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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: 8699872" data-attributes="member: 6696971"><p>So here are the conditions (in AW specifically I'm talking about) where I would say <em>bar the way </em>with respect to "the state of the door" is a misplay by the GM:</p><p></p><p>* The established fiction, stakes, and move results of play prior has rendered <em>bar the way</em> already overcome. If you're in the middle or tail-end of a scene where the followed fiction has led to <em>a way barred and then overcome/resolved...don't bar the way again.</em></p><p></p><p>pg 80 AGENDA - It’s not your job to put their characters in double-binds or dead ends, <strong>or to yank the rug out from under their feet. </strong></p><p>Pg 81 ALWAYS SAY - Same with the game’s rules: play with integrity and an open hand. The players are <strong>entitled to the full benefits of their moves</strong>, their rolls, their characters’ strengths and resources. Don’t chisel them, don’t weasel, <strong>don’t play gotcha</strong>.</p><p></p><p>* pg 80 AGENDA - <em>Make the players’ characters’ lives not boring.</em></p><p></p><p>This is kindred to Torchbearer's "Fun Once" proviso when it comes to Twists. Don't make players overcome the same obstacle in a conflict-charged situation. Beyond potentially violating the rug-pull/gotcha/move-result-takesy-backsey proviso above...barring the way continuously with a door or door-adjacent obstacle is just boring. Deploy different moves if the conflict is still "alive."</p><p></p><p>[HR][/HR]</p><p></p><p>So this is why I think, generally, <em>ways barred </em>are very good as conflict openers:</p><p></p><p>You need to get into the lighthouse (<strong>Landscape Threat - Fortress</strong> w/ <em>Impulse; to deny access</em>) but the door is surely locked...or there is a sentry...but the barbed wire, high chain link fence that surrounds the property also has a haphazardly painted sign BEWARE OF MUTANT DOG...or maybe there is no MUTANT DOG, but Read a Sitch yields that there is a belltower-sniper in an overwatch position with good vantage of the courtyard. This is a combo <em>bar the way</em> and <em>provide another way</em> move.</p><p></p><p>If they go fence, you've got a bunch of Terrain moves and that mutant dog/overwatch sniper to employ. You've still got a bunch of Landscape and general moves. Follow the fiction, your prep, and use those for subsequent obstacles until the conflict-charged situation is resolved.</p><p></p><p>Maybe the players look for another way in (there are all kinds of divination/perception/contact moves available). Resolve that and keep moving.</p><p></p><p>Alternatively, they're really good soft moves for end of the situation stuff where victory is still in the balance; eg they've just gotten a 7-9 to evade some kind of threat but now they're running down a corridor and about to get out of the garage...except the steel overhead door at the far end is slowly folding down (eg Indiana Jones) w/ a goon on a catwalk leering down at them with a big dumb smile because he's just started up the diesel generator and pressed the "close the overhead door" big button. This is <em>present a guardian</em> (Landscape subset of <em>announce future badness</em>) that could turn into <em>bar the way.</em></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8699872, member: 6696971"] So here are the conditions (in AW specifically I'm talking about) where I would say [I]bar the way [/I]with respect to "the state of the door" is a misplay by the GM: * The established fiction, stakes, and move results of play prior has rendered [I]bar the way[/I] already overcome. If you're in the middle or tail-end of a scene where the followed fiction has led to [I]a way barred and then overcome/resolved...don't bar the way again.[/I] pg 80 AGENDA - It’s not your job to put their characters in double-binds or dead ends, [B]or to yank the rug out from under their feet. [/B] Pg 81 ALWAYS SAY - Same with the game’s rules: play with integrity and an open hand. The players are [B]entitled to the full benefits of their moves[/B], their rolls, their characters’ strengths and resources. Don’t chisel them, don’t weasel, [B]don’t play gotcha[/B]. * pg 80 AGENDA - [I]Make the players’ characters’ lives not boring.[/I] This is kindred to Torchbearer's "Fun Once" proviso when it comes to Twists. Don't make players overcome the same obstacle in a conflict-charged situation. Beyond potentially violating the rug-pull/gotcha/move-result-takesy-backsey proviso above...barring the way continuously with a door or door-adjacent obstacle is just boring. Deploy different moves if the conflict is still "alive." [HR][/HR] So this is why I think, generally, [I]ways barred [/I]are very good as conflict openers: You need to get into the lighthouse ([B]Landscape Threat - Fortress[/B] w/ [I]Impulse; to deny access[/I]) but the door is surely locked...or there is a sentry...but the barbed wire, high chain link fence that surrounds the property also has a haphazardly painted sign BEWARE OF MUTANT DOG...or maybe there is no MUTANT DOG, but Read a Sitch yields that there is a belltower-sniper in an overwatch position with good vantage of the courtyard. This is a combo [I]bar the way[/I] and [I]provide another way[/I] move. If they go fence, you've got a bunch of Terrain moves and that mutant dog/overwatch sniper to employ. You've still got a bunch of Landscape and general moves. Follow the fiction, your prep, and use those for subsequent obstacles until the conflict-charged situation is resolved. Maybe the players look for another way in (there are all kinds of divination/perception/contact moves available). Resolve that and keep moving. Alternatively, they're really good soft moves for end of the situation stuff where victory is still in the balance; eg they've just gotten a 7-9 to evade some kind of threat but now they're running down a corridor and about to get out of the garage...except the steel overhead door at the far end is slowly folding down (eg Indiana Jones) w/ a goon on a catwalk leering down at them with a big dumb smile because he's just started up the diesel generator and pressed the "close the overhead door" big button. This is [I]present a guardian[/I] (Landscape subset of [I]announce future badness[/I]) that could turn into [I]bar the way.[/I] [/QUOTE]
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