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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: 8699921" data-attributes="member: 99817"><p>In my experience, it's fairly regular. Not everything for a campaign can be front-loaded, at least not how I run. Games start with provocative questions which develop a situation, but that doesn't lead irrevocably through a chain of consequential player-side moves to the conclusion of a campaign.</p><p></p><p>Players sometimes want to take stock. Sometimes they also want to disclaim decision making. Sometimes they want the anticipation of what horrors you're going to throw at them. Sometimes they invite you to do your worst because it sets up the arena for a conflict they hadn't even thought about.</p><p></p><p>I had a session where a hardholder missed a roll at the beginning of the evening, and the entire place collapsed into civil warfare and at no point did the players look to me to say something.</p><p></p><p>But I've had other sessions where it's happened three or four times and I'd say a couple of times in a 3-4 hour session isn't unusual. I usually use the opportunity to announce future badness. A large dust cloud and the sound of engines as an outrider gang rolls towards the hardhold, or the perimeter wall begins to creak and buckle and subside into some foul-smelling cavern that's yawning open in the mud. New situation, no idea what's happening.</p><p></p><p>I don't view that as 'something has gone wrong'. Drama needs ebbs and flows - some things are getting resolved so there needs to be a way to introduce new things, different things, disconnected things. It's a point where that happens.</p><p></p><p>I agree entirely that it keeps the game moving, but the cycles of situation, resolution and new content introduction are - in my experience - nothing to worry about. Often one player will be highly involved in a particular conflict but another will be having a quiet moment somewhere else and looking for something new to develop. So these cycles aren't even running the same for each player - they are out of sync most of the time in my games.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8699921, member: 99817"] In my experience, it's fairly regular. Not everything for a campaign can be front-loaded, at least not how I run. Games start with provocative questions which develop a situation, but that doesn't lead irrevocably through a chain of consequential player-side moves to the conclusion of a campaign. Players sometimes want to take stock. Sometimes they also want to disclaim decision making. Sometimes they want the anticipation of what horrors you're going to throw at them. Sometimes they invite you to do your worst because it sets up the arena for a conflict they hadn't even thought about. I had a session where a hardholder missed a roll at the beginning of the evening, and the entire place collapsed into civil warfare and at no point did the players look to me to say something. But I've had other sessions where it's happened three or four times and I'd say a couple of times in a 3-4 hour session isn't unusual. I usually use the opportunity to announce future badness. A large dust cloud and the sound of engines as an outrider gang rolls towards the hardhold, or the perimeter wall begins to creak and buckle and subside into some foul-smelling cavern that's yawning open in the mud. New situation, no idea what's happening. I don't view that as 'something has gone wrong'. Drama needs ebbs and flows - some things are getting resolved so there needs to be a way to introduce new things, different things, disconnected things. It's a point where that happens. I agree entirely that it keeps the game moving, but the cycles of situation, resolution and new content introduction are - in my experience - nothing to worry about. Often one player will be highly involved in a particular conflict but another will be having a quiet moment somewhere else and looking for something new to develop. So these cycles aren't even running the same for each player - they are out of sync most of the time in my games. [/QUOTE]
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