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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="chaochou" data-source="post: 8699675" data-attributes="member: 99817"><p>This has been touched on, but a key thing is that from both a player and MC point it view it means that there is transparency in how an action declaration will be resolved. Which leads to confidence and creativity in play from both sides.</p><p></p><p>Let's say Dremmer is standing in front of the cabin used as the diesel store, looking mean with one hand on the little snub-nose .38 everyone knows he used to kill Mouse. Our PC wants to get in there.</p><p></p><p>In Apocalypse World, I can say: "I walk towards Dremmer, lifting my shotgun towards his face and say 'Step aside, fool. My boys need fuel and you ain't standing in the way."</p><p></p><p>And the moment I do this, I know, you know, everyone in the thread knows that this triggers the move Going Aggro, and if I hit a 10+ <em>Dremmer can either step aside or is getting killed by a 12-guage shell</em>. There's no wiggle room here for the MC. The situation is clear, my action is clear, and on a 10+ the outcome is clear.</p><p></p><p>Equally, on a 7-9 Dremmer can do one of five things, <em>five clear and known things</em>, and whichever one it is, it must also make sense in the contect of the established fiction.</p><p></p><p>So I can enjoy the fiction, and I can enjoy the risk and reward, because the relationship between the fiction and mechanics are crystal clear. Whatever I roll, I can enjoy the outcome and see where it goes.</p><p></p><p>As a player, I don't need to engage in meta-negotiation with the GM on what mechanics they will allow me to use achieve what things, and what they're deciding I can and can't achieve with what rolls. I'm not relying on the GM creating the 'getting around Dremmer' minigame and then communicating the rules and scope of that game to me, and then waiting for me to decide if I even want to play or can renegotiate the rules by which we're resolving this situation. Or if, having realised that none of this offers any guarantee of getting what I want, deciding it's easier just to kill him because the combat rules are the only clear and binding ones available.</p><p></p><p>And as an MC I'm not put in a position of having to fill in an empty space where these mechanics should be. Traditionally that void is filled with pre-written notes, combined with a sense of entitlement that <em>my version of this situation matters more than yours</em>. That doesn't exist in Apocalypse World. As an MC I don't have the burden of the deus ex machina role - the mechanics tell me what I can do just as much as they do the players.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8699675, member: 99817"] This has been touched on, but a key thing is that from both a player and MC point it view it means that there is transparency in how an action declaration will be resolved. Which leads to confidence and creativity in play from both sides. Let's say Dremmer is standing in front of the cabin used as the diesel store, looking mean with one hand on the little snub-nose .38 everyone knows he used to kill Mouse. Our PC wants to get in there. In Apocalypse World, I can say: "I walk towards Dremmer, lifting my shotgun towards his face and say 'Step aside, fool. My boys need fuel and you ain't standing in the way." And the moment I do this, I know, you know, everyone in the thread knows that this triggers the move Going Aggro, and if I hit a 10+ [I]Dremmer can either step aside or is getting killed by a 12-guage shell[/I]. There's no wiggle room here for the MC. The situation is clear, my action is clear, and on a 10+ the outcome is clear. Equally, on a 7-9 Dremmer can do one of five things, [I]five clear and known things[/I], and whichever one it is, it must also make sense in the contect of the established fiction. So I can enjoy the fiction, and I can enjoy the risk and reward, because the relationship between the fiction and mechanics are crystal clear. Whatever I roll, I can enjoy the outcome and see where it goes. As a player, I don't need to engage in meta-negotiation with the GM on what mechanics they will allow me to use achieve what things, and what they're deciding I can and can't achieve with what rolls. I'm not relying on the GM creating the 'getting around Dremmer' minigame and then communicating the rules and scope of that game to me, and then waiting for me to decide if I even want to play or can renegotiate the rules by which we're resolving this situation. Or if, having realised that none of this offers any guarantee of getting what I want, deciding it's easier just to kill him because the combat rules are the only clear and binding ones available. And as an MC I'm not put in a position of having to fill in an empty space where these mechanics should be. Traditionally that void is filled with pre-written notes, combined with a sense of entitlement that [I]my version of this situation matters more than yours[/I]. That doesn't exist in Apocalypse World. As an MC I don't have the burden of the deus ex machina role - the mechanics tell me what I can do just as much as they do the players. [/QUOTE]
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