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thoughts on Apocalypse World?
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<blockquote data-quote="pemerton" data-source="post: 8420135" data-attributes="member: 42582"><p>[USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] have said most of what there is to be said in reply to this.</p><p></p><p>When I watch a mystery film, and the detective reaches an <em>investigative </em>dead end, that doesn't meant that the film just stops, that frame stuck in the projector for the next half-hour. The story continues.</p><p></p><p>I have posted, now, three times an example of a completely feasible narration, in accordance with the rules and principles of Apocalypse World, of a PC investigator <em>finding nothing in the billiard room</em>. But I have also pointed out that that would not be the totality of the narration, because <em>nothing happens . . . what do you do?</em> is not a GM move in AW.</p><p></p><p>The example I gave was of the PC coming back home and finding that their room has been turned over. Now imagine one possible action declaration in response to that: the chopper rounds up their gang, everyone else hops into the driver's car, and the PCs move out! The GM can handle that - they just make a move, probably a soft move, like the rulebook tells them to. Maybe the mystery that prompted the investigation of the billiard room, and maybe the mystery of who turned over the PC's room, never get solved! That's OK. The game will just keep rolling.</p><p></p><p>This claim that AW can't do mysteries, or that AW can't do unsolved mysteries, or that the answer to mysteries in AW is that the players just stipulate the answers that their PCs discover, is nonsense. It has no foundation in the text - whether rules, principle, or examples. And I've posted, now four times, the imaginary example that illustrates this point.</p><p></p><p>AW puts no limits on possible topics of fiction. But it does put limits on who can say what when. And it doesn't allow the GM to simply say <em>nothing happens . . . what do you do?</em></p></blockquote><p></p>
[QUOTE="pemerton, post: 8420135, member: 42582"] [USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] have said most of what there is to be said in reply to this. When I watch a mystery film, and the detective reaches an [I]investigative [/I]dead end, that doesn't meant that the film just stops, that frame stuck in the projector for the next half-hour. The story continues. I have posted, now, three times an example of a completely feasible narration, in accordance with the rules and principles of Apocalypse World, of a PC investigator [I]finding nothing in the billiard room[/I]. But I have also pointed out that that would not be the totality of the narration, because [I]nothing happens . . . what do you do?[/I] is not a GM move in AW. The example I gave was of the PC coming back home and finding that their room has been turned over. Now imagine one possible action declaration in response to that: the chopper rounds up their gang, everyone else hops into the driver's car, and the PCs move out! The GM can handle that - they just make a move, probably a soft move, like the rulebook tells them to. Maybe the mystery that prompted the investigation of the billiard room, and maybe the mystery of who turned over the PC's room, never get solved! That's OK. The game will just keep rolling. This claim that AW can't do mysteries, or that AW can't do unsolved mysteries, or that the answer to mysteries in AW is that the players just stipulate the answers that their PCs discover, is nonsense. It has no foundation in the text - whether rules, principle, or examples. And I've posted, now four times, the imaginary example that illustrates this point. AW puts no limits on possible topics of fiction. But it does put limits on who can say what when. And it doesn't allow the GM to simply say [I]nothing happens . . . what do you do?[/I] [/QUOTE]
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