[AW] Question about healing

(1/5) > >>

RPL:
Hi :)

So I’ve started playing AW a couple of weeks ago and yesterday we kind of got stumped at something.

We’ve been using the harm and healing move rules to the letter in all circumstances, but yesterday one of the players (the Hardholder) got a bucket load of it (bringing him to 11:00) and in the healing I got to choose one consequence (the Angel player rolled an eight), so I thought of choosing something that would put him out of action for a while, there are three options that do this:
 1) He’s out for 24h;
 2) He’s in and out of conscience for a week;
 3) He needs constant care for 36h.

While choosing one the player said that anyone of them would totally undermine his capability to interact with the world and with that his ability to play. After some (civil) discussion on the matter we came around to choose option 3, that would give the character some liberty to interact with the world, although limited.

So the question became, how honest is it for the MC to choose a healing option that would put a character out of action for a considerable period of time? The problem being, there is nothing for the player to do in that period (consider he doesn’t have the advances to make a second character).

Thanks for the help.


All the best,
Diogo

Noclue:
Why were you interested in taking the character out of the action for a while?

RPL:
Hi James,

What was happening in there was that I noticed at the begging of the session that every PC naturally gravitated towards the Hardholder for one reason or another, on the other hand he has a very tight grip on his gang and his holding and things are just starting to fall a part, between a recent surge of drug addicts, an attack by a strange exploding guy hearing a gas-mask, people starving, lost children and people fighting among each other for the control of a ‘green treasure’, and a lot of insurrection due to a forced lock down he imposed.

So in the midst of this, I saw in the healing options move a rout to spread some chaos, taking the main guy not totally out of the picture but in a compromised situation “Ok, things are starting to fall apart in your holding and you’re bedridden (full of holes and cuts, at 06:00), what do you do?” he answered by calling his right arm man and told him what to do using the Gang as a weapon move, witch failed “So now your gang is turning on you, your holding is getting very near to the brink of rebellion and your bedridden, what do you do?”, next session we’ll find out what his answer is.

To the other players the question is “You main go-to-guy is bedridden, things seem like their falling apart around you, what do you do?”, next session we’ll find out what their answers are.

We all agreed that the situation was coolness and I did tell them my motives for wanting to choose one of those options, so I think we solved it pretty well. But the during the session and a the end of it we talked about how the MC has six options to choose from in the healing move, but three of them seem to remove to many options from the player, since he has nothing to do in that time (namely the 24h and the week options).


All the best,
D.

lumpley:
Your job as MC is to make their lives not boring, not to preserve their unlimited options. So sure, limit their options, that's fine. That's why those choices are there: it's perfectly valid for you as MC to take away the players' options.

When you do, you just have to make sure that you're also taking it as an opportunity to make their lives interesting. That's exactly what you did, so great! No problem that I can see.

- Vincent

Mathew E. Reuther:
TBH the discussion makes me want to buy AW just to see what the system looks like. LOL. :)

Navigation

[0] Message Index

[#] Next page