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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: 8699819" data-attributes="member: 42582"><p>I want to post another thought, which might relate to [USER=7028554]@Grendel_Khan[/USER]'s comment about needing to change habits of thought.</p><p></p><p>In AW, Acting Under Fire is a player-side move, triggered when the PC does something either literally under fire, or when subject to some other sort of pressure (pursuit, trying to sneak past watchers, etc). On a 10+, the character does it; and of course on a 6-, the GM can make as hard and direct a move as they like</p><p></p><p>Whereas doing something <em>not</em> under fire, which doesn't trigger any other player-side move, generally invites the GM to make a soft move, just like when Marie goes looking for Isle and finds her with her companions on the car shed eating peaches.</p><p></p><p>So this means that when PC's do things under pressure they are more likely to do it - but also more likely to come a total cropper - than if not, in which case they are likely to find what that what they want is accompanied by some sort of complication or implicit threat or cost (because that's the general tenor of most, though not all, GM-side moves).</p><p></p><p>This is probably hard for those who default to a rough-and-ready simuationism in how they think about RPGing action resolution. But to me fits nicely with what [USER=99817]@chaochou[/USER] said upthread about the players being encouraged to bring their action into the zone of the player-side-moves. Or in other words, the system has its own incentives to push towards conflict/high-stakes action as defined by those moves.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8699819, member: 42582"] I want to post another thought, which might relate to [USER=7028554]@Grendel_Khan[/USER]'s comment about needing to change habits of thought. In AW, Acting Under Fire is a player-side move, triggered when the PC does something either literally under fire, or when subject to some other sort of pressure (pursuit, trying to sneak past watchers, etc). On a 10+, the character does it; and of course on a 6-, the GM can make as hard and direct a move as they like Whereas doing something [i]not[/i] under fire, which doesn't trigger any other player-side move, generally invites the GM to make a soft move, just like when Marie goes looking for Isle and finds her with her companions on the car shed eating peaches. So this means that when PC's do things under pressure they are more likely to do it - but also more likely to come a total cropper - than if not, in which case they are likely to find what that what they want is accompanied by some sort of complication or implicit threat or cost (because that's the general tenor of most, though not all, GM-side moves). This is probably hard for those who default to a rough-and-ready simuationism in how they think about RPGing action resolution. But to me fits nicely with what [USER=99817]@chaochou[/USER] said upthread about the players being encouraged to bring their action into the zone of the player-side-moves. Or in other words, the system has its own incentives to push towards conflict/high-stakes action as defined by those moves. [/QUOTE]
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