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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: 8699710" data-attributes="member: 99817"><p>Apologies for continuing to quote you, but I have something else to say on this.</p><p></p><p>The subtler impact of the move structure is that it guides players to actions which trigger moves, and therefore provide clarity on the range of outcomes.</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>We've looked at what happens if we walk up with our shotgun pointed at his face and tell him to scram. But what happens if we walk up and politely request that he gives us 50 litres of diesel?</p><p></p><p>Well, firstly we know that this isn't a 'Say yes or roll the dice' system. We're under no obligation to either hand over a barrel of diesel or contrive a roll to contest it. This isn't Burning Wheel.</p><p></p><p>And we know that the player hasn't triggered a move, but they're looking at us for a response. So we get to make a move.</p><p></p><p>So the player ceded the initiative to us instead of taking it themselves, and now they're no further forward to getting any diesel and now Dremmer has a gun pointed at them, instead of the other way round.</p><p></p><p>Apocalypse World provokes players to take the initiative in play by triggering moves because that's how you get to engage in the conflicts around you on your own terms.</p><p></p><p>What this means is the tone and clarity in the wording of the moves in each individual PbtA title is fundamental to the quality and robustness of the play experience.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8699710, member: 99817"] Apologies for continuing to quote you, but I have something else to say on this. The subtler impact of the move structure is that it guides players to actions which trigger moves, and therefore provide clarity on the range of outcomes. 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. We've looked at what happens if we walk up with our shotgun pointed at his face and tell him to scram. But what happens if we walk up and politely request that he gives us 50 litres of diesel? Well, firstly we know that this isn't a 'Say yes or roll the dice' system. We're under no obligation to either hand over a barrel of diesel or contrive a roll to contest it. This isn't Burning Wheel. And we know that the player hasn't triggered a move, but they're looking at us for a response. So we get to make a move. So the player ceded the initiative to us instead of taking it themselves, and now they're no further forward to getting any diesel and now Dremmer has a gun pointed at them, instead of the other way round. Apocalypse World provokes players to take the initiative in play by triggering moves because that's how you get to engage in the conflicts around you on your own terms. What this means is the tone and clarity in the wording of the moves in each individual PbtA title is fundamental to the quality and robustness of the play experience. [/QUOTE]
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