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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9247476" data-attributes="member: 82106"><p>In my experience the 'moves' architecture isn't really the problem. When I ran PACE (a diceless lightweight system which just gives each player 2 traits of their choice to leverage) the players had been playing 3e for ages and had basically the same sort of issue. They wanted some sort of 'attribute check' or something that would mechanically describe the outcome of an action in pass/fail terms and seemed frustrated that they only had "2 skills" each (and the sorts of traits they chose initially were very mechanistic, like "strong" or "quick witted"). After a couple sessions though the idea of a more narrativist sort of "tell us what your goal is" and then describing how the opposition shapes up, etc. became routine. Now, that game is certainly not PbtA, but I would say the way I ran it was pretty much like "the core of the onion" in VB's terms. Its a conversation with a few (very few) rules which help to tell us what happened. Moves are just sauce on that. They add a lot of good stuff, but triggering them is not what the game is ABOUT.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9247476, member: 82106"] In my experience the 'moves' architecture isn't really the problem. When I ran PACE (a diceless lightweight system which just gives each player 2 traits of their choice to leverage) the players had been playing 3e for ages and had basically the same sort of issue. They wanted some sort of 'attribute check' or something that would mechanically describe the outcome of an action in pass/fail terms and seemed frustrated that they only had "2 skills" each (and the sorts of traits they chose initially were very mechanistic, like "strong" or "quick witted"). After a couple sessions though the idea of a more narrativist sort of "tell us what your goal is" and then describing how the opposition shapes up, etc. became routine. Now, that game is certainly not PbtA, but I would say the way I ran it was pretty much like "the core of the onion" in VB's terms. Its a conversation with a few (very few) rules which help to tell us what happened. Moves are just sauce on that. They add a lot of good stuff, but triggering them is not what the game is ABOUT. [/QUOTE]
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