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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="pemerton" data-source="post: 9251840" data-attributes="member: 42582"><p>OK, that's good!</p><p></p><p>I'll let the BitD experts speak to how close what I've described is to how it might actually be done using the system's processes and techniques.</p><p></p><p>But I will offer a conjecture as to why your GM might be doing more static stuff than you would like: I am guessing your GM is new-ish to BitD, given (if I remember rightly from your posts) you've not been playing the game all that long. And I think, for a new GM, managing dynamic colour is just <em>harder</em>.</p><p></p><p>In Apocalypse World, the GM-side principles and techniques are intended to provide support for this: one of the principles is <em>Think offscreen too</em>. From pp 114-15:</p><p></p><p style="margin-left: 20px">When it’s time for you to make a move, imagine what your many various NPCs must have been doing meanwhile. Have any of them done something offscreen that now becomes evident? Are any of them doing things offscreen that, while invisible to the players’ characters, deserve your quiet notice? This is part of making Apocalypse World seem real - and if you pay attention to your fronts, it’s part of making the</p> <p style="margin-left: 20px">characters’ lives not boring too.</p><p></p><p>This is supported by the move <em>Announce offscreen badness</em>, and - as the bit of rules text I've just quoted shows - by the GM's prep of fronts. (And it's not a coincidence that my examples of "dynamics" have the structure of announcing future/off-screen badness by revealing elements of my fronts - especially, my cult front - in motion.)</p><p></p><p>To go a bit more abstract: even if my example is a bit rough or wonky from the BitD perspective, it shows how prep <em>matters</em> in AW, even though it is not playing the role it does in map-and-key play. To say that prep helps structure and coordinate the fiction isn't just words - it's part of what makes the presentation of these "dynamic" situations possible.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9251840, member: 42582"] OK, that's good! I'll let the BitD experts speak to how close what I've described is to how it might actually be done using the system's processes and techniques. But I will offer a conjecture as to why your GM might be doing more static stuff than you would like: I am guessing your GM is new-ish to BitD, given (if I remember rightly from your posts) you've not been playing the game all that long. And I think, for a new GM, managing dynamic colour is just [I]harder[/I]. In Apocalypse World, the GM-side principles and techniques are intended to provide support for this: one of the principles is [I]Think offscreen too[/I]. From pp 114-15: [indent]When it’s time for you to make a move, imagine what your many various NPCs must have been doing meanwhile. Have any of them done something offscreen that now becomes evident? Are any of them doing things offscreen that, while invisible to the players’ characters, deserve your quiet notice? This is part of making Apocalypse World seem real - and if you pay attention to your fronts, it’s part of making the characters’ lives not boring too.[/indent] This is supported by the move [I]Announce offscreen badness[/I], and - as the bit of rules text I've just quoted shows - by the GM's prep of fronts. (And it's not a coincidence that my examples of "dynamics" have the structure of announcing future/off-screen badness by revealing elements of my fronts - especially, my cult front - in motion.) To go a bit more abstract: even if my example is a bit rough or wonky from the BitD perspective, it shows how prep [I]matters[/I] in AW, even though it is not playing the role it does in map-and-key play. To say that prep helps structure and coordinate the fiction isn't just words - it's part of what makes the presentation of these "dynamic" situations possible. [/QUOTE]
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