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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="Reynard" data-source="post: 8695882" data-attributes="member: 467"><p>As a follow up to my "help me get FitD games" thread, I wanted to start once about PbtA games in general and Apocalypse World (2E) in particular. We played a successful first session of Scum and Villainy and will be picking it back up once all of those players' summer schedules settle down, but in the meantime I want to give PbtA an honest try. I will be running 2 sessions of AW in concurrent weeks in the middle of August.</p><p></p><p>I bought Apocalypse World 2E. Between my (admittedly nascent) familiarity with FitD and this video, I think I have a pretty good idea how the basic mechanics of PbtA work. However, I am still kind of at a loss at exactly what the MC does for "prep". I think it is mostly jotting down ideas and formalizing threat between sessions, but I am not entirely sure. So the first thing I could use help on clarifying is what the role of the MC is in PbtA games is specifically in regards to how much or how little to "prep."</p><p></p><p>NOTE: I understand that you don't prepare adventures, with plots and things. That's not my question. My question is more about how much world building and hook slinging do you do, as compared to, say, a sandbox D&D game. Sometimes the text seems to suggest that the amount is "none" but other times it tells you to use your "prep" to ask and answer questions.</p><p></p><p>We'll start there, anyway.</p><p></p><p>Also, lest it need be said, this is not a thread to rail against PbtA games. I am trying to understand AW well enough to run it and see if it for me, so it isn't helpful to list all the things you hate about it. Similarly, even if you are extolling its virtues, it is much more helpful to do so ina way that explains how it is intended to work and what the play procedures are. With example.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8695882, member: 467"] As a follow up to my "help me get FitD games" thread, I wanted to start once about PbtA games in general and Apocalypse World (2E) in particular. We played a successful first session of Scum and Villainy and will be picking it back up once all of those players' summer schedules settle down, but in the meantime I want to give PbtA an honest try. I will be running 2 sessions of AW in concurrent weeks in the middle of August. I bought Apocalypse World 2E. Between my (admittedly nascent) familiarity with FitD and this video, I think I have a pretty good idea how the basic mechanics of PbtA work. However, I am still kind of at a loss at exactly what the MC does for "prep". I think it is mostly jotting down ideas and formalizing threat between sessions, but I am not entirely sure. So the first thing I could use help on clarifying is what the role of the MC is in PbtA games is specifically in regards to how much or how little to "prep." NOTE: I understand that you don't prepare adventures, with plots and things. That's not my question. My question is more about how much world building and hook slinging do you do, as compared to, say, a sandbox D&D game. Sometimes the text seems to suggest that the amount is "none" but other times it tells you to use your "prep" to ask and answer questions. We'll start there, anyway. Also, lest it need be said, this is not a thread to rail against PbtA games. I am trying to understand AW well enough to run it and see if it for me, so it isn't helpful to list all the things you hate about it. Similarly, even if you are extolling its virtues, it is much more helpful to do so ina way that explains how it is intended to work and what the play procedures are. With example. Thanks. [/QUOTE]
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