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Apocalypse World / Re: Treasure and Rewards
« on: August 18, 2015, 01:57:18 PM »
Give your characters reasons to keep on living, when death is so much easier. If they triumph over all of the filth and shit you throw their way, allow them a brief moment of respite before the world comes crashing down on their hopeful expressions like a rain of scalpels.
Apocalypse World can be played in the way you are alluding, with clearly defined threats and a parade when the group works together and wins the day, with magic baubles all around, but I think it really clicks when you tell your players to invest in the story rather than their specific characters. Playing Apocalypse World is like getting to be in control of your favorite character in a movie--sure, it's fun to see them win and get pretty, shiny things, but it's also fun to watch them get beaten down and lose everything. In my (admittedly limited) AW experience, I've found the carrot is the threat, the danger, the broken promise, rather than the reward after the fact.
Barter is boring. It's a number, it's a statistic. It doesn't mean anything by itself. Give Shadow a smile from Joe's Girl, to show her that everything isn't all rotted, that some things are worth cracking your shell for. Give Colonel a water-treatment facility, so that his people aren't constantly shitting blood back into the murky waters they drink out of. Give Rex the big gun she saw III holding onto like a healthy child, pried loose from a severed hand. Make the rewards tie into the specific circumstances that follow the narrative--shortcuts make the world seem arbitrary. Keep it real.
This is all just my opinion, so take what you will and toss the rest.
Apocalypse World can be played in the way you are alluding, with clearly defined threats and a parade when the group works together and wins the day, with magic baubles all around, but I think it really clicks when you tell your players to invest in the story rather than their specific characters. Playing Apocalypse World is like getting to be in control of your favorite character in a movie--sure, it's fun to see them win and get pretty, shiny things, but it's also fun to watch them get beaten down and lose everything. In my (admittedly limited) AW experience, I've found the carrot is the threat, the danger, the broken promise, rather than the reward after the fact.
Barter is boring. It's a number, it's a statistic. It doesn't mean anything by itself. Give Shadow a smile from Joe's Girl, to show her that everything isn't all rotted, that some things are worth cracking your shell for. Give Colonel a water-treatment facility, so that his people aren't constantly shitting blood back into the murky waters they drink out of. Give Rex the big gun she saw III holding onto like a healthy child, pried loose from a severed hand. Make the rewards tie into the specific circumstances that follow the narrative--shortcuts make the world seem arbitrary. Keep it real.
This is all just my opinion, so take what you will and toss the rest.