thoughts on Apocalypse World?

Campbell

Relaxed Intensity
OK, let's say that the PCs decided they were going investigate a crime scene. What would you do?

Same thing you do if they go out for tea and scones. Treat it like a gift. Bloody well bring it. Make some damn moves.

This is a perfect opportunity to put an NPC in the crosshairs and capitalize PC/NPC/PC triangles.

Rorik : I turn the body over.

MC: Sh---. It's Plover. They have beat the ever living piss out of him. This is a tough spot for you buddy. You and him never got along much and you were the one to find his body? What are you going to do now Rorik?

Something like that. Just keep running Apocalypse World. Apply the principles and bring it. Not going to turn the game into a police procedural no more than they would on an episode of Sons of Anarchy. Keep things personal. Be mindful of your fronts. Make moves that fit your principles. It's that simple.
 

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pemerton

Legend
First off, I object to the idea that the PCs are being "meekly led" into accepting anything. I don't know what type of non-PbtA games you've played, but every game I've played has had the players and GMs deciding what to do. Often it starts with the GM saying "I have an idea for a game," but the players have as much input as the GM on the direction it will take.

Secondly, I'd also say you're wrong because Blades does tell the players what their job is--they have to pick one of these playbooks, and all of the playbooks are for criminals.

<snip>

I fail to see how saying

"You're playing criminals who go on heists and run gangs (only you don't actually plan the heists; instead, you have to go on them and retroactively decide what your plans were), also, you all have to pick different types of criminals, what do you want to do?"

is less railroady than

"You're playing scholars and explorers who are trying to determine why the sun broke, how do you want to go about doing this?"
Telling the players they are going to play a criminal gang isn't telling them what they will do or what their goals are. It's a genre specification.

The second thing sets a goal for the player's action declarations. And seems also to suggest that a big chunk of play will be learning hitherto-unrevealed backstory.

They're very different games, to my eye. And the second looks to me like it will default to highly GM-driven.

Honestly, it I have to do extensive homebrewing just to get it to a point that feels playable to me, I might as well stick with a system I already know well. And I already have at least three or four other systems with D&D-like abilities other than D&D.


It's just that I've heard so much that's good with the system.
I think this issue of PC race in Dungeon World is of pretty minor importance to the system overall. Comparisons are tricky to make: it's a slightly bigger deal than whether or not the gear list from some edition/version of D&D has candles or needle and thread on it. It's probably closer, in D&D terms, to what is on the weapon list or the spell list.

I personally wouldn't count these as issues of extensive homebrewing. But in any event, just as someone wouldn't normally choose what version of D&D to use based on the spell list - that's not where most of the action is across different versions of the game - so I would say the same for DW. If you're interested in it because of the system, it's pretty trivial to add whatever new race option will suit your table. If you're not, I don't think tinkering with the race options would be a reason to change your mind on that.

And it doesn't even let two people pick the same playbook! One of my current D&D games has two warlocks, and the two of them have such different personalities that it makes for a lot of fun for the party. They couldn't do that in Blades.
Here's Vincent Baker on this point:

You know the rule in Apocalypse World that everyone has to choose a different playbook? You might be interested to know, as a point of trivia, that the reason for this isn’t niche protection or whatever, it’s just so the MC doesn’t have to show up to the first session with multiple copies of every playbook.​

Like the race/class issue, I don't think this is a very big deal.

I mean, if this is just the case of this MC not being very good at revealing info in ways I'd consider plausible, then fine, I can fully accept that. I could run the game and say "You're passing by your armory and hear noises coming from within, what do you do?" I do that all the time right now in D&D.

