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thoughts on Apocalypse World?
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<blockquote data-quote="Manbearcat" data-source="post: 8410963" data-attributes="member: 6696971"><p>The inference I'm drawing from the above is either (a) you haven't read Apocalypse World or (b) you're not putting together the integrated aspects of system (agenda + principles + resolution mechanics) that create the dynamic of aggressive protagonist (players) vs aggressive antagonism/obstacles (GM)?</p><p></p><p>Play to find out what happens </p><p></p><p>+ </p><p></p><p>fill their lives with danger (provacative framing that demands action and orbits around player-flagged PC dramatic needs and </p><p></p><p>+ </p><p></p><p>how this is done (ask questions and use the answers + Fronts + soft moves to provoke/portend + hard moves if there is no or insufficient uptake/response to the provocation/foretold danger + snowballing move resolution structure and maths + actual danger/cost/consequence to every move made or not made)</p><p></p><p>+ </p><p></p><p>deeply thematic basic moves and playbooks and reward cycles/xp triggers</p><p></p><p></p><p>The game has teeth at every turn. It will bite you if you don't respond. It will bite you when you do respond. As a GM, your job is to bite in a way the players have signaled is interesting and keep biting. As a system, its job is to help the GM bark, then bite, and deftly manage their cognitive workload as they continuously bark and bite and be surprised at what shape play takes as teeth meet flesh. As a player, your job is to signal your interests (continuously), decide where/how to take the bites, how you deal once bitten, bite the hell back, and how/if your character can withstand this both-ways nom-fest.</p><p></p><p>I don't know if that is written too "edge-lordy" or whatever, but that is pretty much the gist. The system has enormous say on how this whole thing churns.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8410963, member: 6696971"] The inference I'm drawing from the above is either (a) you haven't read Apocalypse World or (b) you're not putting together the integrated aspects of system (agenda + principles + resolution mechanics) that create the dynamic of aggressive protagonist (players) vs aggressive antagonism/obstacles (GM)? Play to find out what happens + fill their lives with danger (provacative framing that demands action and orbits around player-flagged PC dramatic needs and + how this is done (ask questions and use the answers + Fronts + soft moves to provoke/portend + hard moves if there is no or insufficient uptake/response to the provocation/foretold danger + snowballing move resolution structure and maths + actual danger/cost/consequence to every move made or not made) + deeply thematic basic moves and playbooks and reward cycles/xp triggers The game has teeth at every turn. It will bite you if you don't respond. It will bite you when you do respond. As a GM, your job is to bite in a way the players have signaled is interesting and keep biting. As a system, its job is to help the GM bark, then bite, and deftly manage their cognitive workload as they continuously bark and bite and be surprised at what shape play takes as teeth meet flesh. As a player, your job is to signal your interests (continuously), decide where/how to take the bites, how you deal once bitten, bite the hell back, and how/if your character can withstand this both-ways nom-fest. I don't know if that is written too "edge-lordy" or whatever, but that is pretty much the gist. The system has enormous say on how this whole thing churns. [/QUOTE]
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