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<blockquote data-quote="chaochou" data-source="post: 7372153" data-attributes="member: 99817"><p>When I first started running Apocalypse World, I was giving an ad-lib intro and I said 'Let's treat each session like a TV show. So if you don't know what to do, just think about what the audience watching wants to see."</p><p></p><p>With my group that worked out very well. The focus shifted completely away from any thoughts of turtling, risk-averse character advocacy into a broader awareness of how the whole session looked, the dramas and conflicts that were brewing and needed resolving... or exploring, or escalating.</p><p></p><p>If you give players tools to generate content, and to drive play, they also need the awareness and understanding that they bear a lot of responsibility for the resulting game being fun and satisfying. The 'TV show' analogy helped my group see how the play of each of their characters was contributing to the tension and drama of unfolding situations in a much wider sense.</p><p></p><p>It also helped them see their characters as competent individuals who could act alone and independently. As AW says: To do it, do it. And it seemed to cushion the blow when bad stuff happened to their character as they could see it was 'good for the show' even if it seemed to hose them for the time being.</p></blockquote><p></p>
[QUOTE="chaochou, post: 7372153, member: 99817"] When I first started running Apocalypse World, I was giving an ad-lib intro and I said 'Let's treat each session like a TV show. So if you don't know what to do, just think about what the audience watching wants to see." With my group that worked out very well. The focus shifted completely away from any thoughts of turtling, risk-averse character advocacy into a broader awareness of how the whole session looked, the dramas and conflicts that were brewing and needed resolving... or exploring, or escalating. If you give players tools to generate content, and to drive play, they also need the awareness and understanding that they bear a lot of responsibility for the resulting game being fun and satisfying. The 'TV show' analogy helped my group see how the play of each of their characters was contributing to the tension and drama of unfolding situations in a much wider sense. It also helped them see their characters as competent individuals who could act alone and independently. As AW says: To do it, do it. And it seemed to cushion the blow when bad stuff happened to their character as they could see it was 'good for the show' even if it seemed to hose them for the time being. [/QUOTE]
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