from both a tactical and story perspective.
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Post by Cyberzombie »

virgil wrote:
Cyberzombie wrote:As it is now, most games feel more like playing chess than simulating a gun battle or swordfight.
As tabletop games have obvious parallels to chess due to the medium, wouldn't a video game or LARP be a better venue for meeting your goal?
Well, video games lack the interactive storytelling element. With a video game you're basically on rails and it's a totally different experience. Playing WoW or Skyrim just doesn't give me anything close to the experience of playing a real RPG. Regarding computer games I find it actually the opposite: I think computer games do grid combat much better than Tabletop. The new XCOM game was a great game and basically used the D&D move action + Standard system.

LARPs, maybe, but it's a huge time commitment to go to one (It's like a 2.5 hour drive at least for me). It's nice to have something to play with friends on a friday night or whatever for 4 hours.

It's not that I hate the tabletop experience, I'd just like to see some simplifications and speed acceleration. Basically less wargame and more of a focus on the story.
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Post by virgil »

Cyberzombie wrote:It's not that I hate the tabletop experience, I'd just like to see some simplifications and speed acceleration. Basically less wargame and more of a focus on the story.
At which point, I still don't see how *-World beats any other rules-lite RPG. Münchausen, SotC, Feng Shui, Fiasco, and various others seem better choices for your time and money.
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Post by Cyberzombie »

virgil wrote:At which point, I still don't see how *-World beats any other rules-lite RPG. Münchausen, SotC, Feng Shui, Fiasco, and various others seem better choices for your time and money.
I'm not saying it does, especially given I haven't played any of the others you mentioned. So they could indeed do what AW does, but better. As I've said before, I'm not an AW fan. I may sometimes take the side of the AW people because I feel the game is being treated unfairly. A lot of posters here have a strong anti-GM bias. They're paranoid of anything that hands power to the GM, in fear that he's going to go all crazy with power and ruin the game.

As far as AW is concerned, I like the type of game its trying to create. I like the emphasis on fast play and sandbox style, which are two things D&D struggles with, given it's complex rules. I'd be interested in hearing about any of the games on the above list that you mention and learning what they're all about. Maybe they do indeed achieve the goal better than AW, I don't know.
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Post by silva »

virgil wrote:At which point, I still don't see how *-World beats any other rules-lite RPG. Münchausen, SotC, Feng Shui, Fiasco, and various others seem better choices for your time and money.
And you base this affirmation on... ? Have you actually played AW ?

Also, the rpgs on that list I know of - SotC and Feng Shui - dont look faster running than AW by a wide margin. Care to elaborate why you think that ?
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Post by Ice9 »

virgil wrote:
Cyberzombie wrote:It's not that I hate the tabletop experience, I'd just like to see some simplifications and speed acceleration. Basically less wargame and more of a focus on the story.
At which point, I still don't see how *-World beats any other rules-lite RPG. Münchausen, SotC, Feng Shui, Fiasco, and various others seem better choices for your time and money.
I haven't played most of those, but I can tell you it beats the hell out of SotC. SotC combat can actually be pretty lengthy, because it has a very "padded sumo" HP system. And while there's a ton of skills and stunts, the actual mechanical space used is the same or smaller. Too often, it just ends up being "how many fate points do I feel like spending here?"
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Post by DSMatticus »

Chamomile wrote:If you're running sandbox, monsters they choose not to fight are still there and can jolly well wander somewhere else or just go about making messes until the PCs decide to go take care of them. It is, of course, possible that the PCs will just decide to not ever take care of them, but that's much, much more rare. And if it happens, it means you've made a mistake.
This is honestly the most railroady thing either of us has said. If the PC's lack the ability to invalidate your expectations because you will recycle material until they deal with the encounters you want them to deal with, then you're railroading them. It's literally the fucking definition.

Consider: the PC's want to assassinate a king. The king has a powerful fiend serving as bodyguard. It would be reasonable at this point to spend a few minutes pre-session sketching out a few scenes in which they might attack the king, and what the fiend does in each situation. But it is possible that the PC's will come up with some clever way to assassinate the king that completely sidesteps the bodyguard, and none of the prep you did will matter (actually, since you can only assassinate the king once, some of the prep isn't going to matter from the word go). And you are telling us that this means either 1) you should make them fight the fiend anyway because lulz, or 2) it was wrong to do any prep at all, and you should have just pulled the fiend out of your ass (or not) as having the players fight the fiend struck your fancy.

