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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="Manbearcat" data-source="post: 8698557" data-attributes="member: 6696971"><p>Yup, that is pretty much it. Here is the Core Loop for Stonetop. It’s pretty much the exact same thing as AW:</p><p></p><p><strong>The Core Loop</strong></p><p></p><p>1) Establish the situation</p><p></p><ul> <li data-xf-list-type="ul">Frame the action</li> <li data-xf-list-type="ul">Describe the environment</li> <li data-xf-list-type="ul">Give details & specifics</li> <li data-xf-list-type="ul">Ask questions, ask for input</li> <li data-xf-list-type="ul">Portray NPCs and monsters Answer questions, clarify</li> </ul><p></p><p>2) Make a soft GM move: provoke action and/or increase tension.</p><p></p><p>3) Ask, “What do you do?”</p><p></p><p>4) Resolve their actions</p><p></p><ul> <li data-xf-list-type="ul">If they trigger a player move, do what the move says.</li> <li data-xf-list-type="ul">If they roll a 6-, make a hard GM move (establish badness).</li> <li data-xf-list-type="ul">If they ignore trouble, make a hard GM move (establish badness). Otherwise, say what happens.</li> </ul><p></p><p>5) Repeat</p><p></p><ul> <li data-xf-list-type="ul">Is the situation clear and grabby? Can the PC(s) act? Back to step 3.</li> <li data-xf-list-type="ul">Is the situation clear, but escalating before the PCs act? Back to step 2.</li> <li data-xf-list-type="ul">Is the situation clear, but needs a nudge? Back to step 2.</li> <li data-xf-list-type="ul">Is the situation unlcear? Does it need clarification, recapping, or updating? Back to step 1.</li> <li data-xf-list-type="ul">Is the current scene or situation over? Wrap up, look for the next one. Back to step 1.</li> </ul><p></p><p></p><p></p><p>So there aren’t triggered "GM moves" but there are triggered World and Threat Moves. Again, the custom move structure of AW couldn't be more straight-forward. These moves should be in service to your Agenda/Always Say/Principles (1 of my initial post) and/or the dramatic needs/premise of the game (3 of my initial post; xp triggers and advancement). Pulling directly from AW, look at what Vincent has to say and look at one of his beautiful examples:</p><p></p><p></p><p>So that is the Custom Move structure. Its straight-forward. Don't get carried away though because custom moves are a very small part of play (focus on the core stuff for now). I'd heavily advise you to look at page 270 and onward (281 elaborates on move archetecture). It tells you what makes the move structure work and when they might be legal but might suck. Acquaint yourself well with that.</p><p></p><p>But look again at the core loop above. Overwhelmingly, GM moves are found on page 88 (general moves) and pages 108-113 for specific threat Impulses and moves). These are stuff that happens in the imagined space that provoke players to action or render consequences of player inaction or 6- move results. Look again above at The Core Loop. These are your primary responsibility to play:</p><p></p><ul> <li data-xf-list-type="ul">(2) - provoke the PCs after scene framing</li> <li data-xf-list-type="ul">The 2nd and 3rd asterisks of 4; players ignore trouble (?) > move...6- (?) > move</li> </ul><p></p><p>[HR][/HR]</p><p></p><p>Finally, its not just your responsibility to watch for Move Triggers. Everybody at the table should be locked in and being aware of Move Triggers. You've got a lot to manage, and your brain is working along multiple axes at once. AW is NOT A WRITERS'S ROOM, but every participant should be interested in the other character's scenes/moves and should be paying attention to help confirm if a move is made so we can resolve it (which typically involves going to the dice but may be a procedure sans dice).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8698557, member: 6696971"] Yup, that is pretty much it. Here is the Core Loop for Stonetop. It’s pretty much the exact same thing as AW: [B]The Core Loop[/B] 1) Establish the situation [LIST] [*]Frame the action [*]Describe the environment [*]Give details & specifics [*]Ask questions, ask for input [*]Portray NPCs and monsters Answer questions, clarify [/LIST] 2) Make a soft GM move: provoke action and/or increase tension. 3) Ask, “What do you do?” 4) Resolve their actions [LIST] [*]If they trigger a player move, do what the move says. [*]If they roll a 6-, make a hard GM move (establish badness). [*]If they ignore trouble, make a hard GM move (establish badness). Otherwise, say what happens. [/LIST] 5) Repeat [LIST] [*]Is the situation clear and grabby? Can the PC(s) act? Back to step 3. [*]Is the situation clear, but escalating before the PCs act? Back to step 2. [*]Is the situation clear, but needs a nudge? Back to step 2. [*]Is the situation unlcear? Does it need clarification, recapping, or updating? Back to step 1. [*]Is the current scene or situation over? Wrap up, look for the next one. Back to step 1. [/LIST] So there aren’t triggered "GM moves" but there are triggered World and Threat Moves. Again, the custom move structure of AW couldn't be more straight-forward. These moves should be in service to your Agenda/Always Say/Principles (1 of my initial post) and/or the dramatic needs/premise of the game (3 of my initial post; xp triggers and advancement). Pulling directly from AW, look at what Vincent has to say and look at one of his beautiful examples: So that is the Custom Move structure. Its straight-forward. Don't get carried away though because custom moves are a very small part of play (focus on the core stuff for now). I'd heavily advise you to look at page 270 and onward (281 elaborates on move archetecture). It tells you what makes the move structure work and when they might be legal but might suck. Acquaint yourself well with that. But look again at the core loop above. Overwhelmingly, GM moves are found on page 88 (general moves) and pages 108-113 for specific threat Impulses and moves). These are stuff that happens in the imagined space that provoke players to action or render consequences of player inaction or 6- move results. Look again above at The Core Loop. These are your primary responsibility to play: [LIST] [*](2) - provoke the PCs after scene framing [*]The 2nd and 3rd asterisks of 4; players ignore trouble (?) > move...6- (?) > move [/LIST] [HR][/HR] Finally, its not just your responsibility to watch for Move Triggers. Everybody at the table should be locked in and being aware of Move Triggers. You've got a lot to manage, and your brain is working along multiple axes at once. AW is NOT A WRITERS'S ROOM, but every participant should be interested in the other character's scenes/moves and should be paying attention to help confirm if a move is made so we can resolve it (which typically involves going to the dice but may be a procedure sans dice). [/QUOTE]
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