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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: 8699558" data-attributes="member: 42582"><p>In 1st edition I don't think "soft" is used as an adjective for moves, but there are many references to making a move "as hard and direct as you like".</p><p></p><p>The most canonical statement of the principles for GM moves is probably this on p 117:</p><p></p><p style="margin-left: 20px">Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some</p> <p style="margin-left: 20px">opportunity to act and react. A start to the action, not its conclusion.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.</p><p></p><p>This, on p 114, is also good:</p><p></p><p style="margin-left: 20px">“Make as hard and direct a move as you like” means just that. As hard and direct <em>as you like</em>. It doesn’t mean “make the worst</p> <p style="margin-left: 20px">move you can think of.” Apocalypse World is already out to get the players’ characters. So are the game’s rules. If you, the MC, are out to get them too, they’re plain <in trouble>.</p><p></p><p>So the contrast between soft moves - <em>setting up, starting the action, with an opportunity to react</em> - and hard moves - <em>following through, irrevocable</em> - is pretty clear.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8699558, member: 42582"] In 1st edition I don't think "soft" is used as an adjective for moves, but there are many references to making a move "as hard and direct as you like". The most canonical statement of the principles for GM moves is probably this on p 117: [indent]Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion. However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable. When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too. But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.[/indent] This, on p 114, is also good: [indent]“Make as hard and direct a move as you like” means just that. As hard and direct [i]as you like[/i]. It doesn’t mean “make the worst move you can think of.” Apocalypse World is already out to get the players’ characters. So are the game’s rules. If you, the MC, are out to get them too, they’re plain <in trouble>.[/indent] So the contrast between soft moves - [i]setting up, starting the action, with an opportunity to react[/i] - and hard moves - [i]following through, irrevocable[/i] - is pretty clear. [/QUOTE]
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