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Apocalypse World / Re: Help for my first AW campaign:story focused, creating interesting conflict
« on: June 09, 2014, 02:44:45 PM »
In addition, I read through that thread you linked and found some of it quite interesting. Nice to see also that other people had the exact same problems in the exact same way. It's interesting for me to note that Apocalypse World has a more structured set of rules than it may originally appear. When you look at a lot rules it seems kind of ambiguous and weird sometimes but then once you start too understand what the rules actually mean in play it makes a lot more sense.
This bit is by John Harper who created the extra character sheets if I remember correctly. Although I definitely did not get that at all first session. I'm admittedly never going to be able to eliminate that part of myself that takes great pleasure at knowing that I am orchestrating a big surprise reveal or cool conflict when I think of them. It's only really those situations where I see a potential conflict and think, "Oh it would be so cool if _____ happened!" As such I admittedly have certain things in the current campaign about certain player backgrounds that I don't want them to figure out for quite a while because I thought of an absolutely amazing reveal for the climax of the campaign that would require a couple things to be hidden until then. So far they players don't seem like they're gonna figure them out too fast so it's fine and I don't have to manipulate stuff. Besides the fact that I shouldn't manipulate stuff.
I also find this interesting. I may try doing something similar to this with some big hitting questions that teach my a lot about that character. I am a big fan of bringing new moves, changes, or questions to the table at the beginning of a new session just to shake things up a bit and keep the players off balance a bit.
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Try really really hard to never think or say the word "conflict" anywhere near Apocalypse World. I mean that both in the SG jargony way and also the plain English way.
Action and consequences -- that's what you do. "Conflict" is too abstract, too movie and stage, too neat and tidy. So, don't set up conflicts between characters (even though that's fun in other games). Don't think about how this could be in conflict with that. Don't think about how you can drive the game towards conflict. None of that.
This bit is by John Harper who created the extra character sheets if I remember correctly. Although I definitely did not get that at all first session. I'm admittedly never going to be able to eliminate that part of myself that takes great pleasure at knowing that I am orchestrating a big surprise reveal or cool conflict when I think of them. It's only really those situations where I see a potential conflict and think, "Oh it would be so cool if _____ happened!" As such I admittedly have certain things in the current campaign about certain player backgrounds that I don't want them to figure out for quite a while because I thought of an absolutely amazing reveal for the climax of the campaign that would require a couple things to be hidden until then. So far they players don't seem like they're gonna figure them out too fast so it's fine and I don't have to manipulate stuff. Besides the fact that I shouldn't manipulate stuff.
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The questions I've had the best luck with when generating situation have been "Who do you hate most in the world?" and "What scares the crap out of you?" Both were asked in the first session and both have come back to haunt players.
I also find this interesting. I may try doing something similar to this with some big hitting questions that teach my a lot about that character. I am a big fan of bringing new moves, changes, or questions to the table at the beginning of a new session just to shake things up a bit and keep the players off balance a bit.