thefutilist
Adventurer
@zakael19 answered this upthread. Opportunities, threats/badness, what counts as a "spot" - these are all relative to a character's values, goals, hopes, etc.
Thanks!
So, looking at the session 1 thing, note how there's nothing about any prep, none exists at this point. Note how AW is completely different from Gamma World. GW 1e (the original and only one I've played or read) starts off with an elaborate (rather cool) description of the Apocalypse. The game is ABOUT The Apocalypse, everything builds on that. In AW there is no apocalypse! The game is about the PCs, exclusively. Sure, the world 'ended' notionally and that's how we got from our world to Apocalypse World, but the AW apocalypse is more a mind set, a device at best. You may, or may not, ever learn anything about it, it really isn't important. What is important are the PCs, you ask questions about them, give them screen time, make them interact, push them, get stuff going, BRING IT!
And look at that list of moves. Is there A SINGLE THING that the MC can do which is not about the PCs? NO! The most disconnected things from the PCs that the MC does is put things on the threat map, which is just future badness, and create custom moves, which are for the players to trigger. And then we should look at the other parts, why to play:
Until very recently I assumed that this sort of play was just dysfunctional. I've had to revise that take recently and my new take is that it's overwhelmingly dysfunctional (for most people who do it) but I've become convinced it can be done functionally.
I don't think Apocalypse World was built for that kind of play but the GM can make it functional. It's like jury rigging a nuclear engine with bubble gum and shoelaces but it can be done.
It relies (mostly but not exclusively) on being very player character centric when it comes to group moral judgement about the fiction. The usual (Orthodox) way of a group parsing the fiction is at the situational (not character) level.
So how does AW work for situational play?
Well AW works by having minimal backstory + situation but quickly building it up. In effect it has a causality that goes two ways.
One: The minimally defined NPC makes a move but the MC has a lot of space to make that move (they're still not trying to hit character issues though. they're just trying to make the characters lives not boring , as judged solely by the MC.
Two: An NPC makes a move but they've essentially become a 'proper' character, at which point the MC isn't thinking about the players one bit, not even about making their life interesting.
Contrast to something like Sorcerer where all the initial NPC's are in category two.
The situation in AW is what is being made of the world. How do various groups trade off safety and hope, how do they work together or not. Of course the PC's are an instrumental part of that but it's both. The world + the PC's. Not just the PC's.
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