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<blockquote data-quote="thefutilist" data-source="post: 9851600" data-attributes="member: 7044566"><p>[USER=42582]@pemerton[/USER] </p><p></p><p>Here’s something from Apocalypse World first edition. </p><p></p><p><em>Keeler the gunlugger’s taken off her shoes and she’s sneaking into Dremmer’s camp, armed as they say to the upper teeth. If they hear her, she’s screwed (On a 7–9, maybe I give her an ugly choice between alerting the camp and murdering an innocent teenage sentry.) She hits the roll with an 8, so the ugly choice it is. “ere’s some kid out here, huddled under this flimsy tin roof with a mug of who-knows-what. You think you’re past him but he startles and looks right at you. You can kill him before he makes a noise, but you’ll have to do it right this second. Do you?” “Yes, duh,” she says </em></p><p></p><p></p><p></p><p>I’ve thought about this example a lot. It isn’t the second edition. It’s also very clearly related to no-myth hit the flag play. One notable difference is that the generated choice seems to be what the MC would think is an ugly choice, not one that has to do with the characters morality (or even the players).</p><p></p><p>My thoughts on role-play generally are that the above example is tricky. Ideally you’d populate the world in such a fashion that sometimes honesty demands such choices. How much do you reach for them though? The example is a little contrived for my taste. Although does that suggest a continuum? A difference in degree rather than kind?</p><p></p><p>Similar situations have come up in my play, on the 7-9, but I didn’t have to generate a particular person. Although we’re returning to the idea of when the generation happened. I don’t really have any clear answers.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9851600, member: 7044566"] [USER=42582]@pemerton[/USER] Here’s something from Apocalypse World first edition. [I]Keeler the gunlugger’s taken off her shoes and she’s sneaking into Dremmer’s camp, armed as they say to the upper teeth. If they hear her, she’s screwed (On a 7–9, maybe I give her an ugly choice between alerting the camp and murdering an innocent teenage sentry.) She hits the roll with an 8, so the ugly choice it is. “ere’s some kid out here, huddled under this flimsy tin roof with a mug of who-knows-what. You think you’re past him but he startles and looks right at you. You can kill him before he makes a noise, but you’ll have to do it right this second. Do you?” “Yes, duh,” she says [/I] I’ve thought about this example a lot. It isn’t the second edition. It’s also very clearly related to no-myth hit the flag play. One notable difference is that the generated choice seems to be what the MC would think is an ugly choice, not one that has to do with the characters morality (or even the players). My thoughts on role-play generally are that the above example is tricky. Ideally you’d populate the world in such a fashion that sometimes honesty demands such choices. How much do you reach for them though? The example is a little contrived for my taste. Although does that suggest a continuum? A difference in degree rather than kind? Similar situations have come up in my play, on the 7-9, but I didn’t have to generate a particular person. Although we’re returning to the idea of when the generation happened. I don’t really have any clear answers. [/QUOTE]
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