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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: 8698598" data-attributes="member: 6696971"><p>Ah. Could be. I've run so many of these games in the last decade and change it may be that I've just internalized it. </p><p></p><p>Regardless, that is exactly what it is in AW. Vincent may not say it there (he probably said it on lumply later or in other conversations that I've been privy to), but that is what delineates the soft/hard move dichotomy. </p><p></p><p>Here is something else that is important. Look on page 272 where Vincent talks about and invokes John Harper's custom AW move (Harper of Blades in the Dark, and other, game design):</p><p></p><p><strong><em>When you scavenge in the ruins,</em></strong> roll+sharp. On a 10+, choose two and find an oddment worth 1-barter. On a 7–9, choose one and and</p><p>an oddment worth 1-barter:</p><p></p><p>• You find it quickly.</p><p>• You find it with relatively little trouble.</p><p>• You find an item that is valuable.</p><p>• You find an item that is hi-tech</p><p></p><p>Now go look at Working Gigs on 153 and Barter on 160.</p><p></p><p>See the similarity? Apocalypse World zooms in and out. You'll have conflict resolution that resolves a lot of play space and then you'll zoom in very tightly on the action. <strong><em>Scavenge Ruins, Working Gigs</em></strong>, and <strong><em>Barter </em></strong>are conflict resolution where you're resolving a lot of play space and zooming out. </p><p></p><p>I think you said you played some Dungeon World? If so, look at it like Dungeon World's <strong><em>Undertake a Perilous Journey</em></strong> or Paladin's <strong><em>Quest </em></strong>or Wizard's <strong><em>Ritual</em></strong>. Procedurally, architecturally, and purpose-wise, its the exact same stuff as these moves above:</p><p></p><p>Players trigger a move that covers a lot of play space > we go to the move and resolve (this might entail further conversation like <strong><em>Working Gigs</em></strong> or it might be straight to dice like <strong><em>Scavenge Ruins</em></strong>) > we change the gamestate/fiction and zoom back in (go to my (1) of the core loop above). </p><p></p><p>Apocalypse World is actual modular, exception-based design (unlike some games that claim it but aren't remotely so) where you can beautifully and trivially take stuff out and add stuff in, zoom in and zoom out, detach and reset architectural components of play where it won't reverberate and cause unforeseeable knock-on effects downstream of it. Its transparent, elegant, intuitive.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8698598, member: 6696971"] Ah. Could be. I've run so many of these games in the last decade and change it may be that I've just internalized it. Regardless, that is exactly what it is in AW. Vincent may not say it there (he probably said it on lumply later or in other conversations that I've been privy to), but that is what delineates the soft/hard move dichotomy. Here is something else that is important. Look on page 272 where Vincent talks about and invokes John Harper's custom AW move (Harper of Blades in the Dark, and other, game design): [B][I]When you scavenge in the ruins,[/I][/B] roll+sharp. On a 10+, choose two and find an oddment worth 1-barter. On a 7–9, choose one and and an oddment worth 1-barter: • You find it quickly. • You find it with relatively little trouble. • You find an item that is valuable. • You find an item that is hi-tech Now go look at Working Gigs on 153 and Barter on 160. See the similarity? Apocalypse World zooms in and out. You'll have conflict resolution that resolves a lot of play space and then you'll zoom in very tightly on the action. [B][I]Scavenge Ruins, Working Gigs[/I][/B], and [B][I]Barter [/I][/B]are conflict resolution where you're resolving a lot of play space and zooming out. I think you said you played some Dungeon World? If so, look at it like Dungeon World's [B][I]Undertake a Perilous Journey[/I][/B] or Paladin's [B][I]Quest [/I][/B]or Wizard's [B][I]Ritual[/I][/B]. Procedurally, architecturally, and purpose-wise, its the exact same stuff as these moves above: Players trigger a move that covers a lot of play space > we go to the move and resolve (this might entail further conversation like [B][I]Working Gigs[/I][/B] or it might be straight to dice like [B][I]Scavenge Ruins[/I][/B]) > we change the gamestate/fiction and zoom back in (go to my (1) of the core loop above). Apocalypse World is actual modular, exception-based design (unlike some games that claim it but aren't remotely so) where you can beautifully and trivially take stuff out and add stuff in, zoom in and zoom out, detach and reset architectural components of play where it won't reverberate and cause unforeseeable knock-on effects downstream of it. Its transparent, elegant, intuitive. [/QUOTE]
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