Neither of those is a good strategy for running a sandbox. You are not giving advice on how to create a living, breathing world players make meaningful decisions in. You are giving advice on how to railroad through a mixture of "all roads lead to the same place" and "all roads are plagued by quantum bears." I can understand why you're defending Apocalypse World - it's definitely your sort of game.
Chamomile wrote:No, I am not retconning my argument when I draw a distinction between different kinds of prep where previously I didn't.
... If you make an argument that X is bad BECAUSE it fulfills precondition Y, and acknowledge that object Z is not bad AND fulfills precondition Y, you are contradicting yourself. You are asserting as true both a claim and its own counter-example.

This is a thing you said: "And if any of this requires you to scrap material you prepared or prepare new material, it means you're doing it wrong." This is an argument that applies to prepping material, full stop. It really has nothing to do with railroading. You made it in the middle of an anti-railroading rant, but it applies equally well against planning out how the bandits ambush travellers on the road even if you don't plan to force the PC's into the bandits' ambush.
Chamomile wrote:I don't really get your point with the notes on the countdown? Yeah, they're brief. They aren't the complete notes for the entire conflict, they're a cheatsheet to remind you of how far the conflict has advanced.
How? How is your memory this fucking awful? This is like the second time you've made an argument whose core is essentially "I can't remember my own damn posts and as a result do not understand your argument, so nyah." You brought up countdowns in the context of a discussion about how easy it is to keep track of specific details about NPC actions. Countdowns do not keep track of specific details about NPC actions. Even the front descriptions are barely any better. You are kind of full of shit.
Chamomile wrote:What I said is that you claim retroactively deciding what NPCs have done for the last five minutes is terrible and bad. But then you also say that updating the game world every five minutes is impossibly difficult. Taken together, those claims say that running a good TTRPG is impossible. Updating every five minutes is too much an invalidation of player choice, and updating faster than every five minutes is too difficult to be done.
Are you honestly this stupid? Here's the problem statement: tracking dozens of NPC's turn by turn is difficult and time-consuming, but not tracking NPC's at all leads to both intentional and unintentional quantum bears. What do you think the solution is? Hint: it's something we have been discussing from square one, and made you go on a hilarious non-sequitur anti-railroading rant that has turned out be a source of gems about how the proper way to sandbox is by railroading.
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Post by silva »

Chamo, I think Matticus has a point bout the sandbox monster thing. If there is this momster the GM prepared that is ravagin the countryside but the PCs simply wish to ignore, thats not a mistake at all. Stuff that you prepare but end up not using is totally common in sandbox gaming. Trying to forcw the PCs to meet your stuff is the anthitesis of sandbox.

If im misundetstanding something in your post though, fel free to point out.
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Post by Aryxbez »

It's getting rather difficult to follow the arguing here, just seems like to me that Frank needs to start producing evidence, and perhaps (or others) specifically bring up Chamomile posts to show why he's being dumb. While Chamomile is also really hard to follow his posts at this point.
Your moves are a little different. The only time you make
a move is when the players fail a roll (2-6), or when they
give you a really great opportunity to
. You never tell
the players the move you’re making, just tell them what
happens.
Quoting portions of "Making Moves" that was posted, stuff like that really seems to indicate of being railroaded. If a GM is allowed to act ONLY and "whenever", then he's not really being limited while the player is. Given the error that be human, a players own option can easily get screwed by a DM not giving satisfactory info, or result of the action as he should. Not the DM being a jerk for this to only happen, but rather relying the inputs on a single person is bound to bring about varying results that will vary in their quality (most DM's not being super-awesome, will provide results on the lower end of the spectrum).

