Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Help Me Get "Apocalypse World" and PbtA games in general.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8701398" data-attributes="member: 6696971"><p>For sure, but I’m not taking about the player side moves of Do Battle and their personal decision-points within each of those moves. I’m talking about when the GM has a decision point to <em>Inflict Harm. </em>The<em> “</em>make as hard and as direct a move as you like” as a proviso that is always on so, if you don’t feel like the Harm serves play (interesting lives and barfed apocalyptica which brings Threats to life and puts characters in crosshairs while still “following through”) best in that moment, throttle it back to an alternative.</p><p></p><p>Obviously you need to do so with care. It needs to serve apocalyptica, make things not boring, be provocative/interesting and being the situation/fiction/Threat archetype “to life.” And you need to sufficiently follow through on a move made.</p><p></p><p>But if you’re Inflicting Harm most every time a situation could conceivably be Harm…well, that is almost surely a dynamic deadening of play. The reason Vincent put that proviso in there is to ensure that play features an abundance of apocalyptica dynamism and being a fan of the characters-dom; interesting lives instead of “always worse” or “dead and quick like”(rather than a high frequency of bang bang your dead…which the game can easily degenerate into…I saw a lot of complaints about this early in release because GMs didn’t know how to best handle this issue…same thing with TB where GMs are crappily just overburdening play with Conditions upon failed Tests).</p><p></p><p>Finally…oftentimes doing stuff other than Inflict Harm actually makes life more difficult for PCs. A bullet between the eyes or through the heart is an easy and boring way out when life under the specter of debt (real or metaphorical) or increased hardship is much worse.</p><p></p><p>Knowing when making their life harder and more interesting by doing something other than Inflicting Harm (again relationships and barter and having your stuff available is a big pressure point in play) is an important GMing skill (which is embodied in that proviso cited above).</p><p></p><p>EDIT - [USER=467]@Reynard[/USER] , if you're looking for "Harm equivalents", there are entries in there that basically give you exchange rates for all kinds of stuff like falls or environmental Harm equivalent, damage to structures and "blow through" and stuff. And then there are other varieties of Harm; psychic, stun, vehicle, building, deprivation. You're going to need to familiarize yourself with that or ask specific questions about any of those concepts/applications for specific answers.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8701398, member: 6696971"] For sure, but I’m not taking about the player side moves of Do Battle and their personal decision-points within each of those moves. I’m talking about when the GM has a decision point to [I]Inflict Harm. [/I]The[I] “[/I]make as hard and as direct a move as you like” as a proviso that is always on so, if you don’t feel like the Harm serves play (interesting lives and barfed apocalyptica which brings Threats to life and puts characters in crosshairs while still “following through”) best in that moment, throttle it back to an alternative. Obviously you need to do so with care. It needs to serve apocalyptica, make things not boring, be provocative/interesting and being the situation/fiction/Threat archetype “to life.” And you need to sufficiently follow through on a move made. But if you’re Inflicting Harm most every time a situation could conceivably be Harm…well, that is almost surely a dynamic deadening of play. The reason Vincent put that proviso in there is to ensure that play features an abundance of apocalyptica dynamism and being a fan of the characters-dom; interesting lives instead of “always worse” or “dead and quick like”(rather than a high frequency of bang bang your dead…which the game can easily degenerate into…I saw a lot of complaints about this early in release because GMs didn’t know how to best handle this issue…same thing with TB where GMs are crappily just overburdening play with Conditions upon failed Tests). Finally…oftentimes doing stuff other than Inflict Harm actually makes life more difficult for PCs. A bullet between the eyes or through the heart is an easy and boring way out when life under the specter of debt (real or metaphorical) or increased hardship is much worse. Knowing when making their life harder and more interesting by doing something other than Inflicting Harm (again relationships and barter and having your stuff available is a big pressure point in play) is an important GMing skill (which is embodied in that proviso cited above). EDIT - [USER=467]@Reynard[/USER] , if you're looking for "Harm equivalents", there are entries in there that basically give you exchange rates for all kinds of stuff like falls or environmental Harm equivalent, damage to structures and "blow through" and stuff. And then there are other varieties of Harm; psychic, stun, vehicle, building, deprivation. You're going to need to familiarize yourself with that or ask specific questions about any of those concepts/applications for specific answers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help Me Get "Apocalypse World" and PbtA games in general.
Top