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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="thefutilist" data-source="post: 9251924" data-attributes="member: 7044566"><p>I think Torchbearer follows different rules (as in a different super structure) but I’ll use Sorcerer, In a Wicked Age and Apocalypse world as examples because in my opinion they’re kind of the same game. Hopefully you’ve read them but I can expand a bit more if you need me to.</p><p></p><p>So in In a Wicked Age you prep by just creating characters, say about seven, that have conflicting interests. At this point your situation is set and mutually legible.</p><p></p><p>In Sorcerer you use the characters Kickers to basically do the same thing you do in In a Wicked Age but the situation isn’t yet mutually legible.</p><p></p><p>Now from an aesthetic perspective, (for me) the point of role-playing is having a mutually legible dramatic situation that we’re trying to resolve. Mutually legible means that all the pieces are on the board. No one (and this mostly means the GM) can bring new stuff into the situation because it defeats the point of play.</p><p></p><p>Binding prep means you can’t unilaterally expand what the situation is before it’s become mutually legible. Before the situation has become mutually legible though. What prep does, is it means the GM is playing to find out how the situation resolves. They’re in the same position as the players, they’re not an entertainer trying to make things awesome, they’re bound by fidelity, the resolution mechanics and the granularity of the fictional positioning.</p><p></p><p>Also I can’t use the quote function well but your bit about Joe’s girl is really important. Prep means killing Joe’s girl will piss of the water cult, so that decision is taken out of the GM’s hands but I think it’s a consequence of the stuff I ramble about above rather than the reason (maybe, I can see it both ways).</p><p></p><p>And you don’t of course follow these rules in session one of AW but session one is functionally the equivalent of creating the cast pre-play in In a Wicked Age.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9251924, member: 7044566"] I think Torchbearer follows different rules (as in a different super structure) but I’ll use Sorcerer, In a Wicked Age and Apocalypse world as examples because in my opinion they’re kind of the same game. Hopefully you’ve read them but I can expand a bit more if you need me to. So in In a Wicked Age you prep by just creating characters, say about seven, that have conflicting interests. At this point your situation is set and mutually legible. In Sorcerer you use the characters Kickers to basically do the same thing you do in In a Wicked Age but the situation isn’t yet mutually legible. Now from an aesthetic perspective, (for me) the point of role-playing is having a mutually legible dramatic situation that we’re trying to resolve. Mutually legible means that all the pieces are on the board. No one (and this mostly means the GM) can bring new stuff into the situation because it defeats the point of play. Binding prep means you can’t unilaterally expand what the situation is before it’s become mutually legible. Before the situation has become mutually legible though. What prep does, is it means the GM is playing to find out how the situation resolves. They’re in the same position as the players, they’re not an entertainer trying to make things awesome, they’re bound by fidelity, the resolution mechanics and the granularity of the fictional positioning. Also I can’t use the quote function well but your bit about Joe’s girl is really important. Prep means killing Joe’s girl will piss of the water cult, so that decision is taken out of the GM’s hands but I think it’s a consequence of the stuff I ramble about above rather than the reason (maybe, I can see it both ways). And you don’t of course follow these rules in session one of AW but session one is functionally the equivalent of creating the cast pre-play in In a Wicked Age. [/QUOTE]
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