But if the game actually wants you to say "Meanwhile, across town in their secret hideout, the Hell Bunnies Gang are arming themselves and will be heading out to cause mayhem at your favorite dive bar, what do you do?" because that'll get the ball rolling, then I just find that silly.
How does Keeler know this? Did the MC here take over Keeler and force him to enter the armory in order to witness this? Does Keeler have X-ray vision and super-hearing? Are his gang members talking really loudly and narrating their actions? Are we to assume a third-person omniscient eye? I kind of hate this. If this were a TV show, I'd be rolling my eyes so hard right about now. Keeler's player should have to go into the armory to know what's going on, and if that means that that Keeler misses out on info if she doesn't, then oh well.
I think you've misread or misunderstood the example. From AW pp 154-55:

“Cool. Keeler—” turning to Keeler’s player “—you’re passing by your armory and you hear people in there. It’s Plover, Church Head and Whackoff, arming themselves. What do you do?” I’m announcing future badness.

“Hey, what’s up?” Keeler’s player says.​

So here we learn how Keeler knows it - the GM establishes framing (ie that Keeler is passing by her armoury and hears her three gang members in there, arming themselves) - and then Keeler's player asks them what's going on. That's not an action declaration that triggers a move, so the GM responds with free narration in accordance with the principles: in this case, the GM continues to announce future badness consistently with what prep and honesty demand:

“Marie attacked Isle,” I say, in Plover’s blunt, heavy voice. And in my own: “he stops what he’s doing and looks square at you, he’s still got a shotgun in his hand. Church Head and Whackoff, you know they’re going to back him up.”

Here’s my big plan, by the way. Isle’s listed in the cast for a threat called Isle’s family, which is a brute: family (naturally enough). Its impulse, accordingly, is to close ranks and protect their own. What’s most fun is that I’m acting on that impulse but I’m using Plover, Church Head and Whackoff — members of Keeler’s gang! — as Isle’s family’s weapon. It’s just like when Keeler uses them to go aggro or seize by force, only I’m the one doing it.

If Keeler lets me, that is. Keeler thinks about imposing her will upon her gang to stop them, her player thinks about it too. She twists her mouth around, thinking about it.

Finally, instead, “knock yourself out,” she says.

Marie’s player: “damn it, Keeler.”​

So we have two PCs - Marie and Keeler - and a group of NPCs - Isle's family. Those NPCs are related to the PCs in two different ways - for Keeler, they're part of her gang, which is an element of her PC build (in the playbooks, Keeler is listed as a name for a gunlugger; and one advancement option for a gunlugger is to get a gang and the pack alpha move, like a chopper); for Marie, they're the people she's pissed off by brain-fragging Isle (as per the earlier part of the example). The GM is interweaving the lives of the two PCs by cutting from what Marie is doing - brain-fragging isle, then going back home - to what is happening over at Keeler's place. Keeler's player could intervene - by imposing her will upon her gang (which is the trigger for the chopper's pack alpha move) - but chooses not too. Which prompts Marie's player to curse her ("damn it, Keeler").

That sort of interweaving of the action is pretty central to any GMing of a non-party-based game. In my own case, it's a technique that I've used in Cthuhu Dark and Wuthering Heights one-shots, and use fairly often in my Classic Traveller and Burning Wheel campaigns.

I still think that there's times when there would be consequences for failure even if there weren't actual danger in the air
Compare to the PC race thing or the duplicate playbook thing, this is a big deal. It suggests you haven't quite followed the fundamental dynamic of AW play. If a player (as their PC) looks around, and for whatever reason the situation is not a charged one, then they haven't tried to read a charged situation, and the GM's correct response is simply to make a move. This is a special case of the general principle: if a player's action declaration doesn't trigger a move, then the game just proceeds by way of conversation - "free narration" or "free roleplaying". There's no occasion to throw the dice.

Thinking of this in terms of "consequences of failure" is imposing an assumption - something like that the PCs' actions take place in an "indeterminate" space, with an indeterminate range of possible outcomes, and we use the dice to resolve the uncertainty. That is not how AW works. And I don't think it's how DW works either. (I'm more familiar with AW than DW in this respect, but I think the latter is pretty closely modelled on the former.) The purpose of the throw, in AW, is to settle the question of who gets to establish the fiction in certain sorts of circumstances, namely, the ones that the game cares about given the sort of play experience it aims to create.

