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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8417650" data-attributes="member: 42582"><p>You've had some good replies to this from people who know the system.</p><p></p><p>Similar to some of those other posters, when I read this, my first thought was <em>how did you convey to the player that the characters were being led into a trap?</em>.</p><p></p><p>Thinking in AW rather than FitD terms, it seems that the high-pitched keening was an <em>announcement of future badness</em>. Which the player ignored - which sounds like a perfect opportunity on a golden plate - so then rather than calling for the Attune action (because <em>if they didn't do it, then they didn't do it!</em>) it seems like making a hard move was in order - eg <em>A powerful blast rips the back off your vessel. Looking up into the sky you can see the A-Wing that's been following you and has chosen this moment to attack. What's left of your boat is crashing down to the ground. What do you do?</em> The hard move could even have included killing the offsider NPC.</p><p></p><p>(Is the "boat" a flying vessel as I've assumed? If not, and it's a waterborne vessel, then imagine my suggestion has been appropriately adapated.)</p><p></p><p>Building on [USER=99817]@chaochou[/USER]'s reply, I think the real risk in what I've suggested - and I get the feeling from your post that you were aware of this risk in the moment of play - is that the player will think you're being unfair. Where's the saving throw? Or roll to hit, or whatever? Where's their Passive Perception? I've got nothing very useful to say about how to overcome that feeling. It was an issue for me when I started GMing Burning Wheel, and to be honest I think as a GM I sometimes held back too much, afraid of being seen to be unfair. My friend who GMs me is better than me at being as brutal as the rules require!</p><p></p><p>Last year I GMed each of my daughters (early teens) in a solo Classic Traveller session. For both there was a bit of an issue of proactivity, and for one it was a big issue. I just followed through on the fiction I'd created, but tried to ensure that - even if everything around them was going to hell in a handbasket - there was at least one obvious way forward for the PC. And I made some suggestions too - like <em>You've got Mechanical-1, so you could probably break into and hotwire the car if you want</em>.</p><p></p><p>There's obviously a fine line between framing+ suggesting vs just narrating a story; and the proper approach to a fellow adult and experienced RPGer is different from parent-child. Still, my tentative suggestion is that it's probably better to make the moves and then be very forthright with <em>what do you do?</em> than to hold back from implementing the basic structure of the game.</p><p></p><p>So in both cases this looks like an announcement of future badness - a soft move. Was it warranted at either point? As you know, I don't know enough about the details of FitD to be sure about what it was telling you to do at this point. But I <em>think</em> - or at least hope - that I'm asking the right question here.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8417650, member: 42582"] You've had some good replies to this from people who know the system. Similar to some of those other posters, when I read this, my first thought was [i]how did you convey to the player that the characters were being led into a trap?[/i]. Thinking in AW rather than FitD terms, it seems that the high-pitched keening was an [i]announcement of future badness[/i]. Which the player ignored - which sounds like a perfect opportunity on a golden plate - so then rather than calling for the Attune action (because [i]if they didn't do it, then they didn't do it![/i]) it seems like making a hard move was in order - eg [i]A powerful blast rips the back off your vessel. Looking up into the sky you can see the A-Wing that's been following you and has chosen this moment to attack. What's left of your boat is crashing down to the ground. What do you do?[/i] The hard move could even have included killing the offsider NPC. (Is the "boat" a flying vessel as I've assumed? If not, and it's a waterborne vessel, then imagine my suggestion has been appropriately adapated.) Building on [USER=99817]@chaochou[/USER]'s reply, I think the real risk in what I've suggested - and I get the feeling from your post that you were aware of this risk in the moment of play - is that the player will think you're being unfair. Where's the saving throw? Or roll to hit, or whatever? Where's their Passive Perception? I've got nothing very useful to say about how to overcome that feeling. It was an issue for me when I started GMing Burning Wheel, and to be honest I think as a GM I sometimes held back too much, afraid of being seen to be unfair. My friend who GMs me is better than me at being as brutal as the rules require! Last year I GMed each of my daughters (early teens) in a solo Classic Traveller session. For both there was a bit of an issue of proactivity, and for one it was a big issue. I just followed through on the fiction I'd created, but tried to ensure that - even if everything around them was going to hell in a handbasket - there was at least one obvious way forward for the PC. And I made some suggestions too - like [i]You've got Mechanical-1, so you could probably break into and hotwire the car if you want[/i]. There's obviously a fine line between framing+ suggesting vs just narrating a story; and the proper approach to a fellow adult and experienced RPGer is different from parent-child. Still, my tentative suggestion is that it's probably better to make the moves and then be very forthright with [i]what do you do?[/i] than to hold back from implementing the basic structure of the game. So in both cases this looks like an announcement of future badness - a soft move. Was it warranted at either point? As you know, I don't know enough about the details of FitD to be sure about what it was telling you to do at this point. But I [i]think[/i] - or at least hope - that I'm asking the right question here. [/QUOTE]
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