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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: 8700525" data-attributes="member: 7036985"><p>Apocalypse World poses a situation where there is pressure<strong> from the get-go</strong>. Your playbook is filled with pressures of different kinds. Character creation puts us at the <em>door</em> of impending action. Your environment is also filled with pressures of different kinds. They might or might not be explicit immediately, but they are there. <strong>We play to find out</strong> which ones become <em>real</em>.</p><p></p><p>I do not agree that it is necessary for anyone at the table to establish any type of goal, any sort of framing, or stakes to establish a door within the fiction for play to begin. The door itself <strong>can</strong> be the starting point to interesting fiction.</p><p></p><p>For instance:</p><p></p><p><em>We've just finished Character Creation and are about to start our first session of Apocalypse World.</em></p><p></p><p>The following are the first few words coming out of the MC's mouth <em>in fiction</em>:</p><p></p><p><em>"Rubik's, when play begins you are standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door, as if people over the years had tried to cut it open somehow. What do you do?"</em></p><p><strong>Put someone in a spot</strong> > <strong>Barf forth apocalyptica. </strong>> <strong>Play to find out what happens.</strong></p><p></p><p>I would totally do this if I had the certainty that my player can immediately pick up whereI left him and take me up on my generous offer of authorship. They might say:</p><p></p><p>Rubik's: <em>"Sh!t, how tf did I get here? I don't remember walking here at all. Something really weird has just happened. I'd like to open my brain to see what I can find in the maelstrom." </em></p><p></p><p>They could also say:</p><p></p><p>Rubik's: "Knock, knock. <em>Toyota! It's me, Rubik's, open the goddamn door before I blow it to pieces. </em>I have my explosives with me, yeah? <em>" </em></p><p></p><p>MC: *Smiling. <em>Certainly.</em></p><p></p><p>They've framed the door's significance<strong> for me. </strong></p><p></p><p>Let's try again:</p><p></p><p>The following are the first few words coming out of the MC's mouth <em>in fiction</em>:</p><p></p><p><em>"Rubik's, when play begins you <strong>wake up</strong> standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door, as if people over the years had tried to cut it open somehow. <strong>Does this situation seem charged to you? It kinda does to me. Wanna read it?</strong>"</em></p><p></p><p><strong>Nudge the players to have their characters make moves. </strong>> <strong>Barf forth apocalyptica. </strong>> <strong>Make the characters lives not boring.</strong></p><p></p><p>A bit less generous, a bit more forceful, a bit more directive.</p><p></p><p>Rubik's: <em>"Sure!" </em>Rolls. <em>"It's an 8. I get one question, yes? Who’s in control here?"</em></p><p></p><p>MC: "<em>Hannah, your girlfriend, definitely. </em>(From Character Creation)<em> She's the voice in your head telling you to do everything you can to force yourself in. You can easily break her whisper and regain control, though, you just need to take 1-harm."</em></p><p></p><p><strong>Make them buy </strong>> <strong>Think offscreen too. </strong>> <strong>Play to find out</strong></p><p></p><p>Rubik's: <em>"Nah! I want to see what's behind this door that's so important to her. I can't believe she would use me like this for nothing. Do I at least have my explosives?" </em></p><p></p><p>Let's try again:</p><p></p><p>The following are the first few words coming out of the MC's mouth <em>in fiction</em>:</p><p></p><p><em>"Rubik's, when play begins you are standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door as if people over the years had tried to cut it open somehow. Why are you here, what's behind this door that's so important that people would try to cut it open? Also, do you happen to have the keys?"</em></p><p></p><p><strong>Put someone in a spot > Barf forth apocalyptica & Ask provocative questions and build on the answers. > Play to find out what happens.</strong></p><p></p><p>Somewhat generous, very directive.</p><p></p><p>Etc...</p><p></p><p>There is no moment in the game where we switch off "establishing situation" and we turn on "resolving situation". We establish and resolve constantly according to the rules of the conversation.</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8700525, member: 7036985"] Apocalypse World poses a situation where there is pressure[B] from the get-go[/B]. Your playbook is filled with pressures of different kinds. Character creation puts us at the [I]door[/I] of impending action. Your environment is also filled with pressures of different kinds. They might or might not be explicit immediately, but they are there. [B]We play to find out[/B] which ones become [I]real[/I]. I do not agree that it is necessary for anyone at the table to establish any type of goal, any sort of framing, or stakes to establish a door within the fiction for play to begin. The door itself [B]can[/B] be the starting point to interesting fiction. For instance: [I]We've just finished Character Creation and are about to start our first session of Apocalypse World.[/I] The following are the first few words coming out of the MC's mouth [I]in fiction[/I]: [I]"Rubik's, when play begins you are standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door, as if people over the years had tried to cut it open somehow. What do you do?"[/I] [B]Put someone in a spot[/B] > [B]Barf forth apocalyptica. [/B]> [B]Play to find out what happens.[/B] I would totally do this if I had the certainty that my player can immediately pick up whereI left him and take me up on my generous offer of authorship. They might say: Rubik's: [I]"Sh!t, how tf did I get here? I don't remember walking here at all. Something really weird has just happened. I'd like to open my brain to see what I can find in the maelstrom." [/I] They could also say: Rubik's: "Knock, knock. [I]Toyota! It's me, Rubik's, open the goddamn door before I blow it to pieces. [/I]I have my explosives with me, yeah? [I]" [/I] MC: *Smiling. [I]Certainly.[/I] They've framed the door's significance[B] for me. [/B] Let's try again: The following are the first few words coming out of the MC's mouth [I]in fiction[/I]: [I]"Rubik's, when play begins you [B]wake up[/B] standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door, as if people over the years had tried to cut it open somehow. [B]Does this situation seem charged to you? It kinda does to me. Wanna read it?[/B]"[/I] [B]Nudge the players to have their characters make moves. [/B]> [B]Barf forth apocalyptica. [/B]> [B]Make the characters lives not boring.[/B] A bit less generous, a bit more forceful, a bit more directive. Rubik's: [I]"Sure!" [/I]Rolls. [I]"It's an 8. I get one question, yes? Who’s in control here?"[/I] MC: "[I]Hannah, your girlfriend, definitely. [/I](From Character Creation)[I] She's the voice in your head telling you to do everything you can to force yourself in. You can easily break her whisper and regain control, though, you just need to take 1-harm."[/I] [B]Make them buy [/B]> [B]Think offscreen too. [/B]> [B]Play to find out[/B] Rubik's: [I]"Nah! I want to see what's behind this door that's so important to her. I can't believe she would use me like this for nothing. Do I at least have my explosives?" [/I] Let's try again: The following are the first few words coming out of the MC's mouth [I]in fiction[/I]: [I]"Rubik's, when play begins you are standing in front of this MASSIVE huge metal door leading to some sort of warehouse facility in the middle of the desert. Rusty metal hinges provide the only color to an otherwise grey structure. You can see black scratch marks all over the door as if people over the years had tried to cut it open somehow. Why are you here, what's behind this door that's so important that people would try to cut it open? Also, do you happen to have the keys?"[/I] [B]Put someone in a spot > Barf forth apocalyptica & Ask provocative questions and build on the answers. > Play to find out what happens.[/B] Somewhat generous, very directive. Etc... There is no moment in the game where we switch off "establishing situation" and we turn on "resolving situation". We establish and resolve constantly according to the rules of the conversation. [/QUOTE]
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