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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="pemerton" data-source="post: 9250732" data-attributes="member: 42582"><p>I don't know what you mean. As I already posted upthread,</p><p></p><p></p><p>If the AW GM wants a new move to capture some particular aspect of the fiction, then they create it. The rulebook has a variety of worked examples. Here's a bit of it, from p 269:</p><p></p><p style="margin-left: 20px">Custom threat moves linked to particular threats are naturally the most focused yet:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><em>If </em><strong><em>you’re in a fist fight with Rolfball </em></strong><em>and you take harm, you take s-harm (ap) in addition to the usual harm.</em></p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">s-harm means stun harm, recall. The effect is: if you just stagger around in a concussed daze, cool; if you do anything else you’re acting under fire.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Or:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><em>If </em><strong><em>Grome gets his hands on you</em></strong><em>, he ties you to a table and you know he’s really <very> good at that. If you try to escape, roll+hard. On a hit, you can escape, but at a cost. On a 10+, choose 1; on a 7–9, choose 2:</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>• it takes you over an hour and leaves you exhausted. Take s-harm (ap).</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>• you suffer for it; your arms and legs are torn bloody before you’re done. Take 1-harm (ap).</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>• ultimately you need to bribe Ipe, Grome’s sister, to help you. It costs you 1-barter.</em></p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>• Custom threat moves can be general or specific, broad or focused. List general ones in the home front.</strong></p> <p style="margin-left: 20px"><strong></strong></p> <p style="margin-left: 20px"><strong>• Custom moves can be legal but nevertheless not fun in play. Ditch them if they aren’t contributing.</strong></p><p></p><p>These two examples are somewhat analogous to how a D&D GM might write up a NPC, or map and key a particularly interesting room.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9250732, member: 42582"] I don't know what you mean. As I already posted upthread, If the AW GM wants a new move to capture some particular aspect of the fiction, then they create it. The rulebook has a variety of worked examples. Here's a bit of it, from p 269: [indent]Custom threat moves linked to particular threats are naturally the most focused yet: [indent][I]If [/I][B][I]you’re in a fist fight with Rolfball [/I][/B][I]and you take harm, you take s-harm (ap) in addition to the usual harm.[/I][/indent] s-harm means stun harm, recall. The effect is: if you just stagger around in a concussed daze, cool; if you do anything else you’re acting under fire. Or: [indent][I]If [/I][B][I]Grome gets his hands on you[/I][/B][I], he ties you to a table and you know he’s really <very> good at that. If you try to escape, roll+hard. On a hit, you can escape, but at a cost. On a 10+, choose 1; on a 7–9, choose 2: • it takes you over an hour and leaves you exhausted. Take s-harm (ap). • you suffer for it; your arms and legs are torn bloody before you’re done. Take 1-harm (ap). • ultimately you need to bribe Ipe, Grome’s sister, to help you. It costs you 1-barter.[/I][/indent] [B]• Custom threat moves can be general or specific, broad or focused. List general ones in the home front. • Custom moves can be legal but nevertheless not fun in play. Ditch them if they aren’t contributing.[/B][/indent] These two examples are somewhat analogous to how a D&D GM might write up a NPC, or map and key a particularly interesting room. [/QUOTE]
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