- an old series of posts about resolving combat in Apocalypse World, which I was reading recently after someone drew my attention to them:
Baker: On this side: A.T. the gunlugger, Berg the operator, and Berg's friend Clarion the NPC with a shotgun. Going up against whom? Dremmer's gang? Where are they, and what are they fighting about?
. . .
How about Dremmer's gang have moved in on a water processing plant that used to deal with Berg, and are trying to ransom everyone's water supply.
Other poster: The plant's been set up in an old refitted steelworks, that looks like this, and the entrance looks like this.
That's the only safe entrance, and they've parked an old plated up van in front of the door, with a few guys set up with machine guns overlooking it. Dremmer's inside with a few of the guys making himself comfortable, and making an example of a few people, and they won't let any new contaminated water in until people agree they're in charge.
Berg's just heard about it, drums up the others and they bomb over there. Not sure what AT's plan is though..
. . .
Baker: Perfect. Hot damn.
The first thing to establish about GMing Apocalypse World here is that I, as GM, don't know whether AT and Berg (with Clarion) are going to be able to defeat Dremmer and his gang or not. It's not my business to decide that up front. AT and Berg might get killed. They might decide that it's more hassle than it's worth and accept that Dremmer is the boss of clean water now. That's cool too, we'll play to find out. Meanwhile let's go forward with the violence.
AT, Berg and Clarion pull up in Berg's truck outside the plant. I describe the situation - the plant, the entrance, the armored van, the Dremmer's guys with their machine guns in position, watching them, casually making sure they've got plenty of ammo handy. What do AT and Berg do?
First up: read the situation. This is a charged situation, and AT and Berg are both checking it out, looking it over, so they both get to roll the move. AT rolls a 10 so gets to ask 3 questions, Berg rolls a 9 so gets to ask 1.
AT: Who's in control here? Me: Well, it's not you guys, that's for sure. They're Dremmer's dudes, so I guess that means Dremmer is in control.
AT: Which enemy is most vulnerable to me? Me: The guy on top of the van. The other three guys all have more cover and better positions than he does. He's not a happy person right now.
Berg: Which enemy is the biggest threat? Me: Bad news there. They've got two guys, one above you on the structure to the left, one over to the right, who can get you in a nasty crossfire. Look out for that.
AT: What should I be on the lookout for? Me: Well, if it were you setting this up, you'd have these four guys up front, and you'd have a sniper backing them up somewhere overlooking. You don't spot anybody with just a casual look, but you do pick out a couple of pretty likely locations.
What's your plan, guys?
. . .
Here's their plan of attack. AT says: "Berg, you take out the guy on top of the van. Clarion and I will see if we can't mess up that crossfire they want us in. And keep your head down, I bet there's a sniper up there somewhere." It's not a subtle plan but it could work.
Berg and AT roll out of the cab of the truck. AT's on the exposed side. He sprints for cover to the left, firing his assault rifle kind of haphazardly at the guy looking down at him. Berg half-crouches behind the engine, bracing his elbows on the hood, firing his 9mm at the gang guy on top of the van. Clarion dives out of the bed of the truck and takes position on Berg's right, using the truckbed for cover, firing her shotgun at the guy on the right.
I tell them that all four gang guys open up. I don't mention the sniper yet.
Now that we know what's going on, it's time to make moves. We'll roll them in whatever order makes sense, understanding that the outcomes will all be basically simultaneous. AT and Berg will both make their moves as PCs, possibly more than one apiece, and I'll make my GM moves. Every character, PC and NPC alike, gets to do something, and some of them will be moves to roll for and some won't.
First up, Berg is trying to kill the dude on top of the van. There's no move for just killing a dude, because it depends. Since (a) the dude is shooting back, and (b) they're fighting for position, he's seizing by force. He rolls+hard, and he gets the +1 for reading the situation. He rolls a 9, so there'll be an exchange of harm, plus he gets to choose 2 of the options. He chooses to suffer little harm and inflict terrible harm. He inflicts: 2 harm for the 9mm, +1 harm for terrible harm, -1 harm for the dude's armor, for a total of 2 harm. He suffers: 3 harm for the machine gun, -1 harm for little harm, -1 harm for his armor, -1 harm for the armor his truck provides, for a total of 0 harm.