So if a player has their PC look around in circumstances that are not charged (so it's not read a (charged) sitch); or has their PC try and jump a chasm in circumstances where they're not under any sort of pressure (so it's not acting under fire); or has their PC ask a NPC for a favour without offering anything in return (so it's not an attempt to seduce or manipulate); then we have "free narration" and the game just proceeds by the back-and-forth of talking. The rulebook expressly canvasses the last of the three items in my list, on pp 192-93:

Asking someone straight to do something isn’t trying to seduce or manipulate them. . . . Absent leverage, they’re just talking, and you should have your NPCs agree or accede, decline or refuse, according to their own self-interests.​

I would add that this would be an example of saying what honesty and prep demand.

When the GM responds in free roleplaying, the response should generally be a soft move, as per the following advice (AW p 117):

Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion.​
However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.​

What would count as a perfect opportunity on a golden plate, in the context of a PC looking around in a non-charged situation? I don't think it's easy to come up with an example out of context. But suppose that the PC is visiting their savvyhead friend's workshop, and their friend (as established by some prior fiction) isn't home, and the player describes their PC poking around while they wait, and the GM described a few things including the metal box with complicated wiring sitting on the workbench - this is the psychic maelstrom distillation machine that the savvyhead has been working on - and the player of the visiting PC says I stick my head inside the box! The situation isn't charged. The player (as their PC) isn't hoping for anything. The GM hasn't established any hint of threat or adversity. As far as the various sorts of approach to establishing fiction in a RPG are concerned, we're in the freest of free narration. But I think that player has handed the GM the perfect opportunity on a golden plate. If I was GMing that, I think my next move might be to ask the savvyhead's player what happens! And then building on the answer to that, we might have anything from inflicting harm (some combination of electricity and psychic malice) to taking away their stuff (uh oh - the PC's interference with the delicate machinery seems to have shorted out the flux capacitor!) to announcing some offscreen badness that the player (as their PC) really didn't want to be the case (the machine plugs the PC straight into the maelstrom, and they see and hear the "echoes" of Isle's death at the hands of Dremmer's executioner).

it's the use of the term misdirection that bugs me. OK, this is a word probably meant for new GMs, but it's such an odd choice of words that I feel like I'm missing something.
The previous few paragraphs of my post hopefully have brought out what you've missed.

When you have posted that there might be a consequence of failure even if the situation the PC is examining is not charged with potential danger you have failed to misdirect yourself! You've supposed that the function of the dice roll is to model some "possibility space" within the fiction. But it's not. Here's the explanation from the AW rulebook (pp 110-11):

Of course the real reason why you choose a move exists in the real world. Somebody has her character go someplace new, somebody misses a roll, somebody hits a roll that calls for you to answer, everybody’s looking to you to say something, so you choose a move to make. Real-world reasons. However, misdirect: pretend that you’re making your move for reasons entirely within the game’s fiction instead. . . . Make like it’s the game’s fiction that chooses your move for you, and so correspondingly always choose a move that the game’s fiction makes possible. . . .

The truth is that you’ve chosen a move and made it. Pretend, though, that there’s a fictional cause; pretend that it has a fictional effect.​

AW has no random determination of the fiction. At every point someone has the job of deciding what the fiction is: either a player is saying what their PC does, or the GM is announcing backstory, or framing, or consequences. The dice only come in because at certain points - ie the ones that the game cares about - the dice are used to decide who gets to make the decision, and what the parameters are within which they are obliged to choose. Even on a successful attempt to seduce or manipulate, there is a moment of choice - the player has to actually have their PC make the promise; and of course on a 7-9 also has to follow through in some fashion, now, if they want the NPC to comply.

The point of misdirection is that the GM is not to speak in the (real world) language of decision-making. They are to speak in the fictional language of (imaginary) cause-and-effect.

