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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: 8726341" data-attributes="member: 6696971"><p>I want to talk about <strong>zoom </strong>a little bit.</p><p></p><p>This has been something that I've encountered many times over the years posting on here and its come up a fair bit recently in both running various games and in talking with a longtime friend, exclusively a Trad player, who I will be running Stonetop for in about a month.</p><p></p><p>There is a phenomenon that you could call "high zoom gradient " that seems to create problems for some players. Hopefully its self-explanatory. For those that it isn't, its when the conversation of play yields magnitude of zoom change with some measure of frequency, likely with some significant increase/decrease from one moment to the next. AW absolutely possesses this (as does DW and other derivatives). Much like intent-driven vs task-driven action resolution, I've noticed that this can be an issue for Trad players who are cognitively inclined toward a serial level of zoom (tight) and granularity of situation framing > player decision-space > action undertaken and resolved > consequence.</p><p></p><p>Working Gigs is the perfect example of this, the options are:</p><p></p><p>* Say yes and vignette it.</p><p></p><p>* You can develop a plan together with the player (like Ritual or Quest in Dungeon World) where you're asking questions and using the answers (etc) and then you're zooming in tight, framing the first situation of the gig being worked by the player.</p><p></p><p>* After the player has chosen their gig from their playbook move, you can zoom out and abstract a full day's (or more) worth of effort by quickly coming up with a Custom Move and resolve the whole interval of time/effort with that one move.</p><p></p><p>* You could do exactly the same as directly above, except if that Custom Move for the worked gig yields a 7-9 or a 6-, you can suddenly zoom in tight on the action, resolving a complicated situation that has emerged from the 7-9 or 6- result (potentially snowball into a new avenue for the fiction and possibly a new Threat to be codified post-session). This is how Journey Custom Moves look in AW and how Undertake a Perilous Journey was conceived in DW.</p><p></p><p>AW play is shot through with this "high zoom gradient" whether it be Working Gigs, certain Playbook Moves, certain Custom Moves, or various and sundry peripheral moves like Barter or Subterfuge etc. You'll be zooming in and out with both frequency and magnitude. </p><p></p><p>Take care to have a discussion with longtime Trad players trying their hand at AW (or any derivative like DW etc) as they are apt to feel jarred by this (and again, I'd have the same conversation with them with respect to intent/macro goal-driven move resolution and post-move consequences; particularly if you're going offscreen).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8726341, member: 6696971"] I want to talk about [B]zoom [/B]a little bit. This has been something that I've encountered many times over the years posting on here and its come up a fair bit recently in both running various games and in talking with a longtime friend, exclusively a Trad player, who I will be running Stonetop for in about a month. There is a phenomenon that you could call "high zoom gradient " that seems to create problems for some players. Hopefully its self-explanatory. For those that it isn't, its when the conversation of play yields magnitude of zoom change with some measure of frequency, likely with some significant increase/decrease from one moment to the next. AW absolutely possesses this (as does DW and other derivatives). Much like intent-driven vs task-driven action resolution, I've noticed that this can be an issue for Trad players who are cognitively inclined toward a serial level of zoom (tight) and granularity of situation framing > player decision-space > action undertaken and resolved > consequence. Working Gigs is the perfect example of this, the options are: * Say yes and vignette it. * You can develop a plan together with the player (like Ritual or Quest in Dungeon World) where you're asking questions and using the answers (etc) and then you're zooming in tight, framing the first situation of the gig being worked by the player. * After the player has chosen their gig from their playbook move, you can zoom out and abstract a full day's (or more) worth of effort by quickly coming up with a Custom Move and resolve the whole interval of time/effort with that one move. * You could do exactly the same as directly above, except if that Custom Move for the worked gig yields a 7-9 or a 6-, you can suddenly zoom in tight on the action, resolving a complicated situation that has emerged from the 7-9 or 6- result (potentially snowball into a new avenue for the fiction and possibly a new Threat to be codified post-session). This is how Journey Custom Moves look in AW and how Undertake a Perilous Journey was conceived in DW. AW play is shot through with this "high zoom gradient" whether it be Working Gigs, certain Playbook Moves, certain Custom Moves, or various and sundry peripheral moves like Barter or Subterfuge etc. You'll be zooming in and out with both frequency and magnitude. Take care to have a discussion with longtime Trad players trying their hand at AW (or any derivative like DW etc) as they are apt to feel jarred by this (and again, I'd have the same conversation with them with respect to intent/macro goal-driven move resolution and post-move consequences; particularly if you're going offscreen). [/QUOTE]
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