1
Apocalypse World / Re: Harsh moves following success
« on: April 03, 2011, 09:02:01 PM »
Phew. I'm releaved. Lol. Nathan's answers made a lot of sense but I was finding a disconnect there and I was hoping I wasn't missing the mark.
(I'm going to go ahead and talk about the inner workings of my question and if this thread needs to elsewhere that's cool) :)
Nathan, I don't know what sorts of games you normally play but AW is very different than most of the stuff we play (all solidly in the indie/story games category). AW is a different animal. In games i've played in the past five 8 years player authorship is all the rage but in this game the players have a myopic view based on what they experience. Our games had been very top down - scene economy, reward points, story arches, etc. I don't see any of that in AW and so I don't add it. We're just exploring these characters fucked up lives as they explore this fucked up world. I am a big proponent of stakes based play and the big credo there is success shouldn't fuck a player. Here the stakes are built into the system (brilliant) and there's little to no negotiation. It still follows Burning Empires logic of "it can't show it's face in the mechanics until it's been seen in the fiction" but in this case you have two pieces of of the fiction that are implicit instead of explicit - what is in the MCs fronts and what will make the world seem real. Those two things are a HUGE departure for anything we've been playing so it feels really strange to act in them.
Thoughts?
-Don
(I'm going to go ahead and talk about the inner workings of my question and if this thread needs to elsewhere that's cool) :)
Nathan, I don't know what sorts of games you normally play but AW is very different than most of the stuff we play (all solidly in the indie/story games category). AW is a different animal. In games i've played in the past five 8 years player authorship is all the rage but in this game the players have a myopic view based on what they experience. Our games had been very top down - scene economy, reward points, story arches, etc. I don't see any of that in AW and so I don't add it. We're just exploring these characters fucked up lives as they explore this fucked up world. I am a big proponent of stakes based play and the big credo there is success shouldn't fuck a player. Here the stakes are built into the system (brilliant) and there's little to no negotiation. It still follows Burning Empires logic of "it can't show it's face in the mechanics until it's been seen in the fiction" but in this case you have two pieces of of the fiction that are implicit instead of explicit - what is in the MCs fronts and what will make the world seem real. Those two things are a HUGE departure for anything we've been playing so it feels really strange to act in them.
Thoughts?
-Don