Reading the bodyguard example, when I first read it, it really did give off the notion of a railroad. As GM puts out this situation that he gives a bonus to the player for, if he does what the GM suggested (basically encouraging a player to do what the GM wants him to do). While that doesn't have to be a GM's intention, it very well easily encourages the notions to be that way, and that's not particularly good elements to encourage in an RPG. I remember looking at this years ago and it seemed rather interesting, and I'd probably try it. However, the amount of "Bears" that permeate this game in such a fashion that screws the player, and over-reliance on DM fiat can make it off-putting or maybe only good for a one-shot.
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Post by silva »

Aryxbez wrote:It's getting rather difficult to follow the arguing here
It would be rather easy if half the people in the discussion actually read or play the damn game, you know. I bet we would not be having this discussion in the first place.
Reading the bodyguard example, when I first read it, it really did give off the notion of a railroad. As GM puts out this situation that he gives a bonus to the player for, if he does what the GM suggested (basically encouraging a player to do what the GM wants him to do).
Have you never had a "tactical awereness" roll in Shadowrun ? Its the same thing. The GM simply rewards a characters planning/leadership/awereness ability with an advantage in a given context. Succeed the roll and get a reward. Miss it and get punished. I have used it in Shadowrun many times, and much earlier than Apocalypse World coming into existence, actually.

Dont you find it fair that a hi-intelligence (or tactical awereness) character be rewarded in tactical situations the same way one with high charisma (or persuasion) is rewarded in social ones ? :confused:
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Post by virgil »

silva wrote:
virgil wrote:At which point, I still don't see how *-World beats any other rules-lite RPG. Münchausen, SotC, Feng Shui, Fiasco, and various others seem better choices for your time and money.
And you base this affirmation on... ? Have you actually played AW ?
Alright, accusatory remarks like that are just getting me pissed. I'm out.
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Post by Mistborn »

silva wrote:Have you never had a "tactical awereness" roll in Shadowrun ? Its the same thing. The GM simply rewards a characters planning/leadership/awereness ability with an advantage in a given context. Succeed the roll and get a reward. Miss it and get punished. I have used it in Shadowrun many times, and much earlier than Apocalypse World coming into existence, actually.
No that's not how it works fuckass. In a non-anusWorld games your "tactical awareness roll" does not make enemies appear out of thin air.
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Post by Cyberzombie »

Lord Mistborn wrote: No that's not how it works fuckass. In a non-anusWorld games your "tactical awareness roll" does not make enemies appear out of thin air.
I still have yet to see any actual proof that it was the roll that caused enemies to appear out of thin air. Even if the DM decided moments before the scene started that the bodyguards were there, that's still different from having a perception check do that.

At absolute most, you could assume that the DM created two bodyguard NPCs out of nowhere and included them in the scene, but I still see no link between the perception check and the guards appearing, beyond just that the success gave the PCs information that they happened to be there. The citation given for that example gives no information at all as to what the GM was or wasn't thinking, so the whole thing is blatant speculation. It's possible the GM created the bodyguards on the spot, but it's also possible he didn't.

And that's the case with any encounter in any RPG ever. I don't know if the wights that popped on screen were because of a planned fixed encounter, because of a random encounter table or because of pure DM fiat. Without looking at the DM's notes and reading the DM's mind, I have no idea. Even asking the DM, he could lie about it. In the aforementioned AW example, we have no idea what the DM's notes or plans happened to be, because they're never given. There's just no reason to believe that the successful perception check created the bodyguards unless you just want to bash AW because you hate the game, and automatically want to assume the worst possible scenario. Just keep in mind you could do that for every other RPG system spot check too. Where the monster happened to be prior to the PCs detecting it is always going to be an unknown to anyone other than the DM.

It seems pointless to even argue about it, because only the author who wrote that example knows for sure.
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Post by Kaelik »

Cyberzombie wrote:I still have yet to see any actual proof that it was the roll that caused enemies to appear out of thin air.
Your argument that the book explicitly and directly recommends planning out in advance that the bodyguards are literally so badass that the players never stand a chance and are going to lose no matter what is not even an improvement. If the Bears are quantum, then the mistake of creating super guards is just a failure on the part of the Author. But if the book is recommending that you plan out in advance to have unbeatable super bodyguards who follow the PCs around psychically fucking them over and making them fail at anything then that is actually even worse.

