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Narrative Games - three very distinct categories
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<blockquote data-quote="Neonchameleon" data-source="post: 7852098" data-attributes="member: 87792"><p>I thought I mentioned this in the initial post - and it isn't something that gets picked up by Dungeon World and Apocalypse World's descendents via that path although is picked up and even expanded on by Monsterhearts and other descendents. Blades does indeed drive much more towards "episode conclusions", but Apocalypse World is great for "season conclusions". Without this part Powered by the Apocalypse games are, I agree, about careening from one trigger to the next and seeing the fallout ("And you're rushing headlong, out of control...").</p><p></p><p>The part I pointed out here is that your character's playbook is based on your place in the world (in Apocalypse World) or your fundamental flaw exaggerated to supernatural form (in Monsterhearts) and there are certain rare situations under which you can either change this fundamental relationship or take one of the advanced moves (AW)/"growing up moves" (MH) that represent real, fundamental, and irrevocable character change. It's easy to overlook this part of AW and it's not something Dungeon World does (as its classes are based on D&D) but it both leads to and emphasises narrative conclusions in a way few other games do.</p><p></p><p>I joke in D&D that a level 1 fighter is (mechanically) someone who excels at swinging a sharpened piece of metal hard and fast at monsters while a level 20 fighter is someone who excels at swinging a sharpened piece of metal really hard and really fast at big monsters, but I'm only slightly joking there. In AW the Hardholder being left for dead and coming back as a Gunlugger out for revenge or the Chopper stepping up to protect the settlement and becoming the new Hardholder is real and fundamental change that both flows from and emphasises a conclusion that was being groped towards</p><p></p><p>To put things into a less hypothetical context the last Apocalypse World game I ran the Brainer mind controlled the Hocus into leaving their cult. In reply the Hocus drugged and killed the Brainer, who bled out into their mask and when an NPC found it and put it on they became the Faceless. The loner Battlebabe realised someone had to look after the Hocus' cult so became the new Hocus. And I forget where the Hocus ended up without their cult but working to help someone else - Savvyhead I think? This happened in six sessions and none of it was forced but it would not have happened without the AW rules pushing the options to the forefront and mechanically supporting the choices.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7852098, member: 87792"] I thought I mentioned this in the initial post - and it isn't something that gets picked up by Dungeon World and Apocalypse World's descendents via that path although is picked up and even expanded on by Monsterhearts and other descendents. Blades does indeed drive much more towards "episode conclusions", but Apocalypse World is great for "season conclusions". Without this part Powered by the Apocalypse games are, I agree, about careening from one trigger to the next and seeing the fallout ("And you're rushing headlong, out of control..."). The part I pointed out here is that your character's playbook is based on your place in the world (in Apocalypse World) or your fundamental flaw exaggerated to supernatural form (in Monsterhearts) and there are certain rare situations under which you can either change this fundamental relationship or take one of the advanced moves (AW)/"growing up moves" (MH) that represent real, fundamental, and irrevocable character change. It's easy to overlook this part of AW and it's not something Dungeon World does (as its classes are based on D&D) but it both leads to and emphasises narrative conclusions in a way few other games do. I joke in D&D that a level 1 fighter is (mechanically) someone who excels at swinging a sharpened piece of metal hard and fast at monsters while a level 20 fighter is someone who excels at swinging a sharpened piece of metal really hard and really fast at big monsters, but I'm only slightly joking there. In AW the Hardholder being left for dead and coming back as a Gunlugger out for revenge or the Chopper stepping up to protect the settlement and becoming the new Hardholder is real and fundamental change that both flows from and emphasises a conclusion that was being groped towards To put things into a less hypothetical context the last Apocalypse World game I ran the Brainer mind controlled the Hocus into leaving their cult. In reply the Hocus drugged and killed the Brainer, who bled out into their mask and when an NPC found it and put it on they became the Faceless. The loner Battlebabe realised someone had to look after the Hocus' cult so became the new Hocus. And I forget where the Hocus ended up without their cult but working to help someone else - Savvyhead I think? This happened in six sessions and none of it was forced but it would not have happened without the AW rules pushing the options to the forefront and mechanically supporting the choices. [/QUOTE]
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