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Messages - Iorwerth

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Apocalypse World / Trying to understand the nature of moves
« on: June 15, 2017, 02:50:10 PM »
I am exploring that nature of moves in AW and whether they are an aid to playing or whether the moves are  more than that and create a deeper dynamic within the game.

In most RPGs, if not all of them, if a character wants to do something then the GM/Players will work out what skills and/or attributes apply to it and then the player rolls whatever is appropriate to determine the outcome of the action, whether that is success or failure, or partial success etc etc. Moves in AW work the same, in that the player says what they are doing or how they react and then the move that is relevant to that course of action is consulted, which determines what stat modifies the 2d6 roll and the different types of outcomes that can result. So, in this regard, I don’t really see a difference between moves and other RPG systems that don’t have such a rigid move system.

Then you get to the written options under moves. I am unsure how strictly these need to be adhered to. If a player wants to ask a slightly different question to the ones mentioned in a move, or the GM/player has an idea of a consequence/complication that is not listed under that move, are they bound by what the move says or can they add new things, take it in a slightly different direction? My presumption is that you can go off piste and roll with whatever has been come up with, rather than having to stick strictly to what is written in the move itself i.e. moves are helpful guidelines rather than the Ten Commandments written in stone. However, I want to check that I am correct in this.

Looking at moves themselves, they seem very similar to stunts in Fate e.g. they allow you to substitute one stat for another in a roll, or allow you to do something outside the rules covered in the basic moves i.e. they give the character with that move a way of creating outcomes that are unique.

Moves in AW are all written down and finite i.e. there are only so many moves in the game, and each of them is carefully defined. So, when acting, a player can only choose one of the exisiting moves available (or rather the description of what they are trying to do has to be attributed to one of the moves). So it seems that if something is going to be done then it needs to be accomplished through an existing move – moves are not generated on the fly. However, I presume that all actions a player might want to make are covered by an existing move, in one form or another, so while the list of moves may be finite they cover anything that a player may want his character to do i.e. the aim of moves is not to limit possible actions, but rather to distil all possible actions down into general categories.

So, I suppose what I am really trying to figure out is whether moves in AW are just helpful guidelines for players and GMs/MCs, or whether they play a deeper role, and if they do play a deeper role, what is that role?

I hope I have explained that well enough. Take a move like Read a Sitch. It has a number of possible questions that can be asked, 3 for a 10+, 1 for a 7-9, and 1 for a 6-, but be prepared for the worse:

• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?

Is the list of questions a hard list i.e. questions have to limited to the list, or is it just a list of potential questions, a useful guide to the kind of questions that could be asked, but players could ask different ones if they wished to or the MC allowed? If it is a hard list, then what is the design basis behind having a defined list ? Why does the list need to be limited in this way?

I am just trying to get my head around how strict as a GM/MC needs to be when running the game and overseeing moves and their effects.

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Apocalypse World / Re: Help with game for nieces about cats!
« on: June 15, 2017, 02:47:41 AM »
Thank you for the reply. I will have a look at Epyllion and have read through your two kid friendly games - both were excellent!  They have given me lots of ideas about how to convert them into a cat version, or maybe into a basic Star Wars game.

As to the reading part, they could both handle it, but I get your point. In your two games I like the system of describing characters with key words out of which come their game advantages. Simple and something I am sure both my nieces would enjoy doing.

So, thank you again for replying. Now to get on and see what I can come up with!


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Apocalypse World / Help with game for nieces about cats!
« on: June 13, 2017, 02:31:07 PM »
I am looking for some help in designing a hack to introduce my two nieces into RPGs. One is 11 and the other is 8. I thought that the Apocalypse engine would be a good system to introduce them into RPGs, as it is built around asking 'What do you do?' the whole time, it has moves that are laid out for them to see, and it allows them the ability to take any story in any way they want to go. What i need to do is find a version that is good for them.

As most girls of their age, they are into fluffy things and animals, so my first thought was the Warren. However, my oldest niece, when asked what kind of person she would want to be if she lived in the Star Wars universe, stated she would want to be a bounty hunter with a big gun! That got me thinking that perhaps the Warren, with its lack of combat, might not be ideal. I did think that a star wars version might be good, as they both are into Star Wars, but I then remembered that the oldest one is really into a series of books by Erin Hunter, the first of which is called Warriors into the Wild. It is about cats that live out in the wild in tribes (they can all talk to each other and to the other animals). The tribes cooperate and also fight each other for territory, as well as face other threats from the natural world around them. There is a mystical element as well I think. I am no expert on the setting, but I am sure that if we played in that world then by asking questions in game set-up etc it would soon come to life.

I am no expert in the Apocalypse engine, having played it only once at the recent UK games expo (a Shadow-run version), but I am a vaguely experienced GM, so figure I could run it for them fairly smoothly.  So what I am looking for is some advice/help in designing something that allows them to role-play cats, or some exisiting hack that would allow it or be easily converted - perhaps the Warren could be?

Most Apocalypse hacks use playbooks, but i noticed that the Warren had a different system where players got the same basic template but then picked their own special moves. I was thinking that this might be easier than coming up with a whole load of play-books, as I am not that knowledgeable about the world and its generic type characters. My thought was to have templates that were along the lines of warrior cat, Sneaky cat, knowledge cat etc. Like I said, I have only played the game once so am a bit worried I am biting off more than I can chew.

Anyway, any help/advice would be much appreciated!

EDIT: think I may have posted this in the wrong forum. If I have, sorry about that.



 

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