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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="pemerton" data-source="post: 8698247" data-attributes="member: 42582"><p>Agreeing with Ovinomancer, and elaborating a bit: AW doesn't use "hooks" because there is no need to "reel in" the players. There is no "the adventure" that (i) the GM has prepped, and (ii) the PCs somehow need to connect with, in order for the game to get going.</p><p></p><p>The GM makes moves, which is to say the GM says stuff about what happens, in the fiction, to or around the PCs. Normally these are "soft" - setting up, flagging, framing - but sometimes are "hard" - consequences here-and-now.</p><p></p><p>There are two basic times when the GM makes a move: when the resolution of a player-side move tells them to; and when everyone looks to them to find out what happens next.</p><p></p><p>Fronts/threats provide content for moves, because they are incipient, emerging events that will happen to or around the PCs. But they don't change the rules about when and how to make moves. (Unless they bring custom moves. But those don't change the core rules either, generally - and the rulebook has top-notch advice on how to make and use custom moves and how to thing about working within the lines, or breaking outside of them.)</p><p></p><p>Keeping in mind what [USER=6785785]@hawkeyefan[/USER] posted, about the First Session and how that then feeds into preparing fronts/threats, these won't be independent of the PCs. They will be closely connected to the PCs and their situation(s). And the rules for making GM-side moves will reinforce those connections.</p><p></p><p>So picking up on [USER=16814]@Ovinomancer[/USER]'s example of "the guy in the corner with a job" - suppose the GM wants to make a soft move, <em>providing an opportunity</em> or perhaps <em>announcing future badness</em>, then it's not out of the question that a hard-boiled guy in the corner, or a sneaky-looking guy with an interesting collection of knick-knacks on the inside of his jacket, sends some sort of signal to a PC.</p><p></p><p>But before play would get to that point, relevant questions would be - <em>which front does this belong to?</em>, <em>how does this connect to the dynamics and trajectories established in the first session?</em>, <em>what questions is the MC going to ask (so as to build on the answers)?</em>, <em>how does this relate to the basic principle that <u>there are status quos in Apocalypse World</u>?</em>, etc.</p><p></p><p>So even if the trope resembles some standard D&D-ish or Traveller-ish trope, the play of it is likely to differ quite a bit from a more traditional approach.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8698247, member: 42582"] Agreeing with Ovinomancer, and elaborating a bit: AW doesn't use "hooks" because there is no need to "reel in" the players. There is no "the adventure" that (i) the GM has prepped, and (ii) the PCs somehow need to connect with, in order for the game to get going. The GM makes moves, which is to say the GM says stuff about what happens, in the fiction, to or around the PCs. Normally these are "soft" - setting up, flagging, framing - but sometimes are "hard" - consequences here-and-now. There are two basic times when the GM makes a move: when the resolution of a player-side move tells them to; and when everyone looks to them to find out what happens next. Fronts/threats provide content for moves, because they are incipient, emerging events that will happen to or around the PCs. But they don't change the rules about when and how to make moves. (Unless they bring custom moves. But those don't change the core rules either, generally - and the rulebook has top-notch advice on how to make and use custom moves and how to thing about working within the lines, or breaking outside of them.) Keeping in mind what [USER=6785785]@hawkeyefan[/USER] posted, about the First Session and how that then feeds into preparing fronts/threats, these won't be independent of the PCs. They will be closely connected to the PCs and their situation(s). And the rules for making GM-side moves will reinforce those connections. So picking up on [USER=16814]@Ovinomancer[/USER]'s example of "the guy in the corner with a job" - suppose the GM wants to make a soft move, [i]providing an opportunity[/i] or perhaps [i]announcing future badness[/i], then it's not out of the question that a hard-boiled guy in the corner, or a sneaky-looking guy with an interesting collection of knick-knacks on the inside of his jacket, sends some sort of signal to a PC. But before play would get to that point, relevant questions would be - [i]which front does this belong to?[/i], [i]how does this connect to the dynamics and trajectories established in the first session?[/i], [i]what questions is the MC going to ask (so as to build on the answers)?[/i], [i]how does this relate to the basic principle that [u]there are status quos in Apocalypse World[/u]?[/i], etc. So even if the trope resembles some standard D&D-ish or Traveller-ish trope, the play of it is likely to differ quite a bit from a more traditional approach. [/QUOTE]
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