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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8700650" data-attributes="member: 82106"><p>Agreed, and [USER=42582]@pemerton[/USER], I thought when I read it that this was a flaw in your example. Its the same flaw that the 'is it a locked door' example has. PbtA games are designed to move from one charged situation to another, there's no such thing as being a 'tourist', you don't wander around 'looking at stuff' or 'just doing something because'. Those sorts of things may be informally handled if needed, but are most frequently covered by 'logistical moves'. Like in DW you have Carouse, and Supply. If you aren't partying or restocking, or one of the other similar moves, then whatever is going on should either be elided or simply handled as free RP, since it has no real story significance. </p><p></p><p>It is tempting for participants in these types of games to fall into this 'tourist trap' where the GM goes on and on with descriptions of town gates and guards and casual conversations, and blah blah blah. Its OK to quickly describe what the PCs have seen, etc. (often the best thing here is to just ask questions). So, for instance in the case of a PC wants to go check out some ruins and find some salvage, just ask "what did you find?" "Oh, a rusty gyrocopter!" "Hmmmm, OK. If you want to bring it back you're going to have to start it and fly it!" (now that last is a GM move, and we've leveraged the PC's vague agenda of making a few 'bucks' and turned it into a little 'man vs nature' kind of thing). So, it isn't necessarily bad to do some of this 'connecting' kind of stuff, but it should NOT turn into an exercise in GM world building, or endless tourism with a few disconnected little bits where the player got bored and did something hazardous that now has to be 'diced for'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8700650, member: 82106"] Agreed, and [USER=42582]@pemerton[/USER], I thought when I read it that this was a flaw in your example. Its the same flaw that the 'is it a locked door' example has. PbtA games are designed to move from one charged situation to another, there's no such thing as being a 'tourist', you don't wander around 'looking at stuff' or 'just doing something because'. Those sorts of things may be informally handled if needed, but are most frequently covered by 'logistical moves'. Like in DW you have Carouse, and Supply. If you aren't partying or restocking, or one of the other similar moves, then whatever is going on should either be elided or simply handled as free RP, since it has no real story significance. It is tempting for participants in these types of games to fall into this 'tourist trap' where the GM goes on and on with descriptions of town gates and guards and casual conversations, and blah blah blah. Its OK to quickly describe what the PCs have seen, etc. (often the best thing here is to just ask questions). So, for instance in the case of a PC wants to go check out some ruins and find some salvage, just ask "what did you find?" "Oh, a rusty gyrocopter!" "Hmmmm, OK. If you want to bring it back you're going to have to start it and fly it!" (now that last is a GM move, and we've leveraged the PC's vague agenda of making a few 'bucks' and turned it into a little 'man vs nature' kind of thing). So, it isn't necessarily bad to do some of this 'connecting' kind of stuff, but it should NOT turn into an exercise in GM world building, or endless tourism with a few disconnected little bits where the player got bored and did something hazardous that now has to be 'diced for'. [/QUOTE]
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