I'll compare and contrast with Classic Traveller. In Traveller, if a PC is fictionally positioned appropriately (eg is across a room from someone else, with a gun drawn) and the player declares I shoot them, then a resolution procedure is triggered: first a throw to hit has to be made (modified by weapon expertise, armour, etc); if the shot hits, then a damage roll is made; then a roll is made to see which stat(s) the damage is applied to (for Traveller fans - in this example the shot is the first shot of the exchange, and so doesn't allow any choice as to where the damage is allocated); and then if one or more stats drop to zero the rules tell us whether the victim is unconscious or dead. In this process of resolution, the AW notion of misdirection has no work to do.

In Traveller, if a PC is wearing a vacc suit or similar environmental protection suit, and the player declares some non-ordinary action such as jumping, then the rules call for a throw (modified by vacc suit expertise). And if the throw is failed, the PC finds themself in a dangerous situation, which can be remedied only by a further successful throw (normally a more difficult one, especially for those without vacc suit expertise). This is a case where misdirection applies: the real reason that the referee is narrating a dangerous situation is because someone said something and rolled something and now the rules tell the referee they have to narrate something. But the GM needs to set out a fictional cause-and-effect (I've used snagged oxygen tubes, a suit caught on a rocky protrusion, seal failures that become evident when the suit is put under stress, etc). Unlike in the shooting case, this means establishing additional features of the situation (eg the protrusion, the seal failures, etc) that hadn't been specified earlier.

The places where a RPG obliges a GM to do this sort of thing help tell us what the RPG cares about. (Classic Traveller cares about doing tricky manoeuvres in space suits. It doesn't really care about charged situations, though, unless they're about to explode into violence, and so while it does have encounter surprise and evasion rules, it doesn't have any subsystem comparable to read a (charged) sitch.) And whether a GM can do this well or poorly is often what marks the difference between a good or a less-good RPGing experience.
 

pemerton

Legend
Question for @pemerton , based on the example you were using of reading a charged situation, though I'd truly love to hear from anybody/everybody about this.

So I fully get the notion of a failed roll in that situation (looking into what's clearly a kidnapping) resulting in the PC getting attacked/captured/etc.

What I'm still less clear on--and this applies to PbtA as well as FitD--is what a success with consequence might look like in that situation. I'm asking because those partial successes are obviously and by design the most common results, but also because I'm properly trained to GM what a failure or a success looks like...but not those mixtures of the two.

Would an example of a success w/ consequence for that action be spotting blood spatter, meaning that, in the fiction, we've now established that the kidnapping victim was also hurt? Or in this situation should the consequence really be directed at the PC doing the action?
That makes sense. But what about a similar action in a Forged in the Dark game, where most moves aren't laid out like that. So let's say it's Scum and Villainy and you're using Study to figure out that same situation (scene of an apparent kidnapping), which the GM might say is a controlled action with limited effect. Rolling a 4-5 would mean a success with consequence. The list of potential consequences for any action is:

Reduced Effect
Complication
Lost Opportunity
Worse Position
Harm

What you're describing would basically be Reduced Effect. And I could imagine Lost Opportunity (player accidentally steps on clues, preventing them and others from trying to study them). But would a Complication or Harm ever make sense for a success with consequence result in that situation? Or would you really save those for an actual failed roll?
Those are great examples. However, I should have clarified: What I'm confused about is how to apply a success with consequence in a situation that's more passive, like when you're analyzing clues, or really anything where there are no obvious hostile NPCs or environmental perils around. Pemerton's example of a failure leading to some unseen scoundrel knocking you out as you nose around is a really interesting one for a failed investigative roll. Moves the fiction in exciting ways, and is a million times better than "Welp, you don't see anything!" But navigating those successes-with-consequences in non-adversarial situations is what's giving me cold feet as a new PbtA/FitD GM.
I'm still catching up on this thread, and haven't got past @chaochou's reply to you on this.

I've never read or played BitD so can't comment on it with the same sort of familiarity as AW (which I've read closely, not played - my play experience is DW - but have drawn on quite a bit for my Classic Traveller GMing as per upthread).

