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<blockquote data-quote="pemerton" data-source="post: 9145889" data-attributes="member: 42582"><p>I said that the GM doesn't need to worry about "story" because the game design will take care of it - that is, will ensure that the action rises and then reaches a climax and some sort of resolution. The elements and events are provided by the game participants.</p><p></p><p>I don't know if that is what you mean by "the game being the one to tell a story", but if it is, I don't know why a game <em>shouldn't</em> be doing that.</p><p></p><p>I don't know what you have in mind: I just quoted the rules from AW that state that the GM's move must be something that follows logically from the established fiction, so I don't know what sort of contrast you are intending to draw.</p><p></p><p>I also don't know what you mean by "should": I mean, the whole point of AW is to <em>avoid</em> storytelling, so I don't know what you think it should <em>support</em> storytelling.</p><p></p><p>All I see here is that you don't particularly enjoy Apocalypse World.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9145889, member: 42582"] I said that the GM doesn't need to worry about "story" because the game design will take care of it - that is, will ensure that the action rises and then reaches a climax and some sort of resolution. The elements and events are provided by the game participants. I don't know if that is what you mean by "the game being the one to tell a story", but if it is, I don't know why a game [I]shouldn't[/I] be doing that. I don't know what you have in mind: I just quoted the rules from AW that state that the GM's move must be something that follows logically from the established fiction, so I don't know what sort of contrast you are intending to draw. I also don't know what you mean by "should": I mean, the whole point of AW is to [I]avoid[/I] storytelling, so I don't know what you think it should [I]support[/I] storytelling. All I see here is that you don't particularly enjoy Apocalypse World. [/QUOTE]
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