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« on: June 08, 2011, 11:52:48 AM »
The omission of the "read a sitch" or "read a person" moves or some equivalent was a little disorienting. We found some ways of working around it using the fiction or by invoking the abyss, but it seems like there should be some way to get information on a rival through mundane powers of observation.
I think part of the difficult I had in bringing the fey moves into play was having no leverage with which to exact promises. Mechanically, there's no way of making someone promise you anything, so the promises have to emerge solely from the fiction and the other player's willingness to play along. So, in that respect, the ability to gain information on a character to extort promises would have been ideal (without having to resort frequently to the abyss like a supernatural Google search and thus cheapening the concept).
I know the tendency is toward less crunch, not more, but I wonder if Joe wouldn't consider adding in another stat to stand in for what Sharp does in the original rules (perhaps "Bright" as an contrast to "Dark") and bringing back some equivalent to the read moves. It would also allow for a playbook to represent one of the other archetypes in the fiction (at least in the Buffyverse), the Rupert Giles type character who depends upon intelligence and research to gain advantage.
Overall, though, I was pleased with the game. This was my first experience actually playing with the Apocalypse World ruleset (although I had previously read through them in detail), so beyond that, I imagine any other difficulties I had were just a matter of my getting familiar with the mechanics and style of play.