But going on what you've said in your second post, I think of lost opportunity and harm as good ones. In both of what follows, I'm imaging the GM has told the players something useful that follows from the "success" part of the "success with complication" result. Lost opportunity: while you're poking around in the shed, you hear an engine start up: by the time you get outside, all you can see is the dust! Now I don't know how BitD specifies "lost opportunity", but the way I'm interpreting it here is as a form of hard move: it establishes some state of the fiction which puts something the players (as their PCs) wanted beyond their grasp in some sense that is, at least for the moment, irrevocable. The burglars/kidnappers having escaped in their car looks like it fits that bill.

Harm: you're poking around in the shed, trying to work out what happened, when a shot rings out - you feel a sting in your side, and then realise your shirt is damp. I don't know BitD well enough to know exactly how this might then unfold, how harm is handled, etc - but hopefully I've conveyed a general idea.

Are these examples making sense?
 

pemerton

Legend
I'm interested in PbtA, but not in comparing it to a stereotypically bad version of a traditional dungeon crawl-focused game. And @Grendel_Khan's comment is one I have struggled with also -- I have played maybe 8 or so PbtA sessions, and while the system has been pretty good for 'active opposition' scenes, it really has felt very turgid and limiting when faced with passive opposition. Almost invariably it has degenerated into players making moves that result in "ask X questions about Y", and choosing one or more of the suggested menu of pre-built options. It has felt formulaic and very meta-gamey to me. And it was clear that other players felt the same.

Let's take a specific example -- I am investigating a room where a crime has taken place and the criminal has fled. My goal is to find information that will help me follow the criminal. Looking at AW, it looks like READ A SITCH is the best option:

READ A SITCH
When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
• where’s my best escape route / way in / way past?
• which enemy is most vulnerable to me? • which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who’s in control here?
On a miss, ask 1 anyway, but be prepared for the worst.

So I guess I ask one question like "what’s my enemy’s true position?" or "where’s my best escape way past" -- already I'm in meta-mode, trying to match the answer I want to the menu of suggestions. And if I do really well ... I don't care -- I just want the answer to one question, not three.
I think I've already addressed this in my post upthread with the example of Isle missing from her car shed, probably kidnapped; and in my post just upthread replying to @Faolyn.

And there have also been cogent replies from @chaochou, @niklinna, @Ovinomancer and @Campbell.

But to add a few more thoughts:

The "menu of questions" is not arbitrary. It's deliberate. It establishes what the game cares about. (And by changing the list of questions, you change the game. Classic D&D has wands of metal and mineral detection, and potions of treasure finding, but not wands of fancy hat detection or potions of flower finding. Those latter things might fit well in The Dying Earth, though.)

The rulebook specifically addresses players asking, as their PCs, what other sorts of stuff they might no or can see (AW, p 200):

He stops at a safe spot and reads the way forward, and hits with a 10. “Cool. What should I be on the lookout for?” “Dremmer sends patrols through here, of course,” I say. “You should be on the lookout for a patrol.” “Makes sense. How far will I have to go exposed?” “A few hundred yards, it looks like,” I say. “Okay,” he says. “Question 3—” “Oh no, no,” I say. “That didn’t use up any of your hold, I was just telling you what you see.” “Oh! Great. How often do the patrols come through?” I shake my head. “You don’t know. Could be whenever.” “But can’t I make that my question, so you have to answer it?” “Nope!” I say. “You can spend your hold to make me answer questions from the list. Other questions don’t use up your hold, but I get to answer them or not, depending on whatever.” “Okay, I get it,” he says. “So I’m on question 2 still? What’s my enemy’s true position?”​

From the perspective of "meta-mode" the point of asking the question isn't to find out what is in the GM's notes (though the GM might answer based on prep, saying what prep demands). The point is to establish some fiction - the sort of fiction that AW is concerned with - that is binding on all participants.

