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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="hawkeyefan" data-source="post: 8697568" data-attributes="member: 6785785"><p>This is from the 2e AW Book. I've bolded the couple of bits that I think are important, and are a big part of what makes AW different from more traditional games. </p><p></p><p>BEFORE THE 1ST SESSION </p><p>Print and assemble a set of the character playbooks. Read them if you haven’t! They’re the core of the game. </p><p>Print a set of refsheets, including extra copies of the basic moves refsheet. </p><p>Print a threat map and a couple of threat sheets for yourself. </p><p>Read this whole book. You can skim the chapters on the characters’ moves and crap, they’re for reference during character creation and later, but do skim them at least. Read the rest as carefully as you can. </p><p>Familiarize yourself with the rules for creating threats,<strong> but don’t create any yet. </strong></p><p>Daydream some apocalyptic imagery, <strong>but DO NOT commit yourself to any storyline or particular characters.</strong></p><p></p><p>The book tells you exactly how to prep before your first session. The bold bits are about not committing beforehand to any ideas or concepts. Sure, you may have an idea about what's out there in the world, or what dangers may be present inside the holding....but you shouldn't commit to them before play. This game doesn't want to have a classic "adventure" as we often think of them. </p><p></p><p>During the first session, you're supposed to collectively make the player characters. Doing so is going to prompt a lot of questions, and you're meant to use the answers. Then once the PCs are created, the book suggests that you should simply follow the PCs around for a day. See what they get up to. See who they interact with. They'll have questions... you can answer them or turn them back on the player. Let them tell you about the holding's water supply. Put the characters into situations and see what happens. Maybe an NPC is pissed at one of the PCs... why? What do they do? What happens as a result? And so on. </p><p></p><p>You do that for your first session, and you'll have details to work with. THEN you start filling in the threat map and threat sheets. Only once you and the players have collectively done character creation and the first session "day in the life" stuff. That's when you're ready to prep, and I think this is a good part of what [USER=16814]@Ovinomancer[/USER] was talking about with the players hooking the GM.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8697568, member: 6785785"] This is from the 2e AW Book. I've bolded the couple of bits that I think are important, and are a big part of what makes AW different from more traditional games. BEFORE THE 1ST SESSION Print and assemble a set of the character playbooks. Read them if you haven’t! They’re the core of the game. Print a set of refsheets, including extra copies of the basic moves refsheet. Print a threat map and a couple of threat sheets for yourself. Read this whole book. You can skim the chapters on the characters’ moves and crap, they’re for reference during character creation and later, but do skim them at least. Read the rest as carefully as you can. Familiarize yourself with the rules for creating threats,[B] but don’t create any yet. [/B] Daydream some apocalyptic imagery, [B]but DO NOT commit yourself to any storyline or particular characters.[/B] The book tells you exactly how to prep before your first session. The bold bits are about not committing beforehand to any ideas or concepts. Sure, you may have an idea about what's out there in the world, or what dangers may be present inside the holding....but you shouldn't commit to them before play. This game doesn't want to have a classic "adventure" as we often think of them. During the first session, you're supposed to collectively make the player characters. Doing so is going to prompt a lot of questions, and you're meant to use the answers. Then once the PCs are created, the book suggests that you should simply follow the PCs around for a day. See what they get up to. See who they interact with. They'll have questions... you can answer them or turn them back on the player. Let them tell you about the holding's water supply. Put the characters into situations and see what happens. Maybe an NPC is pissed at one of the PCs... why? What do they do? What happens as a result? And so on. You do that for your first session, and you'll have details to work with. THEN you start filling in the threat map and threat sheets. Only once you and the players have collectively done character creation and the first session "day in the life" stuff. That's when you're ready to prep, and I think this is a good part of what [USER=16814]@Ovinomancer[/USER] was talking about with the players hooking the GM. [/QUOTE]
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