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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="deleuzian_kernel" data-source="post: 8700162" data-attributes="member: 7036985"><p>Yeah, I totally get that! In all my readings of Vincent, it has become apparent that his insights on how roleplaying should work (for <em>this</em> particular game) are deeply codified into the game's rules themselves...to the point where you are almost inevitably going to have to contend with those opinions if you want to play the game at all. He talks a little bit about it here: <a href="http://lumpley.com/index.php/anyway/thread/490" target="_blank">anyway: Your 3 Insights</a></p><p></p><p>When it's done smartly, like in AW, I find it liberating. I trust the designer and welcome him to my table as another participant, and I stop thinking about how to mess with the rules.</p><p></p><p>I think some of those insights were perpetuated into other PbtA games! Not every single one of them, but for the ones that did...they were probably good insights that applied well for those games, right? I do believe that some of Ovidomancer's advice (who's at this point blocked me it seems) was actually pretty good for some PbtA titles that DO NOT follow from Vincent's model of implicit conflict for Apocalypse World. Scene framing and stake setting are valid, recommended techniques for games like Masks and Root, for instance...they are just not necesarry for Apocalypse World (and mess up some of its systems).</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8700162, member: 7036985"] Yeah, I totally get that! In all my readings of Vincent, it has become apparent that his insights on how roleplaying should work (for [I]this[/I] particular game) are deeply codified into the game's rules themselves...to the point where you are almost inevitably going to have to contend with those opinions if you want to play the game at all. He talks a little bit about it here: [URL='http://lumpley.com/index.php/anyway/thread/490']anyway: Your 3 Insights[/URL] When it's done smartly, like in AW, I find it liberating. I trust the designer and welcome him to my table as another participant, and I stop thinking about how to mess with the rules. I think some of those insights were perpetuated into other PbtA games! Not every single one of them, but for the ones that did...they were probably good insights that applied well for those games, right? I do believe that some of Ovidomancer's advice (who's at this point blocked me it seems) was actually pretty good for some PbtA titles that DO NOT follow from Vincent's model of implicit conflict for Apocalypse World. Scene framing and stake setting are valid, recommended techniques for games like Masks and Root, for instance...they are just not necesarry for Apocalypse World (and mess up some of its systems). [/QUOTE]
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