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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8411846" data-attributes="member: 42582"><p>Now this is where this thread gets into interesting territory!</p><p></p><p><em>When is a check called for? </em>In AW, there is no "say 'yes'" rule: <em>if you do it, you do it</em>. So certain sorts of choices by players - to act under pressure/duress/fire, to try and intimidate others, to try and grab things or people, etc - <em>mandate </em>a check, and hence create this possibility of failure which obliges the GM to make a move that follows from the fiction and is as hard as they like.</p><p></p><p>Which means that the action resolution mechanics are <em>also</em> the pacing mechanic and the complication mechanic.</p><p></p><p>This is a big difference from more wargaming-based and classic skill system designs (eg AD&D, 5e D&D, RQ), where action resolution may have no connection at all to pacing or complication-introduction; and also from scene-framing designs (eg HeroWars/Quest, Burning Wheel, 4e D&D) where action resolution often feeds into complications, but there is a distinct layer of scene-framing and implicit (sometimes explicit) stakes-setting. Scene-framed play needs a "say 'yes' rule" to avoid boring scenes and cut to the action.</p><p></p><p>I think the AW approach is perhaps <em>less </em>different from the more classic approach than scene-framing play - because it doesn't introduce that distinct layer and doesn't need a "say 'yes'" rule - but it requires the GM to be ready to understand the established fiction as binding. I think that last thing can be a big deal for some RPGers whose mechanical framework is essentially "classic" but whose play ethos is more like late-80s/90s "storyteller" or the more recent but in some ways comparable "adventure path".</p></blockquote><p></p>
[QUOTE="pemerton, post: 8411846, member: 42582"] Now this is where this thread gets into interesting territory! [I]When is a check called for? [/I]In AW, there is no "say 'yes'" rule: [I]if you do it, you do it[/I]. So certain sorts of choices by players - to act under pressure/duress/fire, to try and intimidate others, to try and grab things or people, etc - [I]mandate [/I]a check, and hence create this possibility of failure which obliges the GM to make a move that follows from the fiction and is as hard as they like. Which means that the action resolution mechanics are [I]also[/I] the pacing mechanic and the complication mechanic. This is a big difference from more wargaming-based and classic skill system designs (eg AD&D, 5e D&D, RQ), where action resolution may have no connection at all to pacing or complication-introduction; and also from scene-framing designs (eg HeroWars/Quest, Burning Wheel, 4e D&D) where action resolution often feeds into complications, but there is a distinct layer of scene-framing and implicit (sometimes explicit) stakes-setting. Scene-framed play needs a "say 'yes' rule" to avoid boring scenes and cut to the action. I think the AW approach is perhaps [I]less [/I]different from the more classic approach than scene-framing play - because it doesn't introduce that distinct layer and doesn't need a "say 'yes'" rule - but it requires the GM to be ready to understand the established fiction as binding. I think that last thing can be a big deal for some RPGers whose mechanical framework is essentially "classic" but whose play ethos is more like late-80s/90s "storyteller" or the more recent but in some ways comparable "adventure path". [/QUOTE]
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