My view is that it would be pretty straightforward for investigation to figure prominently in an AW game: go aggro, seduce/manipulate, read a sitch, read a person - those have got Casablanca, The Maltese Falcon and other noir stories written all over them! But to echo @Campbell, it wouldn't be much like Law & Order or Poirot.
 

Faolyn

(she/her)
Same thing you do if they go out for tea and scones. Treat it like a gift. Bloody well bring it. Make some damn moves.
Now can you explain in plain words? Treat what like a gift how? What is the It that should be brought? What moves should or could be made? I literally am not understanding what you mean here, and using slang doesn't help.

Something like that. Just keep running Apocalypse World. Apply the principles and bring it. Not going to turn the game into a police procedural no more than they would on an episode of Sons of Anarchy. Keep things personal. Be mindful of your fronts. Make moves that fit your principles. It's that simple.
And how would I be mindful of my fronts in this situation? How would giving clues make things impersonal? What moves fit my principles, and are you talking about my principles as a player or as an MC? What if Rorik wants to look for clues to find out who actually killed Plover? Do I just give him a bunch of clues, or does he have to roll, and if so, what does he roll--since apparently it's not Read Sitch and there's no basic investigation skill.

If the answer is "this game isn't cut out for people who actually want to look for clues and figure things out," then OK.

(I have literally never seen Sons of Anarchy and have no clue what it's about or what goes on in an episode. It could actually be an ironically-named police procedural as far as I know.)
 

Faolyn

(she/her)
You literally just took @chaochou's post and ignored its central point to toss out the same anemic question about PCs contextlessly doing some contextless thing of no particular consequence. Apocalypse World is ALL ABOUT CONSEQUENTIAL ACTION IN A CONCRETE CONTEXT. How many times, and in how many ways, do we have to repeat this?
When you actually explain it in a way that makes sense.

For instance: it makes no sense that you would consider looking for clues to be contextless or of no particular consequence. I have to assume that this game is more than just having sex with or killing people in a post-apocalyptic setting. Because right now, you're basically telling me that trying to use this game to do anything other than those things is playing it wrong. So how about you stop screaming and give me some concrete context that explains it?
 

Faolyn

(she/her)
Why are they investigating a crime scene? What's the tension here, what do they hope to get form this, why is it important to them?

ETA: These aren't empty questions, they're required ones for this approach to play. You're asking how these systems adjudicate situations that are part and parcel of an entirely different approach to play and have no place in the one under discussion.
Because someone they loved was killed, because they think they know who did it but need proof, because someone has been arrested but the PCs are sure that the person is innocent, because the murderer used the PC's favorite gun and the PC wants it back, because the murderer has killed before and will kill again unless the PCs stop them, because they're professional detectives.

At this point, the motivation doesn't even matter: for a reason, they're there, investigating a crime scene. How do we go about doing this?

Again, if PtbA games aren't built for this, then that's fine. I think it's a glaring omission and a point against the system, though.
 

Ovinomancer

No flips for you!
Because someone they loved was killed, because they think they know who did it but need proof, because someone has been arrested but the PCs are sure that the person is innocent, because the murderer used the PC's favorite gun and the PC wants it back, because the murderer has killed before and will kill again unless the PCs stop them, because they're professional detectives.

At this point, the motivation doesn't even matter: for a reason, they're there, investigating a crime scene. How do we go about doing this?

Again, if PtbA games aren't built for this, then that's fine. I think it's a glaring omission and a point against the system, though.
Okay, sure, and the fact that when I start playing Monopoly I can't invade Australia with my armies is a glaring omission and a point against the system as well. Or that I can't use that $1000 Monopoly bill to buy all the armies in Risk so I can take over Baltic Avenue! You're talking about different games, and saying that it's an omission that one doesn't play like the other. Seems to be a rampant problem in the world of games, so I'm not sure how to put any weight in the concern at all.
 

