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*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9853315" data-attributes="member: 7044099"><p>Yeah, especially for a faction or fallout clock type thing which might be ticking away over a longer period - the players might absolutely want to figure out ways to halt or reverse that consequence. We had a “character’s brother possessed by demons” clock and the ghost/demon focused player did some stuff in downtime to tackle that and give them extra breathing room! When they succeeded, we made the result transparent by unticking that clock a bit.</p><p></p><p></p><p></p><p>What extra complexity? Have you actually read AW1e or 2e? It's fairly complex! THere's many types of harms, the players need to know their playbook moves and the basic moves so they can actively shift teh fiction towards triggering them to push for their player goals (sounds familiar), you've got all these extra subsystems that come in (cars! gangs! hardholdings! barter! etc) .</p><p></p><p>Just like Blades is pretty freaking simple at its core and collapses down (Action Roll, Resistance mechanics when you need it), AW can also collapse down if you decide not to engage with it.</p><p></p><p>But when you play PBTAs like Apocalypse World, the designer always intended players to be active an intentional about building interesting fiction to support the execution of moves, and the moves in turn were designed to force interesting fiction.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9853315, member: 7044099"] Yeah, especially for a faction or fallout clock type thing which might be ticking away over a longer period - the players might absolutely want to figure out ways to halt or reverse that consequence. We had a “character’s brother possessed by demons” clock and the ghost/demon focused player did some stuff in downtime to tackle that and give them extra breathing room! When they succeeded, we made the result transparent by unticking that clock a bit. What extra complexity? Have you actually read AW1e or 2e? It's fairly complex! THere's many types of harms, the players need to know their playbook moves and the basic moves so they can actively shift teh fiction towards triggering them to push for their player goals (sounds familiar), you've got all these extra subsystems that come in (cars! gangs! hardholdings! barter! etc) . Just like Blades is pretty freaking simple at its core and collapses down (Action Roll, Resistance mechanics when you need it), AW can also collapse down if you decide not to engage with it. But when you play PBTAs like Apocalypse World, the designer always intended players to be active an intentional about building interesting fiction to support the execution of moves, and the moves in turn were designed to force interesting fiction. [/QUOTE]
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