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<blockquote data-quote="polyhedral man" data-source="post: 8135038" data-attributes="member: 6901380"><p>I really enjoyed the review, and your style of writing it ("does this game belong in a museum", ha <img class="smilie smilie--emoji" alt="😆" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f606.png" title="Grinning squinting face :laughing:" data-shortname=":laughing:" loading="lazy" width="64" height="64" />)</p><p></p><p>The question of how to deal with this pulpy boulder-chases-affer-you situation is very close to my heart. I'd asked John Harper about it ages ago. If you're interested in what he said, you can read about it here:</p><p></p><p>[URL unfurl="true"]http://mightyatom.blogspot.com/2011/05/apocalypse-world-guide-to-hard-moves.html?m=1[/URL]</p><p></p><p>(It's the reply to my comment as goblintriggers).</p><p></p><p>I was not aware of the game you reviewed, so thanks for bringing it to our attention. It really helps that you have also ran it, so you got a good feel for it, and that comes across.</p><p></p><p>I'm very intrigued and will probably go ahead and buy it. The mechanism of push your luck seems like a good answer to me to the question of how to evoke that pulpy Indiana Jones vibe (and also star wars to a certain extent, particularly scenes involving Solo).</p><p></p><p>Also, Feelings seems to me intuitively to be the right level of abstraction for this genre.</p><p>"I have a bad feeling about this".</p><p></p><p>At each genre, you need the right level of abstraction. Robin D Laws articulates this point very well in this article:</p><p></p><p>[URL unfurl="true"]https://site.pelgranepress.com/index.php/not-a-significant-bullet/[/URL]</p><p></p><p>And Feelings sounds like the way to go for pulp, based on what i read in this article. Thanks.</p></blockquote><p></p>
[QUOTE="polyhedral man, post: 8135038, member: 6901380"] I really enjoyed the review, and your style of writing it ("does this game belong in a museum", ha 😆) The question of how to deal with this pulpy boulder-chases-affer-you situation is very close to my heart. I'd asked John Harper about it ages ago. If you're interested in what he said, you can read about it here: [URL unfurl="true"]http://mightyatom.blogspot.com/2011/05/apocalypse-world-guide-to-hard-moves.html?m=1[/URL] (It's the reply to my comment as goblintriggers). I was not aware of the game you reviewed, so thanks for bringing it to our attention. It really helps that you have also ran it, so you got a good feel for it, and that comes across. I'm very intrigued and will probably go ahead and buy it. The mechanism of push your luck seems like a good answer to me to the question of how to evoke that pulpy Indiana Jones vibe (and also star wars to a certain extent, particularly scenes involving Solo). Also, Feelings seems to me intuitively to be the right level of abstraction for this genre. "I have a bad feeling about this". At each genre, you need the right level of abstraction. Robin D Laws articulates this point very well in this article: [URL unfurl="true"]https://site.pelgranepress.com/index.php/not-a-significant-bullet/[/URL] And Feelings sounds like the way to go for pulp, based on what i read in this article. Thanks. [/QUOTE]
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