Campbell
Relaxed Intensity
Some quick clarifications.
Make your move, but misdirect is not really about misleading the players. They know it is your turn to speak either because things have grinded to a halt, interrogating the fiction, or they did something that requires a response from the fiction. You are defining something in the fiction because there is a game to be played. You know it. They know it. We all know it. We just do not speak to it because it endangers the fantasy that the world is real. We are still making Apocalypse World seem real, but we are also making the players' characters' lives not boring - making sure there is interesting fiction to play in. The vast majority of the time this will not be an issue if they have made vibrant characters who they play with integrity. Think about why there are dungeons to be explored or adventures to be had in Dungeons and Dragons and why we do not speak to this real world truth. It does not have to be directly tied to their characters. We just want interesting fiction to play through.
I would not take look through the crosshairs too literally. It's more about ensuring that the fiction is dynamic and there is no meaningful status quo. It's about making sure that things are always changing in some way rather than staying static. We want success to be as consequential as failure. We want NPCs to do things to each other, rather than just the PCs. We want existing relationships to shift and become upended. Looking through the crosshairs could be about the waitress of their favorite watering hole changing jobs as much as a local warlord being assassinated. It could be about their allies calling in favors because they are under threat. It could be about that dungeon they have avoided being cleared out by another adventuring company. It could be about their wife leaving them for someone who can be there for their kids rather than always going off adventuring. Sometimes the crosshairs are literal. Often, they are not.
Respond With F---ery And Intermittent Rewards is about characters getting what they earn, but not usually what they hope for. We do this to keep the fiction interesting and also because the fiction is what it is. Social influence only goes so far. It does not change what motivates the character most of the time. Violence tends to beget more violence. Alliances are mutual relationships that must be nurtured. The game is more forceful about this than I would like, but Apocalypse World is about a particular hard-edged sort of fiction in a desperate world. The more the fiction is about a world where hope and perseverance wins the day the less applicable this principle should be.
Make your move, but misdirect is not really about misleading the players. They know it is your turn to speak either because things have grinded to a halt, interrogating the fiction, or they did something that requires a response from the fiction. You are defining something in the fiction because there is a game to be played. You know it. They know it. We all know it. We just do not speak to it because it endangers the fantasy that the world is real. We are still making Apocalypse World seem real, but we are also making the players' characters' lives not boring - making sure there is interesting fiction to play in. The vast majority of the time this will not be an issue if they have made vibrant characters who they play with integrity. Think about why there are dungeons to be explored or adventures to be had in Dungeons and Dragons and why we do not speak to this real world truth. It does not have to be directly tied to their characters. We just want interesting fiction to play through.
I would not take look through the crosshairs too literally. It's more about ensuring that the fiction is dynamic and there is no meaningful status quo. It's about making sure that things are always changing in some way rather than staying static. We want success to be as consequential as failure. We want NPCs to do things to each other, rather than just the PCs. We want existing relationships to shift and become upended. Looking through the crosshairs could be about the waitress of their favorite watering hole changing jobs as much as a local warlord being assassinated. It could be about their allies calling in favors because they are under threat. It could be about that dungeon they have avoided being cleared out by another adventuring company. It could be about their wife leaving them for someone who can be there for their kids rather than always going off adventuring. Sometimes the crosshairs are literal. Often, they are not.
Respond With F---ery And Intermittent Rewards is about characters getting what they earn, but not usually what they hope for. We do this to keep the fiction interesting and also because the fiction is what it is. Social influence only goes so far. It does not change what motivates the character most of the time. Violence tends to beget more violence. Alliances are mutual relationships that must be nurtured. The game is more forceful about this than I would like, but Apocalypse World is about a particular hard-edged sort of fiction in a desperate world. The more the fiction is about a world where hope and perseverance wins the day the less applicable this principle should be.