Campbell
Relaxed Intensity
A couple of things.
- Apocalypse World isn't for everyone. It does not have to be. Nor does any game. All I'm saying is that it's a legitimate thing and works in definitively different ways to provide a different sort of play experience. One that @overgeeked and @Lanefan happen to not like. Live and let live.
- In Apocalypse World when it's your turn to speak it's your turn and only your turn. The spotlight (and the pressure) is on your character.
- Player characters are not joined at the hip. It's very possible the only one taken in is the one who drew the gun. One of the GM moves is separate them after all.
- It's not even assumed player characters are always allies. The game explicitly instructs the GM to put NPCs between PCs to see if they can pull together and cooperate or not.
- There's an art to these hard moves. The game says to make as hard a move as you like. One option might be to have the hardholder tell another player character to get this guy out of there.
- Who gets to act and when is fundamentally up to the MC (GM).
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