AT is acting under fire to get to cover, obviously. He rolls+cool, and he gets the +1 for reading the situation. He rolls a 7, so he flinches, hesitates or stalls, and I get to give him a worse outcome or a bad choice. Fantastic! I tell him that the fourth guy, the one nobody's shooting at, is shooting at him too, and that he can get to his position if he's willing to take fire from both of them, or otherwise he's going to have to dive behind the truck with the Berg and Clarion, and in neither case will he be able to make an effective attack just now. Which does he choose? Well, AT's a hardass who figures he can take a bullet or three, so he goes for it. From each of his two enemies he suffers: 3 harm for the machine gun, -2 harm for his body armor, for a total of 1 harm each, for a grand total of 2 harm. Now he's in cover where the guy above him can't get a good shot.
"What's Clarion doing?" Whenever the players turn to you as GM and wait for you to say something, you make a GM move. This time it should be a setup move, not a followthrough move, and I want to show off that Clarion's kind of a badass too, so I choose to put someone in a spot: the gang dude. "Clarion's cool, she's keeping that guy's head good and down. She'll be ready to rush him when you say go."
Let's stop a second here and see where we are with harm:
- The dude on top of the van has taken 2 harm, which is basically lethal for an NPC. I say that he's still firing now, but note to myself that he's going to stop firing and lie still before he hits anybody.
- Berg's truck has taken 3 harm, -1 harm for its armor, for a total of 2 harm. They won't be driving it away!
- Berg has taken 0 harm. On 0 harm I can choose to have him make the harm move, or not, and I choose not to.
- AT has taken 2 harm, which isn't lethal for a PC. He makes the harm move, rolling +2, and he rolls a 7. "You miss noticing something important," I say. "It's the sniper." I get to make a move, and I decide to take away their stuff: "you've completely lost track of where the sniper must be. You don't get that +1 anymore."
Everybody's done something, so that's the end of the first round.
. . .
The guy above AT is leaning way out, trying to find where AT went. He's holding on to his machine gun but we all know AT has him. AT opens fire. Because the guy can't effectively fight back, AT's going aggro. What he wants is for the guy to no longer be a threat, alive or dead. He rolls+hard, and his roll sucks, but with hard+2 and the +1 for reading the sitch (this is one of the enemies who's the biggest threat, recall) he still hits it with a 7. A 7-9 on going aggro isn't the decisive win that AT was hoping for, but it's still a win. I have to choose from the list and I choose to have the guy get the hell out of AT's way. "When you open fire, he drops his gun and runs."
So now Berg and Clarion are trying to find that sniper. Berg's player shakes his head like Berg's doing something really stupid, and Berg stands upright for a second to take a quick look around and maybe draw fire.
Berg's acting under fire. He rolls+cool and gets an 8. He flinches, hesitates, or stalls - and who can blame him! - and I get to give him a worse outcome or a tough choice. I go with the worse outcome, straight up: "you stick your head out, yes, and yes, the sniper takes a shot. Roll to read the situation but take -2 for flinching."
Oh, let me explain that. When I give people bonuses or penalties for stuff like this, I always give +1 or -2, following the lead of helping and interfering. Because his 7 to act under fire is a hit, Berg gets to do what he wants - read the situation fresh - but by flinching he's effectively interfered with himself.
Anyway he rolls+sharp to read the situation, -2 for flinching, and hits it with an 8. He gets to ask one question, and it's obvious which he'll choose. "What's my enemy's true position?"
This seems to me like a good moment for a recap. "Let's see," I say. "As you'd think, the sniper's in a nest up in the structure, above and behind. He's further back than you'd expect, though - maybe he's covering a different way in too or something. That's one. The guy on the platform to the left, AT scared the crap out of him and he's fleeing through the walkways over there. That's two. The guy on top of the van has stopped firing and is lying still. That's three. Clarion's still got that guy on the right pinned down, she's still waiting for your word to move. That's four. And the fifth guy, he was on the ground further back behind this smashed-up wall, he's on the move. He's going to take position behind the van, where he has a better angle on both you two and AT. In total: two guys out of the fight, two guys in the fight, plus the sniper."
Awesome. Everybody's done something, so that's the end of the round. Going into round 3, AT's going to take the guy diving for safety behind the van, Berg and Clarion are going to move on the guy to the right, and they know where the sniper is so they can minimize their exposure.
Shall I continue? I think that AT and Berg are going to win this fight after all, unless the dice really turn on them. Any questions, comments, observations?
-Vincent
The GM's narration of the sniper, and of how the PCs do or don't succeed in avoiding being sniped, isn't based on map-and-key prep. The PCs might be "bypassing" obstacles and enemies in the fiction, but no one is "bypassing" anything at the table.