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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="pemerton" data-source="post: 8700828" data-attributes="member: 42582"><p>Why is finding the gyrocopter conflict-neutral? What if one or more PCs have been hunting for the rumoured gyrocopter so that they use it to launch an aerial assault on Dremmer's fortress? Depending on the nature of the rumours, the GM describing the discovery of the gyrocopter could be offering an opportunity, or announcing future badness!</p><p></p><p>And what is objectionable about a PC deciding to start the gyrocopter? Playbooks in AW include Choppers, Drivers and Savvyheads. Vehicles and tinkering with stuff are part of the game. Maybe the Savvyhead should be the one to examine the gyrocopter, triggering <em>things speak</em>, but it doesn't always work out like that.</p><p></p><p>Is trying to start the gyrocopter handing an opportunity on a plate? That might depend a bit on what's come before in the fiction, on more details of how the GM has described the situation ("barfing forth apocalyptica"), and on the mood and feel at the table. <em>You press the starter button, and it blows up! Everyone takes 4 harm</em> seems a bit brutal stated here in the abstract, but I can imagine a situation where that's the move that follows.</p><p></p><p>I also don't see why the gyrocopter not starting, or even blowing up, is a move that doesn't create conflict. Suppose that there are two PCs in the scene - the Driver, who was hoping to find out that a gyrocopter counts as a car!, but is now disappointed that it won't start, and the Savvyhead. The Savvyhead has already done something Weird and has a bad feeling about this - but the Driver still really wants a flying car. And so the Driver tries to manipulate the Savvyhead into fixing the gyrocopter - but first they'll have to somehow haul it back to the workspace (or maybe bring the workspace here in the Driver's truck?).</p><p></p><p>To me, this all seems to be within the scope of play that AW contemplates.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8700828, member: 42582"] Why is finding the gyrocopter conflict-neutral? What if one or more PCs have been hunting for the rumoured gyrocopter so that they use it to launch an aerial assault on Dremmer's fortress? Depending on the nature of the rumours, the GM describing the discovery of the gyrocopter could be offering an opportunity, or announcing future badness! And what is objectionable about a PC deciding to start the gyrocopter? Playbooks in AW include Choppers, Drivers and Savvyheads. Vehicles and tinkering with stuff are part of the game. Maybe the Savvyhead should be the one to examine the gyrocopter, triggering [i]things speak[/i], but it doesn't always work out like that. Is trying to start the gyrocopter handing an opportunity on a plate? That might depend a bit on what's come before in the fiction, on more details of how the GM has described the situation ("barfing forth apocalyptica"), and on the mood and feel at the table. [i]You press the starter button, and it blows up! Everyone takes 4 harm[/i] seems a bit brutal stated here in the abstract, but I can imagine a situation where that's the move that follows. I also don't see why the gyrocopter not starting, or even blowing up, is a move that doesn't create conflict. Suppose that there are two PCs in the scene - the Driver, who was hoping to find out that a gyrocopter counts as a car!, but is now disappointed that it won't start, and the Savvyhead. The Savvyhead has already done something Weird and has a bad feeling about this - but the Driver still really wants a flying car. And so the Driver tries to manipulate the Savvyhead into fixing the gyrocopter - but first they'll have to somehow haul it back to the workspace (or maybe bring the workspace here in the Driver's truck?). To me, this all seems to be within the scope of play that AW contemplates. [/QUOTE]
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