THE DAILY APOCALYPSE
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  • Daily Apocalypse
  • RPGs
  • Pandora's Box
THE DAILY APOCALYPSE
my irregular exegesis of the 2nd edition of Apocalypse World.
​

Read.  Enjoy.  Engage. Comment.  Be Respectful.
RPGS TAB
​ is for my analyses of and random thoughts about other RPGs.

 PANDORA'S BOX TAB
​is for whatever obsessions I further pickup along the way.



​​Picture from cover
of Apocalypse World, 2nd ed.
​Used with permission

​151. Single Combat

1/8/2019

4 Comments

 
When you do single combat with someone, no quarters, exchange harm, but first roll+hard. On a 10+, both. On a 7–9, choose 1. On a miss, your opponent chooses 1 against you:
• You inflict terrible harm (+1harm).
• You suffer little harm (-1harm).
 
After you exchange harm, do you prefer to end the fight now, or fight on? If both of you prefer to end the fight now, it ends. If both of you prefer to fight on, it continues, and you must make the move again. If one of you prefers to end the fight, though, and the other prefers to fight on, then the former must choose: flee, submit to the latter’s mercy, or fight on after all.
 
Single combat is strictly for times when two enemies meet head-on on neutral ground, with no purpose other than to harm one another, with no acceptable outcome other than injuries and death. If either enemy has any other objective, or any advantage of terrain, use seize by force or the other battle moves instead.
 
Single combat is an interesting addition to Apocalypse World’s moves.  Before, there was no clear way to simply fight someone.  You would need to phrase it in terms of seizing something by force if both participants were ready for a fight, with “their life” or some equivalent as the thing being seized.  As it is, single combat has some pretty restrictive conditions, as that first explanatory paragraph makes clear.  And it’s neat to see how those limited parameters shape this variation of the seize by force move.
 
Obviously gaining definite control of the things is out of the question because there is no objective other than injury or death.  The removal of “impress, dismay, or frighten your enemy” is the interesting choice to me.  It tells us that this battle will end under no other conditions than death or mutual agreement.  If I want to kill you, you can’t soften my anger and determination by frightening me.  We’re way past that by the time this move is triggered.
 
So with only two options, how do you maintain the 3, 2, 1 progress of the strong hit, weak hit, and miss?  By making it a 2,1, -1 progression instead.  It’s a simple solution that makes the miss meaningful without letting the MC barge into the conflict with a hard move.
 
I feel like this move is a capitulation to player demand, one that is occasionally useful, rarely necessary, and totally uninteresting to the designers.  I conclude this by the accompanying example passage:
 
Anika the maestro d’ conducts cage fights in her establishment, and Bran’s challenged Plover, an NPC, to meet him there. The terms are: no armor, crowbar vs crowbar. Bran hits the move with an 11, which, well done Bran.
 
In the exchange of harm, Bran inflicts 2-harm for his crowbar, plus 1 for inflicting terrible harm, minus 0 for no armor, for a total of 3-harm. He suffers 2-harm for Plover’s crowbar, minus 1 for suffering little harm, minus 0 for no armor, for a total of 1-harm.
 
3-harm is enough to take Plover out. There’s no continuing the fight.
 
Do you see what’s missing?  Yeah, there’s no dialogue.  The move and its explanation are all mechanics. There’s no reincorporating here of the die results back into the fiction for us readers.  Bran and Plover have fight.  Bran rolls.  Ban wins.  Cut and dry.  And utterly unsexy.  Since NPCs can only take 2-3 harm, and since you the MC need to look at them through the crosshairs, a straight fight will likely end in an NPC’s death, and a rather inglorious and dramatically uninteresting death at that. There is nothing in the presentation of the move to inspire the reader to bring this move into their game if any other solution is possible.
 
(As an afterthought, I’ll add this.  Since the exchange of harm is entirely a mathematical issue, and since the outcome is known to the players involved in the fight, there is no real need for them to turn to the MC for a fictional explanation of the results. If they don’t, there is no trigger or need for the MC to make a move.  This could be part of the reason that there is no reincorporating of the mathematical results into the fiction.)
4 Comments
Paul T.
1/8/2019 02:48:28 pm

I'm going to leave a comment to test the interface. Nice to see this in a dedicated place!

I appreciate this post - it doesn't try too hard, and makes some good guesses as to the existence of this move.

I, myself, find it disappointing. Either Apocalypse World's violence is NEVER just about two people hitting each other (as was the case until 2nd Edition), in which case we don't need this move, or it should add something of value to the conversation.

It also interacts strangely with 'seize by force'. (If you've been following some of the - now rather old - discussions we had on the barf forth forums about this, you'll see a hacked version of seize by force which addresses that nicely.)

I agree that it seems somewhat tongue-in-cheek, like, "Ok, fine, here you go!" (Which I also feel is the case with "sucker someone", but we've already disagreed on that point, so no need to rehash it here - although I would be very happy if you picked that conversation up again in the original comments thread, as you can imagine.)

Hopefully this new home works well for you! It's great to have all these together in a permanent collection, and I plan to return to them now and then.

Reply
Jason
1/8/2019 02:57:57 pm

Thanks for testing the comment feature for me, Paul!

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watergoesred link
1/8/2019 05:46:31 pm

I remember first coming across a very similar move first in Vincent’s Dark Ages play test. It is aimed more squarely at PvP, but it’s the third option that I felt made the move more interesting than (what I feel is) the AW copy. Here is the move in full:

When you join in single combat with someone, roll Strong. There is a decisive exchange of harm. On 10+, spend 3 on the following. On 7–9, spend 2. On a miss, spend 1. If your opponent is a fellow player's character, they roll too and spend accordingly. If an NPC, the MC spends 2, or must explain why otherwise. Spend blind, without knowing how your opponent is spending theirs.
• For each 1 you spend to strike hard, inflict +1 Harm.
• For each 1 you spend to defend yourself, gain +1 Armor.
• For each 1 you spend for position, you better your chance to win. Both of you reveal how you've spent. Exchange harm simultaneously, as established and modified, first; then, whichever of you spent more for position, you have your opponent at your mercy. Choose 1 or 2: you're behind them, you have your blade to their throat, you've disarmed them, you've forced them to their knees, you've knocked them down, you've pinned them. If you tied for position, both get 3 more to spend, blind as always, and so on until one of you wins position or one of you is killed.

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Jason D'Angelo
1/8/2019 07:15:47 pm

That's a really cool move, watergoesred!

That move more closely imitates seize by force than single combat, in that single combat specifies that the opponents are meeting on equal ground with no purpose other than killing the other. As soon as you want to have an upper hand, you are seizing that upper hand by force.

In a lot of ways, seize by force gets you everything you like from this move, in that both PCs might opt (blindly, of course) to get the upper hand, in which case neither does, and it's back to battle. It's a neat alternative, though.

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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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