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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="Manbearcat" data-source="post: 8701315" data-attributes="member: 6696971"><p>On Harm in AW, for a long time (perhaps ever), I’ve taken to subbing Harm 1 for 1 to do one of the following:</p><p></p><p>1) Break the thing 1 for 1; <em>Take away their stuff</em>. Most things are 1 barter. SMGs are 2. If it makes sense or is an interesting complication to break the thing they have, I do that.</p><p></p><p>2) Using a combo of complications from the 7-9 Harm & Healing menu; <em>Turn their move back on them</em>:</p><p></p><p>• You lose your footing.</p><p>• You lose your grip on whatever you’re holding.</p><p>• You lose track of someone or something you’re attending to.</p><p>• You miss noticing something important</p><p></p><p>3) Make a soft move from the impact of 1-3 Harm to a structure (Cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces). I might knock stuff over and pin them or threaten to toppple something huge on the lot of them or spill a fuel drum and soak the area in ignition-sensitive stuff with precarious ways to ignite it about. Typically, this will result in complicating the situation such that a player will be faced with a decision to make a move (like Act Under Fire) to resolve it; <em>Put someone in a spot</em>.</p><p></p><p>[HR][/HR]</p><p></p><p>Effectively, <em>make a move as hard as you like</em> but <em>follow through</em>.</p><p></p><p><em>Take away their stuff</em> is a hard move. The others are less so, but might be better for the Agenda/Principles of play ina given situation.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8701315, member: 6696971"] On Harm in AW, for a long time (perhaps ever), I’ve taken to subbing Harm 1 for 1 to do one of the following: 1) Break the thing 1 for 1; [I]Take away their stuff[/I]. Most things are 1 barter. SMGs are 2. If it makes sense or is an interesting complication to break the thing they have, I do that. 2) Using a combo of complications from the 7-9 Harm & Healing menu; [I]Turn their move back on them[/I]: • You lose your footing. • You lose your grip on whatever you’re holding. • You lose track of someone or something you’re attending to. • You miss noticing something important 3) Make a soft move from the impact of 1-3 Harm to a structure (Cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces). I might knock stuff over and pin them or threaten to toppple something huge on the lot of them or spill a fuel drum and soak the area in ignition-sensitive stuff with precarious ways to ignite it about. Typically, this will result in complicating the situation such that a player will be faced with a decision to make a move (like Act Under Fire) to resolve it; [I]Put someone in a spot[/I]. [HR][/HR] Effectively, [I]make a move as hard as you like[/I] but [I]follow through[/I]. [I]Take away their stuff[/I] is a hard move. The others are less so, but might be better for the Agenda/Principles of play ina given situation. [/QUOTE]
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