I mean, that is literally "Make sure that your level 4 BBEG the level 3 players fight has a secret army of Super Balors who follow him around all the time and fuck the PCs at every turn."
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Post by Sakuya Izayoi »

silva wrote:And you base this affirmation on... ? Have you actually played AW ?
Image
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Post by silva »

Sakuya wrote:With Apocalypse World, a playbook that can control what happens on a 7-9 result, or possibly even a 6-, would be the only playbook worth using.
Interestingly, thats exactly the advantage a playbook move has over a general move, so for example, the Turncoat infiltration move allows him to control the results better, even under a 7-9 roll, than the generic Act Under Fire which is totally at the whins of the GM.
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Post by silva »

Kaelik wrote:Your argument that the book explicitly and directly recommends planning out in advance that the bodyguards are literally so badass that the players never stand a chance and are going to lose no matter what is not even an improvement. If the Bears are quantum, then the mistake of creating super guards is just a failure on the part of the Author. But if the book is recommending that you plan out in advance to have unbeatable super bodyguards who follow the PCs around psychically fucking them over and making them fail at anything then that is actually even worse.

I mean, that is literally "Make sure that your level 4 BBEG the level 3 players fight has a secret army of Super Balors who follow him around all the time and fuck the PCs at every turn."
Nowhere in the cited example there is the assumption that the psychic bodygurards are invencible. The only info there are the 3 answers the GM must give the player because he rolled a 11 on a Read a Sitch: biggest threat (psychic guards), Enemy true position (approaching the temple), and best escape route (taking a hostage).

See for yourself:

The move structure:
When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
• where’s my best escape route / way in / way past?
• which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who’s in control here?
The example:
Bran doesn’t like the way things are going, so he takes a quick look around. He hits the roll with an 11, so let’s see. Tum Tum isn’t his biggest threat, Tum Tum’s psychically-linked cultist- bodyguards are. His enemy’s true position is closing in slowly around Tum Tum’s temple, where they’re talking. And if things go to shit? I think his best escape route would be to take one or the other of Tum Tum hostage. (Bran’s player: “Aw fuck.”)
So, where is it saying the guards are unbeatable or something ? :confused: :confused: :confused:
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Post by Cyberzombie »

Kaelik wrote: Your argument that the book explicitly and directly recommends planning out in advance that the bodyguards are literally so badass that the players never stand a chance and are going to lose no matter what is not even an improvement. If the Bears are quantum, then the mistake of creating super guards is just a failure on the part of the Author. But if the book is recommending that you plan out in advance to have unbeatable super bodyguards who follow the PCs around psychically fucking them over and making them fail at anything then that is actually even worse.

I mean, that is literally "Make sure that your level 4 BBEG the level 3 players fight has a secret army of Super Balors who follow him around all the time and fuck the PCs at every turn."
Well no. Actually the book says specifically *not* to lead PCs into a given scene, so the idea of making sure they run into super balors is directly contradicted in the advice.

As for running into unbeatable stuff, well that's part of sandboxing. Part of not railroading is letting PCs get in over their heads.

Also, like silva, I'm wondering where it says the bodyguards are unbeatable. I mean I didn't see anything in the quote there that said they were some kind of super balors. The DM gives them a backup plan if things go to hell, but that's not necessarily meaning they've got an impossible fight on their hands, only a potentially difficult one.

Were there stats given for these NPCs that I missed? Based on what people have said I don't see any reason to believe they're unbeatable.
Sakuya Izayoi
Knight
Posts: 395
Joined: Tue Nov 26, 2013 5:02 am

Post by Sakuya Izayoi »

Cyberzombie wrote:As for running into unbeatable stuff, well that's part of sandboxing. Part of not railroading is letting PCs get in over their heads.

Also, like silva, I'm wondering where it says the bodyguards are unbeatable. I mean I didn't see anything in the quote there that said they were some kind of super balors. The DM gives them a backup plan if things go to hell, but that's not necessarily meaning they've got an impossible fight on their hands, only a potentially difficult one.

Were there stats given for these NPCs that I missed? Based on what people have said I don't see any reason to believe they're unbeatable.
Apocalypse World enemies don't have statblocks. They exist as a trapping of "MC Moves". You can write down the damage their weapons do, or a Move they can do, but neither allows for player skill to prevail over GM fellatio.
Cyberzombie
Knight-Baron
Posts: 742
Joined: Fri Aug 16, 2013 4:12 am

Post by Cyberzombie »

Sakuya Izayoi wrote: Apocalypse World enemies don't have statblocks. They exist as a trapping of "MC Moves". You can write down the damage their weapons do, or a Move they can do, but neither allows for player skill to prevail over GM fellatio.
How do you even know if you kill an enemy or it kills you if there's no statblocks?
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