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General Tabletop Discussion
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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="pemerton" data-source="post: 8703069" data-attributes="member: 42582"><p>Upthread you linked to <a href="https://lumpley.games/thebarf/index.php?topic=9238.0" target="_blank">the forum post</a> where Baker says this:</p><p></p><p style="margin-left: 20px">The text says, p9, "like any conversation, you take turns, but it's not like taking turns, right? Sometimes you talk over each other, interrupt, build on each others' ideas, monopolize and hold forth. All fine."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You know how a normal conversation works, that's how Apocalypse World works too.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The only time the rules impose a structure on the conversation is when multiple players want to have their characters do things at the same time, especially when they're at odds with each other. You can read about that on p132-133.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The lists of MC moves are there to remind you to say more things, a wider variety of things, not to limit you to saying a strict set of things.</p><p></p><p>How do you see what Baker says here as fitting with the importance/centrality of MC moves? Does it adequately capture that centrality to think of them as pointers and reminders?</p><p></p><p>(This isn't a gotcha. I think there is a mild tension between what I've quoted Baker as saying, and the concentric diagram with <em>the conversation</em> on the outside and <em>MC moves</em> one step in; and I'm interested in how we should resolve that tension. The notion of points/reminders would be one way of doing that, and isn't meant to trivialise the role of MC moves. But there might be other resolutions that I'm not thinking of.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8703069, member: 42582"] Upthread you linked to [url=https://lumpley.games/thebarf/index.php?topic=9238.0]the forum post[/url] where Baker says this: [indent]The text says, p9, "like any conversation, you take turns, but it's not like taking turns, right? Sometimes you talk over each other, interrupt, build on each others' ideas, monopolize and hold forth. All fine." You know how a normal conversation works, that's how Apocalypse World works too. The only time the rules impose a structure on the conversation is when multiple players want to have their characters do things at the same time, especially when they're at odds with each other. You can read about that on p132-133. The lists of MC moves are there to remind you to say more things, a wider variety of things, not to limit you to saying a strict set of things.[/indent] How do you see what Baker says here as fitting with the importance/centrality of MC moves? Does it adequately capture that centrality to think of them as pointers and reminders? (This isn't a gotcha. I think there is a mild tension between what I've quoted Baker as saying, and the concentric diagram with [i]the conversation[/i] on the outside and [i]MC moves[/i] one step in; and I'm interested in how we should resolve that tension. The notion of points/reminders would be one way of doing that, and isn't meant to trivialise the role of MC moves. But there might be other resolutions that I'm not thinking of.) [/QUOTE]
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