Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Help Me Get "Apocalypse World" and PbtA games in general.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8701496" data-attributes="member: 6696971"><p>On "charged with conflict" in AW...here is the thing.</p><p></p><p>No, this isn't Dogs in the Vineyard where "at every moment, drive play toward conflict" and "escalate/escalate/escalate" (even then we Reflect between Towns) or Blades in the Dark (even then we End of Session and Downtime and Info Gather) with "Cut to the Action" or 4e D&D with "skip the gate guards and get to the fun..." (even then we have transition scene vignettes).</p><p></p><p>AW absolutely has moments of digression where you're meandering through the annals of your mind about scenery. You're working through framing a scene. You're asking questions about stuff and getting feedback. You're soliciting people to jump in or they're just jumping in and charging the situation themselves with a move made.</p><p></p><p>You're taking breaks and reflecting.</p><p></p><p>You're thinking about ephemera and talking about or doing it (like making maps).</p><p></p><p>You're eliding some stuff or zooming way the hell out and resolving conflict at a really abstract, low resolution ((like Working Gigs or some custom moves for Journeys and the like).</p><p></p><p>Yes, this happens in AW.</p><p></p><p>But the overwhelming bulk of play is what Vincent outlines on page 97:</p><p></p><p><em>"Say it with me: there are no status quos in Apocalypse World.</em></p><p><em></em></p><p><em>What it means instead: it’s your job to create a fractured, tilting landscape of inequalities, incompatible interests, PC-NPC-PC triangles, untenable arrangements. A dynamic opening situation, not a status quo you’re going to have to put your shoulder against and somehow shift, like pushing a futon up a ladder. No: an unstable mass, already charged with potential energy and ready to split and slide, not a mass at rest."</em></p><p></p><p>That is all about "chargedness."</p><p></p><p>If a situation isn't charged and you're not zoomed out (like Working Gigs or digressing or reflecting), you're working to get to "charged" nearly all of the time. If you've barred the way...its either already charged or its about to be right quick (by one of the participants at the table...not necessarily the MC...players should be taking the initiative to charge situations with aggression and thematic, playbook-driven boldness). Otherwise, that wall or that rebuffing NPC or that whatever is just color (like the rat furs she's pinned to her wall on p 93)...its not an actual move made. Your MC moves foreground conflict, they provoke, they portend threat/danger/loss of control/someone who wants something that you don't want to give up/something you want from someone (or thing) that they don't want to give up.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8701496, member: 6696971"] On "charged with conflict" in AW...here is the thing. No, this isn't Dogs in the Vineyard where "at every moment, drive play toward conflict" and "escalate/escalate/escalate" (even then we Reflect between Towns) or Blades in the Dark (even then we End of Session and Downtime and Info Gather) with "Cut to the Action" or 4e D&D with "skip the gate guards and get to the fun..." (even then we have transition scene vignettes). AW absolutely has moments of digression where you're meandering through the annals of your mind about scenery. You're working through framing a scene. You're asking questions about stuff and getting feedback. You're soliciting people to jump in or they're just jumping in and charging the situation themselves with a move made. You're taking breaks and reflecting. You're thinking about ephemera and talking about or doing it (like making maps). You're eliding some stuff or zooming way the hell out and resolving conflict at a really abstract, low resolution ((like Working Gigs or some custom moves for Journeys and the like). Yes, this happens in AW. But the overwhelming bulk of play is what Vincent outlines on page 97: [I]"Say it with me: there are no status quos in Apocalypse World. What it means instead: it’s your job to create a fractured, tilting landscape of inequalities, incompatible interests, PC-NPC-PC triangles, untenable arrangements. A dynamic opening situation, not a status quo you’re going to have to put your shoulder against and somehow shift, like pushing a futon up a ladder. No: an unstable mass, already charged with potential energy and ready to split and slide, not a mass at rest."[/I] That is all about "chargedness." If a situation isn't charged and you're not zoomed out (like Working Gigs or digressing or reflecting), you're working to get to "charged" nearly all of the time. If you've barred the way...its either already charged or its about to be right quick (by one of the participants at the table...not necessarily the MC...players should be taking the initiative to charge situations with aggression and thematic, playbook-driven boldness). Otherwise, that wall or that rebuffing NPC or that whatever is just color (like the rat furs she's pinned to her wall on p 93)...its not an actual move made. Your MC moves foreground conflict, they provoke, they portend threat/danger/loss of control/someone who wants something that you don't want to give up/something you want from someone (or thing) that they don't want to give up. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help Me Get "Apocalypse World" and PbtA games in general.
Top