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="deleuzian_kernel" data-source="post: 8703254" data-attributes="member: 7036985"><p>I see!</p><p></p><p>I definitely haven't given this particular point much thought before. You've given me an incentive to read up some more and talk to people about this! Here's how I think about it currently:</p><p></p><p>In AW's text Vincent never says: "Every time the MC opens their mouth, a <em>move</em> has to come out." or "If you don't make a move right now, I swear I'll come to your table with a hatchett."</p><p></p><p>As you said, MC moves seem to <em>merely</em> serve as pointers and reminders to say what Vincent suggests are "more things, a wider variety of things<em>" </em>to say<em>. </em>But I would say that more than that, they <em><strong>provoke</strong></em> you to say one of those things.</p><p></p><p>I don't think there's more to that with regards to any possible other "mechanical functions" that they might serve with regards to the conversation. They are, essentially, quite a simple and straightforward mechanic.</p><p></p><p>Where complexity, depth, and importance arise, I think, is when you consider the <strong>power</strong> that such a tool gives you when it comes to pursuing your agendas without the need to think too hard about whether or not you should be doing that or something else instead. Suddenly you have a very simple and straightforward answer to the question "How do I contribute meaningfully to the fiction when it's my turn while pursuing my agendas and principles?"</p><p></p><p>In the last couple of months, I've seen a trend in 5e forum threads of people engaging in conversation about how often we downplay the high cognitive load that running a game entails. I think MC Moves are a tool that comes to our rescue in this regard. They free up <em>space </em>for us to think, to wonder about other aspects of the game...more room for the MC to <em>play to find out</em>.</p><p></p><p>I think over the years people thought of MC moves and said: "Sure...but this isn't too different from what I've been doing all along". I think they were missing part of the point of the mechanic. Right, they were already saying a wide variety of things that included some of those things, some of the time...but was it as<strong> clean and straightforward </strong>as MC moves <em>provoke</em> them saying those things? Did they have the confidence that, as long as they were aiming at an agenda and were <em><strong>misdirecting, barfing forth, being a fan,</strong></em> they would be fine?</p><p></p><p>Apocalypse World is very actively deceptive about most of its stuff. It is, in a way, a reaction to other "narrativist" systems where an in-orderly amount of focus was placed on meta-situational discussions and concerns of interesting situation, conflict, kickers, bangs, escalation etc... MC moves are a way for the MC to <em>play</em> instead of <em>manage</em> the game. I think that's powerful.</p><p></p><p>I also think this also plays a big part in my disagreement with the other user. I just don't think that Apocalypse World in any way, shape or form, expects you or encourages you, the MC, to <em>manage</em> all of these concerns about framing, and conflict-neutralness and GM fiat...specially not while you're playing. It frees you from that with the tools it gives you! It tells you, straight to your face: when it's your turn to say something, <em>you know</em>, pick one of these.</p><p> </p><p>(Small parentheses: One tool to make sure there is no conflict-neutralness in your Apocalypse World is threat creation in between sessions. A small bit of management to make sure you can get back to playing with fresh new things to say next session.)</p><p></p><p>As to whether or not they are "<strong>optional" </strong>or "<strong>essential</strong>", or if am I playing AW or I'm not depending of whether or not use MC moves. I really don't have a definitive answer other than what Vincent has extensively discussed in conversations like this one: <a href="http://lumpley.com/index.php/anyway/thread/23" target="_blank">anyway: Periodic Refresher</a></p><p></p><p>[HR][/HR]</p><p></p><p>Yeah! I agree with [USER=6696971]@Manbearcat[/USER] in that pacing is another emergent quality of the structure and interplay of moves. Vincent doesn't really disagree with you in that respect, I think, in the same <a href="https://lumpley.games/thebarf/index.php?topic=9238.0" target="_blank">post</a> he contends that:</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8703254, member: 7036985"] I see! I definitely haven't given this particular point much thought before. You've given me an incentive to read up some more and talk to people about this! Here's how I think about it currently: In AW's text Vincent never says: "Every time the MC opens their mouth, a [I]move[/I] has to come out." or "If you don't make a move right now, I swear I'll come to your table with a hatchett." As you said, MC moves seem to [I]merely[/I] serve as pointers and reminders to say what Vincent suggests are "more things, a wider variety of things[I]" [/I]to say[I]. [/I]But I would say that more than that, they [I][B]provoke[/B][/I] you to say one of those things. I don't think there's more to that with regards to any possible other "mechanical functions" that they might serve with regards to the conversation. They are, essentially, quite a simple and straightforward mechanic. Where complexity, depth, and importance arise, I think, is when you consider the [B]power[/B] that such a tool gives you when it comes to pursuing your agendas without the need to think too hard about whether or not you should be doing that or something else instead. Suddenly you have a very simple and straightforward answer to the question "How do I contribute meaningfully to the fiction when it's my turn while pursuing my agendas and principles?" In the last couple of months, I've seen a trend in 5e forum threads of people engaging in conversation about how often we downplay the high cognitive load that running a game entails. I think MC Moves are a tool that comes to our rescue in this regard. They free up [I]space [/I]for us to think, to wonder about other aspects of the game...more room for the MC to [I]play to find out[/I]. I think over the years people thought of MC moves and said: "Sure...but this isn't too different from what I've been doing all along". I think they were missing part of the point of the mechanic. Right, they were already saying a wide variety of things that included some of those things, some of the time...but was it as[B] clean and straightforward [/B]as MC moves [I]provoke[/I] them saying those things? Did they have the confidence that, as long as they were aiming at an agenda and were [I][B]misdirecting, barfing forth, being a fan,[/B][/I] they would be fine? Apocalypse World is very actively deceptive about most of its stuff. It is, in a way, a reaction to other "narrativist" systems where an in-orderly amount of focus was placed on meta-situational discussions and concerns of interesting situation, conflict, kickers, bangs, escalation etc... MC moves are a way for the MC to [I]play[/I] instead of [I]manage[/I] the game. I think that's powerful. I also think this also plays a big part in my disagreement with the other user. I just don't think that Apocalypse World in any way, shape or form, expects you or encourages you, the MC, to [I]manage[/I] all of these concerns about framing, and conflict-neutralness and GM fiat...specially not while you're playing. It frees you from that with the tools it gives you! It tells you, straight to your face: when it's your turn to say something, [I]you know[/I], pick one of these. (Small parentheses: One tool to make sure there is no conflict-neutralness in your Apocalypse World is threat creation in between sessions. A small bit of management to make sure you can get back to playing with fresh new things to say next session.) As to whether or not they are "[B]optional" [/B]or "[B]essential[/B]", or if am I playing AW or I'm not depending of whether or not use MC moves. I really don't have a definitive answer other than what Vincent has extensively discussed in conversations like this one: [URL='http://lumpley.com/index.php/anyway/thread/23']anyway: Periodic Refresher[/URL] [HR][/HR] Yeah! I agree with [USER=6696971]@Manbearcat[/USER] in that pacing is another emergent quality of the structure and interplay of moves. Vincent doesn't really disagree with you in that respect, I think, in the same [URL='https://lumpley.games/thebarf/index.php?topic=9238.0']post[/URL] he contends that: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help Me Get "Apocalypse World" and PbtA games in general.
Top