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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="Lanefan" data-source="post: 9250552" data-attributes="member: 29398"><p>A premise with which I completely disagree.</p><p></p><p>That loaded gun can be there just to fuel audience tension (along with in-character tension for the actors to portray) - the question should not be <strong>when</strong> it will go off, it should be <strong>if</strong> it will go off or even be referenced at all.</p><p></p><p>Treating it as a question of 'when' rather than 'if' makes things too predictable.</p><p></p><p>Again I disagree, though not as deeply. Advice to playwrights and adventure writers has this in common: both need to design the setting. And for both, the question of what is merely 'set dressing' and what is intended to be used is relevant; the playwright has much more control over this, to be sure, but I think it's an error for an adventure writer to try and exert this same control. Instead, better for the adventure writer to just put the setting elements in place without concern as to what the players/PCs will do with-to them.</p><p></p><p>(note this is talking about pre-written adventures, thus probably doesn't much apply to many of the systems otherwise being discussed here)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9250552, member: 29398"] A premise with which I completely disagree. That loaded gun can be there just to fuel audience tension (along with in-character tension for the actors to portray) - the question should not be [B]when[/B] it will go off, it should be [B]if[/B] it will go off or even be referenced at all. Treating it as a question of 'when' rather than 'if' makes things too predictable. Again I disagree, though not as deeply. Advice to playwrights and adventure writers has this in common: both need to design the setting. And for both, the question of what is merely 'set dressing' and what is intended to be used is relevant; the playwright has much more control over this, to be sure, but I think it's an error for an adventure writer to try and exert this same control. Instead, better for the adventure writer to just put the setting elements in place without concern as to what the players/PCs will do with-to them. (note this is talking about pre-written adventures, thus probably doesn't much apply to many of the systems otherwise being discussed here) [/QUOTE]
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