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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: 8700949" data-attributes="member: 42582"><p>You asked "How often should it happen that the players look to the MC to say something, with the MC making a move in response?"</p><p></p><p>I set out my thoughts as to when and why that would happen in play. I don't think there can be any doctrinaire answer as to "how often".</p><p></p><p>Look at this example from upthread:</p><p></p><p>We have two examples of the GM making a move because the player looks to them - describing the door opening, and describing the T-intersection - in what looks like about 10 or 15 minutes of play.</p><p></p><p>Look at Move Snowball on pages 152-158 of the 1st ed rulebook. It happens quite a bit:</p><p></p><p style="margin-left: 20px">p 152 - Marie find Isle and companions eating peaches on the roof.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">p 154 - After Isle sucks up the harm from the direct-brain whisper projection, the GM describes the consequences of that and asks Marie's player whether Marie sticks around, and then when Marie says that she goes home, clarifies that she's home an hour later.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">p 154 - The GM describes Keeler's gang members (Plover et al) arming themselves.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">And then, because Keeler's player chooses not to impose her will on her gang (ie chooses not to trigger a player-side move), on p 155 the GM describes the gang members arriving at Keeler's house, including elaborating on the description when Marie's player declares that Marie looks through the peephole.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">p 156 - Marie sets off her pain-wave projector (which isn't a player-side move). The GM describes the response of the NPCs to the harm that they suffer, and then ask Marie's player what Marie does.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">p 157 - The GM describes Plover carrying out Marie's in-brain puppet strings command, just before Marie picks up the chainsaw, kills Plover, and allows Whackoff to die.</p><p></p><p>So that's six times in what seems like it would be about half-an-hour, or maybe a bit more, of play. Which is actually a similar ratio to [USER=7036985]@andreszarta[/USER]'s example, although I don't want to make too much out of what is probably a bit of a coincidence.</p><p></p><p>So my answer is <em>as often as makes sense</em> - but every ten minutes or so doesn't seem out-of-kilter with the examples I've analysed. I know [USER=99817]@chaochou[/USER] suggested less often, but I don't know if he would count all the examples that I've identified as instances of what he was counting in his answer to you. Because he seemed to be thinking of examples where there's a lull in the action and the GM offers a bit of redirection or a jump-start: whereas I'm also counting examples that occur in the midst of the action.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8700949, member: 42582"] You asked "How often should it happen that the players look to the MC to say something, with the MC making a move in response?" I set out my thoughts as to when and why that would happen in play. I don't think there can be any doctrinaire answer as to "how often". Look at this example from upthread: We have two examples of the GM making a move because the player looks to them - describing the door opening, and describing the T-intersection - in what looks like about 10 or 15 minutes of play. Look at Move Snowball on pages 152-158 of the 1st ed rulebook. It happens quite a bit: [indent]p 152 - Marie find Isle and companions eating peaches on the roof. p 154 - After Isle sucks up the harm from the direct-brain whisper projection, the GM describes the consequences of that and asks Marie's player whether Marie sticks around, and then when Marie says that she goes home, clarifies that she's home an hour later. p 154 - The GM describes Keeler's gang members (Plover et al) arming themselves. And then, because Keeler's player chooses not to impose her will on her gang (ie chooses not to trigger a player-side move), on p 155 the GM describes the gang members arriving at Keeler's house, including elaborating on the description when Marie's player declares that Marie looks through the peephole. p 156 - Marie sets off her pain-wave projector (which isn't a player-side move). The GM describes the response of the NPCs to the harm that they suffer, and then ask Marie's player what Marie does. p 157 - The GM describes Plover carrying out Marie's in-brain puppet strings command, just before Marie picks up the chainsaw, kills Plover, and allows Whackoff to die.[/indent] So that's six times in what seems like it would be about half-an-hour, or maybe a bit more, of play. Which is actually a similar ratio to [USER=7036985]@andreszarta[/USER]'s example, although I don't want to make too much out of what is probably a bit of a coincidence. So my answer is [i]as often as makes sense[/i] - but every ten minutes or so doesn't seem out-of-kilter with the examples I've analysed. I know [USER=99817]@chaochou[/USER] suggested less often, but I don't know if he would count all the examples that I've identified as instances of what he was counting in his answer to you. Because he seemed to be thinking of examples where there's a lull in the action and the GM offers a bit of redirection or a jump-start: whereas I'm also counting examples that occur in the midst of the action. [/QUOTE]
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