Apocalypse World 2E : since, to my knowledge, Vincent Baker hasn’t said anything yet about the MC side of the new barter rules, how would you use what’s in the playbooks right now? Like, what questions would you ask to the player who can’t pay rent? How would you react when a player says “I’m looking for a job”?
Apocalypse World 2E : since, to my knowledge, Vincent Baker hasn’t said anything yet about the MC side of the new…
Apocalypse World 2E : since, to my knowledge, Vincent Baker hasn’t said anything yet about the MC side of the new…
Check Fallen Empires. There are some guidelines. Also, each playbook has some job suggestions.
Cool, thanks !
Aaand it’s exactly what I was looking for. Thread’s closed everybody, Gherhartd won!
Seriously, any feedback on Fallen Empires ‘s lifestyle rules is welcome though.
We started playing this week, with the idea of playing once every fortnight. What do you want to know ? Not a by-the-book game, but it should do.
First session, everybody paid, but my mystic choose to work also. The jobs suggestions were too shiny hooks to resist. Did not have time to play it, will be in next session and the MC choosed to play it in length. (Niiiice hooks.)
Did you keep the fallen empire tiers or did you step it down to 3 tiers like it seems to be in AW 2? Also, how much barter did you give? The fallen empire ruleset says 3 average, but for AW2 my heart says 2.
(I wasn’t MCing) We kept the four tiers. 3 PC spent 1-keep, the strongholder choose to have 2-keep lifestyle (but as a strongholder doesn’t have to mechanically pay for it). Didn’t do my job yet, so no pay yet, but as it is a huge job with big potential consequences – finding an alternate trade-route –, I wonder if it’ll stay on the keep scale.
In AW2, my first instinct for the quick single move solution would be to make an appropriate move and to give 2 on a 10+, 1 on a 7-9 and 0 on a 6-. (Or 3/2/1 with strings attached, as a alternative choice ?)
Yeah, seems about right. I’m going to try only two paying lifestyles, one at 0 and the tier 3 is what the hardholder is living in high times. And I like the “you get +1barter but strings attached!” a lot!
The math on barter per gig is really simple. 2-barter gigs mean that the PCs have to work every other session. 3-barter gigs mean that the PCs have to work every third session. (More frequently if they want to be seen as rich, with their fancy 2-barter lifestyles.)
The book’s going to recommend 3-barter gigs, same as for Fallen Empires. You’re obviously allowed to go down to 2-barter gigs, but I think you’ll find that it doesn’t create more scarcity, unless you take the additional step of making paying gigs hard to get. Instead, it’ll just emphasize employment.
Vincent Baker do you have a base job in mind like Fallen Empire ‘s “work the hard earth”? I’m kinda planning to go with “scavenge and steal”.
I don’t, but going with “scavenge and steal” should be just fine.
edit: Wait, I have second thoughts. “Work the hard earth” works because (a) it doesn’t depend on exploiting anyone else, which “scavenge and steal” would, and (b) it’s manifestly unpleasant and unprofitable, which “scavenge and steal” might not be.
Instead, I’d go with the worst job that NPCs do in the hardhold or setting. “Wade for mud eels,” for instance. “Wander the burn-wastes looking for usable scrap.”
More questions for Vincent Baker ! When you say about essential threats, “for each X, create…” (like “for each PC’s gang, create brutes”), you mean “make a threat that represent this X in play”, don’t you? Not “make another threat for them to match” or something: essential threats are what’s replacing the home fron, right?
That’s how I’m reading the whole thing, but it doesn’t feel quite right with the vehicles. Or maybe you mean that the PC vehicles can be turned against them?
Oh sure.
Make a threat that represents them, yes. Maybe you create Barbecue’s hardhold as a landscape: furnace and her gang as brutes: hunting pack, for instance.
Definitely create the PCs’ vehicles as threats.
The reason isn’t so that you can turn the PCs’ vehicles against them, though, no. Say that the driver Audrey has a jeep she takes out into the rag-wastes. Maybe you’d create it as a wild bastard, giving it the impulse to defy danger. Or maybe you’d create it as a cagey devil, giving it the impulse to protect what it carries. This tells you what the vehicle wants to do in play. You can use it to give Audrey’s jeep character, whether Audrey’s rolling hits and her jeep’s all on her side, or she’s rolling misses and her jeep’s being hard to handle.
Now, when I’m the MC, I almost always get the players’ help with this. “Say, Barbecue, would you say that your gang is more a hunting pack or a family that closes ranks against outsiders? Audrey, would you say your jeep is more a wild bastard that loves danger, or more a cagey devil?”
Cool. Thanks!