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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="Manbearcat" data-source="post: 8703220" data-attributes="member: 6696971"><p>Curiously, and certainly more than a bit boldly, I don't think I agree with Vincent's assessment here (the bolded).</p><p></p><p>[USER=6785785]@hawkeyefan[/USER] linked <a href="http://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." target="_blank">this article</a> in Discord. </p><p></p><p>The section on economy and pacing made me think of Entanglements in Blades and Barter in AW. </p><p></p><p>Post-Score Entanglements in Blades absolutely serve as both economy and pacing simultaneously. They're there to both (a) keep thematic downward pressure on your resources and (b) keep difficult decision-points and/or both the sense and reality of ever-increasing threats pressing in upon the Crew (and Crew-adjacent; Friends and Contacts and Allies) in a way that reinforces genre.</p><p></p><p>I have very little doubt that Harper was channeling Barter to some degree when he was conceiving post-Score Entanglements as Barter serves very similar purpose. </p><p></p><p>So I think Barter is a good example (and not the only one) of AW rules imposing a structure upon play (economy and pacing inherently structure play!). </p><p></p><p>And I don't think it ends there. There are plenty of other areas where rules impose structure upon play through the proxy of economy or pacing or actually due to superstructure of moves like Working Gigs. Further, I think there is an emergent (but not incidental) structure that the nature of the system creates. The rules create structure that reigns in both the excesses of "Writers Room Phenomena" + Mother May I/Explore GM's Conception play. As such, it straddles a nice line where there is authority bleed while still having clear delineation of authority distribution (over content introduction over orientation/zoom/focus of situation).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8703220, member: 6696971"] Curiously, and certainly more than a bit boldly, I don't think I agree with Vincent's assessment here (the bolded). [USER=6785785]@hawkeyefan[/USER] linked [URL='http://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.']this article[/URL] in Discord. The section on economy and pacing made me think of Entanglements in Blades and Barter in AW. Post-Score Entanglements in Blades absolutely serve as both economy and pacing simultaneously. They're there to both (a) keep thematic downward pressure on your resources and (b) keep difficult decision-points and/or both the sense and reality of ever-increasing threats pressing in upon the Crew (and Crew-adjacent; Friends and Contacts and Allies) in a way that reinforces genre. I have very little doubt that Harper was channeling Barter to some degree when he was conceiving post-Score Entanglements as Barter serves very similar purpose. So I think Barter is a good example (and not the only one) of AW rules imposing a structure upon play (economy and pacing inherently structure play!). And I don't think it ends there. There are plenty of other areas where rules impose structure upon play through the proxy of economy or pacing or actually due to superstructure of moves like Working Gigs. Further, I think there is an emergent (but not incidental) structure that the nature of the system creates. The rules create structure that reigns in both the excesses of "Writers Room Phenomena" + Mother May I/Explore GM's Conception play. As such, it straddles a nice line where there is authority bleed while still having clear delineation of authority distribution (over content introduction over orientation/zoom/focus of situation). [/QUOTE]
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