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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Campbell" data-source="post: 8943245" data-attributes="member: 16586"><p>A key component of what makes Apocalypse World work is that as a GM I have no ability to call for rolls or set the stakes involved. Those come from the basic moves themselves. This means I'm not putting my hands on the scale in anyway. Just focusing on making GM Moves to keep the flow of the game going.</p><p></p><p>Those moves themselves are also central. At heart Apocalypse World is game about broken, sexy, dangerous people who struggle against their own natures. The central question is if these people can become a found family or if they will ultimately turn on one another. The basic moves embed the mentality of the characters directly into the game. Go Aggro is not a test of competence, but rather your willingness to commit violence. You're the Gunlugger so there's no doubt you could do the things you are threatening from a competence standpoint. It enables the sort of play where you can shoot someone without meaning to when they won't give in because <em>damn it. they just would not listen.</em></p><p></p><p>That introduction of unwelcome emotions, not always being in full control of yourself is a key element of how Apocalypse World, Monsterhearts and Masks work as games. Sure, we can play this sort of situation out in a more traditional game, but then we're authoring rather than experiencing those moments. That's a fundamentally different sort of play (one I also happen to really enjoy).</p><p></p><p>There are a lot of PbtA games that don't have that same sort of embedding of who the characters are as people. Games like Monster of Week and The Sprawl are much closer to more traditional play than Apocalypse World and Monsterhearts. It's part of the reason I don't really like talking about Powered by the Apocalypse as a system. It's much more of a design language. There are some pretty significant structural differences between some of the games.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8943245, member: 16586"] A key component of what makes Apocalypse World work is that as a GM I have no ability to call for rolls or set the stakes involved. Those come from the basic moves themselves. This means I'm not putting my hands on the scale in anyway. Just focusing on making GM Moves to keep the flow of the game going. Those moves themselves are also central. At heart Apocalypse World is game about broken, sexy, dangerous people who struggle against their own natures. The central question is if these people can become a found family or if they will ultimately turn on one another. The basic moves embed the mentality of the characters directly into the game. Go Aggro is not a test of competence, but rather your willingness to commit violence. You're the Gunlugger so there's no doubt you could do the things you are threatening from a competence standpoint. It enables the sort of play where you can shoot someone without meaning to when they won't give in because [I]damn it. they just would not listen.[/I] That introduction of unwelcome emotions, not always being in full control of yourself is a key element of how Apocalypse World, Monsterhearts and Masks work as games. Sure, we can play this sort of situation out in a more traditional game, but then we're authoring rather than experiencing those moments. That's a fundamentally different sort of play (one I also happen to really enjoy). There are a lot of PbtA games that don't have that same sort of embedding of who the characters are as people. Games like Monster of Week and The Sprawl are much closer to more traditional play than Apocalypse World and Monsterhearts. It's part of the reason I don't really like talking about Powered by the Apocalypse as a system. It's much more of a design language. There are some pretty significant structural differences between some of the games. [/QUOTE]
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