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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="pemerton" data-source="post: 9247321" data-attributes="member: 42582"><p>In DW, the emphasis will be less on interpersonal conflict - that's an AW thing - and more on how the GM moves - creating opportunities, announcing risks of badness, etc - put pressure on the PCs' alignments and bonds.</p><p></p><p>But the overarching structure will be the same - the GM, by making moves in accordance with the principles and guidelines, naturally/inevitably pushes things towards some sort of "crunch point" that will provoke the player to declare an action that triggers a player-side move ("if you do it, you do it") - and this then allows for finality rather than more rising action.</p><p></p><p>One way to think of how those GM moves naturally/inevitably pus in the way I'm describing is that they require the GM to announce badness, put someone in a spot, provide an opportunity, etc . . . and what counts as badness, a "spot", an opportunity, etc depends on the particular orientation/aspiration of the PC as played by their player. (These are the "player breadcrumbs" that [USER=6696971]@Manbearcat[/USER] refers to just upthread.)</p><p></p><p>So the GM, by doing their job, will move towards provocation of the players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9247321, member: 42582"] In DW, the emphasis will be less on interpersonal conflict - that's an AW thing - and more on how the GM moves - creating opportunities, announcing risks of badness, etc - put pressure on the PCs' alignments and bonds. But the overarching structure will be the same - the GM, by making moves in accordance with the principles and guidelines, naturally/inevitably pushes things towards some sort of "crunch point" that will provoke the player to declare an action that triggers a player-side move ("if you do it, you do it") - and this then allows for finality rather than more rising action. One way to think of how those GM moves naturally/inevitably pus in the way I'm describing is that they require the GM to announce badness, put someone in a spot, provide an opportunity, etc . . . and what counts as badness, a "spot", an opportunity, etc depends on the particular orientation/aspiration of the PC as played by their player. (These are the "player breadcrumbs" that [USER=6696971]@Manbearcat[/USER] refers to just upthread.) So the GM, by doing their job, will move towards provocation of the players. [/QUOTE]
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