Arilyn

Hero
I've never played Apocalypse World but have played Dungeon World. I hope I can help a little. In a lot of games, characters pop into my head and then I use the game's character generation system to craft them. Don't do this in PbtA because then the playbooks will seem limiting. Pick a playbook that seems fun at the time.

PbtA games play differently, as there is minimal prep. The GM is putting on the heat and challenging the players hard, while still remaining a fan. The result is a game that does feel more intense at the table and somehow more immediate. One of the main themes is "playing to find out what happens next" and that includes the GM.

It's not a game that is suited for puttery downtime. I've never tried it with a mystery but I'm sure there are PbtA mystery versions out there. I'd think the game would lean into the dramatic end. Like in Gumshoe games, finding the clues is assumed. Rolling well in Gumshoe gives extra knowledge. In PbtA I'm thinking the roll would further the story along in a dramatic way. Players might have to lose something or tumble into danger or just maybe get what they want without personal consequence. But whatever happens, the story is moving forward.

I really like the system but I don't think it'll ever be my default. Definitely worth giving it a try. It's interesting because the play experience is different from a lot of more traditional games.
 

OK, let's say that the PCs decided they were going investigate a crime scene. What would you do?

Why are they investigating a crime scene? What's the tension here, what do they hope to get form this, why is it important to them?

ETA: These aren't empty questions, they're required ones for this approach to play. You're asking how these systems adjudicate situations that are part and parcel of an entirely different approach to play and have no place in the one under discussion.

The last time this happened in a game I ran it was in a prior Blades in the Dark game where @hawkeyefan was in Barrowcleft investigating a shut down of the ward (this is the breadbasket of Duskvol) because someone had killed a large number of people (a serial killer...a terrorist attack...unclear) and the Spirit Wardens and their Deathseeker Crows weren't able to get the job done of locating and securing all the corpses in time to electroplasmically cremate them in the Bellweather Crematorium (thus, the spirits overwhelmed Barrowcleft).

So hawkeyefan's PC (a Leech) investigated the now haunted and cordoned off ward while @Fenris-77 worked the kill pool in the gambling den and played "the man in the chair" via a runner to and from he ward (kind of a "coms" scenario). To answer @Ovinomancer 's questions:

Why are they investigating a crime scene? What's the tension here, what do they hope to get form this, why is it important to them?

1) The players rolled a Demonic Notice Entanglement related to this (A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way).

2) The PCs were in debt to a dangerous individual (a Faction Clock) and they had to figure out a way to pay him back. They (a) arranged for a "Prop Bet Pool" in a gambling hall and for several Crews to have representatives go into the haunted ward and find out who the killer(s) was/were among other bets. They then (b) used the dangerous individual's muscle to give him credit for the win and arrange for him to make a killing in the prop bet pools.

3) There was an NPC that had family die in this that hawkeyefan's PC was somehow involved with (whether it was sympathy or friend of a friend or whatever, I can't recall). He was able to secure the ghost of this person from one of the two (there were two...a union hall and a grain silo) sites of carnage.

4) They earned no Rep or Coin on this Score (the Coin all went to the dangerous dude and the setup of him winning the pool meant they couldn't earn the Rep for the job because his Crew got the credit), but they resolved their Demonic Notice Entanglement, their dangerous Clock, gained assets, gained helpful Faction (Spirit Warden tech for a Longterm Project and a Contact with the Sparkwrights - engineers), and ensured no bad Faction with the Dimmer Sisters (who are dangerous and Tier 3 while this Crew was only Tier 1).




These are the sort of things that players have to initiate before even taking up or getting into the "what do you do" portion of a mystery in a Story Now game like Apocalypse World or Blades in the Dark. There is "System's Say" and "Player's Say" before there is any "GM's Say."

Going into uncovering the Barrowcleft Mystery Score I had no hard & fast idea of (a) whodunnit, (b) why, (c) or how. If this was a game of Clue, there was nothing in the envelope. It was stitched together through play (System Say meeting Player Say and obliging GM's Say).
 

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