I just finished Episode 3 of AKA Jessica Jones (“It’s Called Whiskey”), and man does her GM know how to throw a hard…

I just finished Episode 3 of AKA Jessica Jones (“It’s Called Whiskey”), and man does her GM know how to throw a hard…

I just finished Episode 3 of AKA Jessica Jones (“It’s Called Whiskey”), and man does her GM know how to throw a hard move at her. If I have time later I will detail what I mean in the comments. So, you know, spoilers.

11 thoughts on “I just finished Episode 3 of AKA Jessica Jones (“It’s Called Whiskey”), and man does her GM know how to throw a hard…”

  1. Wow, I did not expect this post to get so much attention. Okay then!

    The episode as a whole is a cavalcade of Jessica basically rolling a 7-9 result, though not always. The key to realizing the value of hard moves here is that Jessica may be super strong and very tough, but most of the problems she encounters cannot be solved by violence. 

    In the previous episode she had gained an opportunity off a good read a person roll, and learned that Kilgrave’s powers will not function if he is hit by surgical anesthesia, and she spends a a lot of this episode attempting attempting to get some. 

    She tries to get Dr. Wendy Ross-Hogarth to write her a prescription. Since she only scores a 7-9 she has to offer something in exchange for that to occur (note that Apocalypse World does not roll this way, but most of the games it has inspired do.) Jessica offers the promise of being on Wendy’s side when her her wife (an immoral shark of a lawyer who has been cheating on her) inevitably divorces her. However, since 1) this is not something Wendy wants to hear or believe and 2) the risks of writing a bad prescription far outweigh the value of a vague promise from a sketchy PI, she instead writes Jessica a prescription for an anti-psychotic. Had Jessica botched, she probably would have called the cops I expect.

    Forced to consider the alternatives, Jessica does surveillance while pretending to grab a snack. Here she does botch however, and the MC sets up a choice for her. A task she thought would be easy and morally justifiable (seizing the meds by force)  is complicated by the realization that she would need to knock out a roomful of innocents, including a pregnant nurse and a security officer. While she could probably do it and get what she wants, injury and probably death of at least one innocent is almost certain. She opts not to take the deal and withdraws.

     When she later returns with her friend Malcom Ducasse and decides to instead create chaos by relying on the assumptions staff will make about the addict. She pushes him into a trolley and calls for medical help. Rolling a 7-9 to act under fire, the plan works and the meds are left unguarded. However, the hard move comes in the form of deciding to not only harm Malcom but to abandon him to the authorities. She does so, rationalizing her decision as a necessity, and their relationship takes a serious hit. 

  2. Later in the episode, Jessica goes aggro on the cop Kilgrave sent to kill Trish. The cop is not really a match for Jessica if she just wanted to kill him, but what she really wants is a lead on Kilgrave. Every time she rolls on the go aggro move, the cop forces her hand. She instead seizes by force, which she rolls a 10+ on and is presented with an opportunity. She realizes the cop will report to Kilgrave if he thinks Trish is dead, and so she gives her friend the sedative she scored earlier. Of course, this means leaving her traumatized friend unconscious and alone… which she does. 

  3. Seduce/Manipulate, Barter, or Negotiate…

    On a 7–9, when it comes to the worse outcome, hard bargain, or ugly choice, you’ll need to look at the circumstances and find something fun. On a 7–9, maybe give her a hard bargain: she can get him to safety (score the magical dope that calms the mythical beast,) but only if she takes a bullet herself (it’ll cost her leverage — string along on a vague promise, hoisted on the weight of a carrot stick.) …but, it’s still a success, not a silver bullet.

    Read Sitch, would it be prudent to Seize (drugs) by Force Under Fire — a chain of dominoes were set up here… avoided the future badness, by declining an ugly choice.

    I might say it also seems like a run of Act Under Fire/pressure/compulsion/constraint/duress/stress/difficulty… and the fire is [this or that issue/quirk/condition] with outcomes adjusted for situational contexts.

    I disagree with — (note that Apocalypse World does not roll this way, but most of the games it has inspired do.) — everything else is spot on awesome!

  4. I admit I am more of a player than a GM, so I am happy to get clarifications and corrections! I wanted to get to her confrontation with Kilgravr, but probably will not have time until tomorrow.

  5. Typing on my phone so I apologize for the insane autocorrect. Jessica follows the cop to Kilgrave and, not wanting to be caught off guard, reads the sitch. She rills well and learns that Kilgrave is healthy enough to yell at the soccer game, that he believes Trish is dead, and that he is not sending the cop out to hurt anyone else she knows.

    Feeling pretty confident because she is prepared with the sedative and now has a +1 forward Jessica rolls to seize by force… And botches. The MC offers a choice- Jessica is well prepared and clearly strong enough to drop Kilgrave, but if she does she will let the cop he casually ordered to jump off the building die. She chooses to save the cop instead, and they lock eyes before he makes his escape and she knocks out the cop.

    She tries to follow and encounters a minion. She COULD probably kill the minion without rolling, as was established in an earlier flashback, but because she doesn’t want to she has to roll

  6. Jessica tries going aggro, using her knowledge that Kilgrave’s minions won’t disobey a direct order to try and circumvent them. She has no luck, and each time she tries her 7-9 result is used to force her hand and add another minion. The MC does not reveal them right after the roll though, instead letting the tension build.

    After the third minion the player jokes through Jessica “Hope this is just a three person family…” So on her last roll he instead announces future badness, revealing Kilgrave’s creepy collection of stalker photos and a scrawled “See you later” for Jessica.

Comments are closed.