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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9637766" data-attributes="member: 82106"><p>Yeah, obviously you can do what you want. The text itself though is DRIPPING with 'Bring it on!' Consider the Principles:</p><p>* Look through crosshairs - "</p><p>Whenever your attention lands on someone</p><p>or something that you own—an NPC or a feature of the landscape,</p><p>material or social—consider first killing it, overthrowing it, burning it</p><p>down, blowing it up, or burying it in the poisoned ground. An individual</p><p>NPC, a faction of NPCs, some arrangement between NPCs, even an</p><p>entire rival holding and its NPC warlord: crosshairs. It’s one of the game’s</p><p>slogans: “there are no status quos in Apocalypse World.” You can let the</p><p>players think that some arrangement or institution is reliable, if they’re</p><p>that foolish, but for you yourself: everything you own is, first, always and</p><p>overwhelmingly, a target."</p><p>* Ask provocative questions and build on the answers - this means PROVOKING. </p><p></p><p>And then we have a CHAPTER called "Moves Snowball". Sure, things can resolve, but then we have that principle about intermittent rewards, fuckery, etc. There's no conception of stability, order, peace, etc. in AW's world. So, obviously you can play in a kinder, gentler Apocalypse, but the one that Vincent Baker conceived of is not that one!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9637766, member: 82106"] Yeah, obviously you can do what you want. The text itself though is DRIPPING with 'Bring it on!' Consider the Principles: * Look through crosshairs - " Whenever your attention lands on someone or something that you own—an NPC or a feature of the landscape, material or social—consider first killing it, overthrowing it, burning it down, blowing it up, or burying it in the poisoned ground. An individual NPC, a faction of NPCs, some arrangement between NPCs, even an entire rival holding and its NPC warlord: crosshairs. It’s one of the game’s slogans: “there are no status quos in Apocalypse World.” You can let the players think that some arrangement or institution is reliable, if they’re that foolish, but for you yourself: everything you own is, first, always and overwhelmingly, a target." * Ask provocative questions and build on the answers - this means PROVOKING. And then we have a CHAPTER called "Moves Snowball". Sure, things can resolve, but then we have that principle about intermittent rewards, fuckery, etc. There's no conception of stability, order, peace, etc. in AW's world. So, obviously you can play in a kinder, gentler Apocalypse, but the one that Vincent Baker conceived of is not that one! [/QUOTE]
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