Yes, that is a big part of the principles of the game. I would add that functionally/mechanically, dice rolls always have consequences: You succeed, you succeed at some cost, or something bad happens—as opposed to nothing happening on a failure. Your sword doesn't just swing past the orc's head; you lose your balance and fall, or your foot gets pinned in a crack in the ground. You don't just fail to pick the lock; maybe you jam the mechanism, or break a tool.The difference is that you prep no 'story'. No outcomes, no answers to mysteries, none of that. It all emerges in play. You have threats, and the players respond to those threats, but nothing is pre-scripted.
That sounds correct to me. The 'teeth' you're talking about are also why I like the game so much.Yes, that is a big part of the principles of the game. I would add that functionally/mechanically, dice rolls always have consequences: You succeed, you succeed at some cost, or something bad happens—as opposed to nothing happening on a failure. Your sword doesn't just swing past the orc's head; you lose your balance and fall, or your foot gets pinned in a crack in the ground. You don't just fail to pick the lock; maybe you jam the mechanism, or break a tool.
This, as somebody said elsewhere, means Apocalypse World has teeth at a fundamental level, and makes moment-to-moment conflict much more interesting (to me).
Ah, so it would actually suck for me, personally, then, since I like to at least have an outline of what can or will happen because I'll completely forget otherwise. And because I mostly run horror, which has a lot of mystery and setting design that (for me) needs to be established ahead of time.The difference is that you prep no 'story'. No outcomes, no answers to mysteries, none of that. It all emerges in play. You have threats, and the players respond to those threats, but nothing is pre-scripted.
Some my best horror, even in D&D, has been spur of the moment. I've certainly had some pretty horrific moments in games that eschew prep. Not to knock your preference, which is fine, just pointing out that prep isn't actually necessary for horror.Ah, so it would actually suck for me, personally, then, since I like to at least have an outline of what can or will happen because I'll completely forget otherwise. And because I mostly run horror, which has a lot of mystery and setting design that (for me) needs to be established ahead of time.
Yeah, I can do some as spur-of-the-moment, but I need more prep in general.Some my best horror, even in D&D, has been spur of the moment. I've certainly had some pretty horrific moments in games that eschew prep. Not to knock your preference, which is fine, just pointing out that prep isn't actually necessary for horror.
Apocalypse World (and offspring) don't exclude prepped material, but they embrace emergent story and minimal prep, and even asking your players to declare details about the game world. Even so, having your players figure out your intricate mystery is quite different from weaving & solving the threads of an intricate mystery with your players as you go. Quite different play styles.Yeah, I can do some as spur-of-the-moment, but I need more prep in general.
True. It just might not be fore me.Apocalypse World (and offspring) don't exclude prepped material, but they embrace emergent story and minimal prep, and even asking your players to declare details about the game world. Even so, having your players figure out your intricate mystery is quite different from weaving & solving the threads of an intricate mystery with your players as you go. Quite different play styles.
I forgot - that's in one of the solos, not the core. It's such a good baseline that I use it in my GM'd games. It also was in Ken's House Rules as the default baseline in the 90's. I can't find my 5.5 to find out if it was added to the additions; the online PDF is a 5.0 tan-cover, like is in my black boxed set from the 80's.This is not in 5th ed is it? (Which is the version I have.)
Horror and prep do not go hand in hand. Prep often gets in the way of actually putting fear for their characters into play. If the super-intelligent baddy is smarter than the GM, then prep just hinders making him a full threat...Yeah, I can do some as spur-of-the-moment, but I need more prep in general.