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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8417612" data-attributes="member: 42582"><p>I'm going to ignore your reference to <em>plot</em> - given that in multiple places the AW rulebook tells the GM not to pre-author a plot (eg pp 108-9, 143).</p><p></p><p>So first, <em>how is it being established that one or more people have died? </em>You seem to be envisaging that the GM is making this part of the fiction: what move are they performing? In what context? Is the GM providing information following <em>success</em> on an attempt of a PC to <em>open their brain to the world's psychic maelstrom</em>? Or is this a hard move - the GM, <em>looking through crosshairs</em>, is telling a player that a NPC has died? (In front of them here-and-now? As a vision following a failed <em>opening of the brain</em>? Some other context?) Or is the GM <em>announcing offscreen badness </em>like my example of Isle not being where the PC hoped to meet her?</p><p></p><p>Next, <em>how does the evidence that the killer murdered the person to rile up the PC</em> get introduced? Is the GM <em>announcing future badness </em>(eg pinned to the body is a half-torn sheet of paper with <em>You're next, Marie!</em> written in blood)? Or is this a case of the GM asking a provocative question and building on the answer: GM: <em>Why do <u>you</u> think they kidnapped Isle? </em>Marie's player: <em>To get at me?</em></p><p></p><p>Next, <em>investigation</em>. AW has no <em>when you investigate</em> move. No <em>when you work the streets, putting out the word and pumping your sources </em>move. So what action declarations are you envisaging? To me, the most obvious - as I've already posted - are <em>go aggro </em>and <em>seduce/manipulate</em>. AW is at its core a game of interpersonal interaction and conflict, and these are moves that foreground that. The GM will respond to these action declarations as the rules dictate and in accordance with the principles. Eg if a PC goes aggro on one of Dremmer's thugs and asks <em>where's Isle?</em> while waving a shotgun about, and succeeds, then the GM gets to decide what the thug does <em>from the appropriate list of options</em>. This can include answering the PC's question.</p><p></p><p>If a player declares actions that don't trigger a move, then - as I've posted upthread - the GM follows the agenda and principles and makes appropriate moves - typically soft, but hard if the PC provides an opportunity on a golden plate. I've given examples upthread already in reply to you.</p><p></p><p>Having the killer kill again is something the GM might do, as an appropriate move (eg more announcement of offscreen badness), perhaps based on a countdown clock. If the GM has established such a clock, then they can't just act "on a whim" - they must say <em>what that prep demands</em>. And the GM can't just have the killer disappear on a whim, either, without regard to the actual rules and principles that govern the play of the game.</p><p></p><p>I hope that the above is reasonably clear. It's probably also relevant to [USER=75787]@GrahamWills[/USER]'s questions upthread.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8417612, member: 42582"] I'm going to ignore your reference to [I]plot[/I] - given that in multiple places the AW rulebook tells the GM not to pre-author a plot (eg pp 108-9, 143). So first, [I]how is it being established that one or more people have died? [/I]You seem to be envisaging that the GM is making this part of the fiction: what move are they performing? In what context? Is the GM providing information following [I]success[/I] on an attempt of a PC to [I]open their brain to the world's psychic maelstrom[/I]? Or is this a hard move - the GM, [I]looking through crosshairs[/I], is telling a player that a NPC has died? (In front of them here-and-now? As a vision following a failed [I]opening of the brain[/I]? Some other context?) Or is the GM [I]announcing offscreen badness [/I]like my example of Isle not being where the PC hoped to meet her? Next, [I]how does the evidence that the killer murdered the person to rile up the PC[/I] get introduced? Is the GM [I]announcing future badness [/I](eg pinned to the body is a half-torn sheet of paper with [I]You're next, Marie![/I] written in blood)? Or is this a case of the GM asking a provocative question and building on the answer: GM: [I]Why do [U]you[/U] think they kidnapped Isle? [/I]Marie's player: [I]To get at me?[/I] Next, [I]investigation[/I]. AW has no [I]when you investigate[/I] move. No [I]when you work the streets, putting out the word and pumping your sources [/I]move. So what action declarations are you envisaging? To me, the most obvious - as I've already posted - are [I]go aggro [/I]and [I]seduce/manipulate[/I]. AW is at its core a game of interpersonal interaction and conflict, and these are moves that foreground that. The GM will respond to these action declarations as the rules dictate and in accordance with the principles. Eg if a PC goes aggro on one of Dremmer's thugs and asks [I]where's Isle?[/I] while waving a shotgun about, and succeeds, then the GM gets to decide what the thug does [I]from the appropriate list of options[/I]. This can include answering the PC's question. If a player declares actions that don't trigger a move, then - as I've posted upthread - the GM follows the agenda and principles and makes appropriate moves - typically soft, but hard if the PC provides an opportunity on a golden plate. I've given examples upthread already in reply to you. Having the killer kill again is something the GM might do, as an appropriate move (eg more announcement of offscreen badness), perhaps based on a countdown clock. If the GM has established such a clock, then they can't just act "on a whim" - they must say [I]what that prep demands[/I]. And the GM can't just have the killer disappear on a whim, either, without regard to the actual rules and principles that govern the play of the game. I hope that the above is reasonably clear. It's probably also relevant to [USER=75787]@GrahamWills[/USER]'s questions upthread. [/QUOTE]
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