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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8416731" data-attributes="member: 42582"><p>I'm replying to this in a separate post, because it is only tangentially relevant to Apocalypse World.</p><p></p><p>In Classic Traveller, the list of social skills is Admin, Streetwise, Bribery, Broker, Gambling, Steward, Carousing, Liaison, Leadership, Recruiting, Instruction and Interrogation. But that doesn't mean there is a sub-system for Reading a Situation. I can assure that there is not.</p><p></p><p>There are various subsystems for encounters, and for determining reactions. There is a set of interlocking rules (set out at various places in Books 1 and 3) for determining whether and when PCs find themselves interacting with officials, and whether those officials harass them or inspect their documents closely, and whether bribe attempts will work and whether forged documents will be picked up.</p><p></p><p>There is a system (found in Book 4) for recruiting mercenaries, and Recruiting skill factors into that. Leadership is a factor in morale and surprise.</p><p></p><p>I think you are tending to look at all RPGs through the paradigm: the player sets what their PC does; the GM asks for a check modified by some appropriate stat or skill bonus; and depending on that result and the GM's view of the fictional situation, the GM decides what happens next. But that is not how Apocalypse World or Classic Traveller works.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8416731, member: 42582"] I'm replying to this in a separate post, because it is only tangentially relevant to Apocalypse World. In Classic Traveller, the list of social skills is Admin, Streetwise, Bribery, Broker, Gambling, Steward, Carousing, Liaison, Leadership, Recruiting, Instruction and Interrogation. But that doesn't mean there is a sub-system for Reading a Situation. I can assure that there is not. There are various subsystems for encounters, and for determining reactions. There is a set of interlocking rules (set out at various places in Books 1 and 3) for determining whether and when PCs find themselves interacting with officials, and whether those officials harass them or inspect their documents closely, and whether bribe attempts will work and whether forged documents will be picked up. There is a system (found in Book 4) for recruiting mercenaries, and Recruiting skill factors into that. Leadership is a factor in morale and surprise. I think you are tending to look at all RPGs through the paradigm: the player sets what their PC does; the GM asks for a check modified by some appropriate stat or skill bonus; and depending on that result and the GM's view of the fictional situation, the GM decides what happens next. But that is not how Apocalypse World or Classic Traveller works. [/QUOTE]
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