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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8411144" data-attributes="member: 42582"><p>[USER=6696971]@Manbearcat[/USER] gave a fairly detailed response to this. I basically agree with him, but will explain in a different fashion.</p><p></p><p>Here are two basic moves from AW:</p><p></p><p style="margin-left: 20px"><strong>Seduce or Manipulate</strong></p> <p style="margin-left: 20px">When you<strong><em> try to seduce or manipulate someone</em></strong>, tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Read a Sitch</strong></p> <p style="margin-left: 20px">When you <strong><em>read a charged situation</em></strong>, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:</p> <p style="margin-left: 20px">• where’s my best escape route / way in / way past?</p> <p style="margin-left: 20px">• which enemy is most vulnerable to me?</p> <p style="margin-left: 20px">• which enemy is the biggest threat?</p> <p style="margin-left: 20px">• what should I be on the lookout for?</p> <p style="margin-left: 20px">• what’s my enemy’s true position?</p> <p style="margin-left: 20px">• who’s in control here?</p><p></p><p>I've chosen these not because they're especially unique, but because they're very clear, in the following respect: they give a player the power to generate binding fiction.</p><p></p><p><em>Seduce/manipulate</em> let's a player oblige the GM to come up with something a NPC wants, which - if given - obliges that NPC to do what the player (via the play of their PC) wants them to.</p><p></p><p><em>Read a sitch</em> let's a player oblige the GM to establish elements of the situation - presumably ones the player cares about - and "lock them in", with a bonus for acting on that information.</p><p></p><p>D&D 5e, played as presented in its core play loop and its rules for adjudicating ability checks, lacks this sort of thing. The players have no power - no matter how proactive - to oblige the GM to "lock in" binding fiction. What distinguishes AW, then, is not just its advocacy of player proactivity but its allocation of authority across the game participants. That's what makes it a work of RPGing genius.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8411144, member: 42582"] [USER=6696971]@Manbearcat[/USER] gave a fairly detailed response to this. I basically agree with him, but will explain in a different fashion. Here are two basic moves from AW: [indent][B]Seduce or Manipulate[/B] When you[B][I] try to seduce or manipulate someone[/I][/B], tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. [B]Read a Sitch[/B] When you [B][I]read a charged situation[/I][/B], roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1: • where’s my best escape route / way in / way past? • which enemy is most vulnerable to me? • which enemy is the biggest threat? • what should I be on the lookout for? • what’s my enemy’s true position? • who’s in control here?[/indent] I've chosen these not because they're especially unique, but because they're very clear, in the following respect: they give a player the power to generate binding fiction. [I]Seduce/manipulate[/I] let's a player oblige the GM to come up with something a NPC wants, which - if given - obliges that NPC to do what the player (via the play of their PC) wants them to. [I]Read a sitch[/I] let's a player oblige the GM to establish elements of the situation - presumably ones the player cares about - and "lock them in", with a bonus for acting on that information. D&D 5e, played as presented in its core play loop and its rules for adjudicating ability checks, lacks this sort of thing. The players have no power - no matter how proactive - to oblige the GM to "lock in" binding fiction. What distinguishes AW, then, is not just its advocacy of player proactivity but its allocation of authority across the game participants. That's what makes it a work of RPGing genius. [/QUOTE]
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