(Sorry if my english sounds weird)

(Sorry if my english sounds weird)

Originally shared by Volsung 2d6plusCool

(Sorry if my english sounds weird)

I’ve got a little question about the ‘interfere’ move on Apocalypse World 🙂 (Well, and some PbtA game aswell)

I dare to tag both Todd Nicholas  and Dana Fried  since i’m reading both of their amazing PbtA hack at the same time 🙂

On Pvp scenes, moves don’t need to be interfered every time… But sometimes it feels necessary.

And , on some case, I feel that the ‘interfere’ move falls flat. (While it works perfectly when you don’t use interfere for your own explicit safety)

Let’s take for exemple some good old asskicking between players. But a conflict significant enough for dices to be rolled.

While taking the initiative is still an embarrassing

 advantage for a PbtA game. Getting a 7-9 as the defender doesn’t look like a ‘partial success’

« On a 7–9, you also expose yourself to fire, danger, retribution or cost. »

Well, when your intent is ‘not get punched/shoot in the face’ by the other player maybe it will be harder to plead for self defense later… but apart from that it’s difficult to figure a cost Innit ?

Moreover the rules are so lightning fast and smooth against the MC, that it’s a little dissapointing those same moves could be more tedious during PvP. (I roll against you, you interfere, than you roll against me and I interfere… etc etc )

When each players try to ‘Read/Manipulate/wipe out’ their opponent would it be possible to find an elegant alternative ?

Like a kind of move rolled on each side that cancels/completes each other out ?

I’m looking at you ‘engage in single combat’ from AW Dark ages 😉

Thoughts ?

(Yeah I know, Fan-boys are never satisfied!)

3 thoughts on “(Sorry if my english sounds weird)”

  1. Volsung J.O. since you’re in the G+ community for that, you might want to look at City of Judas and how it handles conflicts between PCs (pvp). Hopefully there’s something in there that would suit your needs

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