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roleplaying theory, hardcore / Re: Revelations of the Apocalypse (World)
« on: September 26, 2010, 03:17:04 PM »
Sorry to bail on my own thread - Too many fronts in play RL and I haven't had much spare time to devote to the AW board.
With Lost, and w/ Battlestar Galactica, they were ostensibly character drama, but they ended up being mostly about 'What the fuck is really going on?' They kept delaying the revelations and moving the finish line to keep the shows going, and it was apparent that if they did explain what the fuck was going on, the show was over, so they weren't going to do that until the last episode.
But then after a while that further obfuscation to keep the show going accumulated to the point that I realized, "Even if/when they do 'explain everything', it's not going to make sense of it all and I'm going to find it unsatisfying." I stopped watching Lost after about 4 episodes, and BG after 2. From what I've heard from my friends regarding the finale of BG and Lost, that was a good move on my part - I'm like, "That's what they finally came up with?"
So now some meta analysis on AW. The tagline for AW: "Something's wrong with the world, and I don't know what it is…" is potentially misleading, because the point of playing AW isn't really to find out what's wrong with the world. It's not really even about fixing what's wrong with the world - It IS about characters, and fixing what's wrong with them, which I would say is, in general terms as they start the game, that they're largely isolated, selfish and detached from the world. In play the characters are transformed in a really literary, Campbellian fashion and as each character overcomes those deficiencies, they either expand the frame of the 'world' and start over, or they leave play.
Personally, I think the 'world' of Apocalypse World serves mostly as a metaphor for the characters.
From The Anatomy of Story by John Truby, (which is, well, pretty much what you'd expect from the title) on page 78 he talks about the 'Story World' and 'connecting the world to the hero's overall development' in this bulletpointed passage.
* Beginning (slavery): If the land, people, and technology are out of balance, everyone is out for himself, each reduced to an animal clawing for scarce resources or a cog working for the greater good of a machine. This is a world of slavery and, taken to its extreme, a dystopia, or a hell on earth.
* Endpoint (Freedom): If the land, people, and technology are in balance (as you define it), you have a community, where individuals can grow in their own way, supported by others. This is a world of freedom and, taken to the extreme, a utopia, or heaven on earth.
I don't know how useful this is to 'fixing' games like some of the ones described above - It sounds like that 'game w/ the bunker' had problems besides just the 'never-ending mystery'… But I'd proffer this:
The dictate is: Play to find out.
It's not: Play to wonder about shit.
If people are playing AW to find out, "What the fuck is this Maelstrom thing?" or some other big mystery, then go with that. Don't do the Lost thing and obfuscate or cockblock 'em, let em make progress towards finding out, using the rules/system as a group as best you can. Now, when they find out, and they should find out, that particular story is OVER. Depending on the group, that may be where play ends. Or you might keep going, because now it's potentially about, "What do you do with that information?" When TV shows do stuff like this, it's called changing the core premise, and they often loose viewers, because you have, in effect, a different show and it may or may not appeal to the original audience so much. But you're not compelled by your ratings and your network exec to keep going, so 'play till you're done', whenever that occurs, and then stop. Then start another game of whatever.
With Lost, and w/ Battlestar Galactica, they were ostensibly character drama, but they ended up being mostly about 'What the fuck is really going on?' They kept delaying the revelations and moving the finish line to keep the shows going, and it was apparent that if they did explain what the fuck was going on, the show was over, so they weren't going to do that until the last episode.
But then after a while that further obfuscation to keep the show going accumulated to the point that I realized, "Even if/when they do 'explain everything', it's not going to make sense of it all and I'm going to find it unsatisfying." I stopped watching Lost after about 4 episodes, and BG after 2. From what I've heard from my friends regarding the finale of BG and Lost, that was a good move on my part - I'm like, "That's what they finally came up with?"
So now some meta analysis on AW. The tagline for AW: "Something's wrong with the world, and I don't know what it is…" is potentially misleading, because the point of playing AW isn't really to find out what's wrong with the world. It's not really even about fixing what's wrong with the world - It IS about characters, and fixing what's wrong with them, which I would say is, in general terms as they start the game, that they're largely isolated, selfish and detached from the world. In play the characters are transformed in a really literary, Campbellian fashion and as each character overcomes those deficiencies, they either expand the frame of the 'world' and start over, or they leave play.
Personally, I think the 'world' of Apocalypse World serves mostly as a metaphor for the characters.
From The Anatomy of Story by John Truby, (which is, well, pretty much what you'd expect from the title) on page 78 he talks about the 'Story World' and 'connecting the world to the hero's overall development' in this bulletpointed passage.
* Beginning (slavery): If the land, people, and technology are out of balance, everyone is out for himself, each reduced to an animal clawing for scarce resources or a cog working for the greater good of a machine. This is a world of slavery and, taken to its extreme, a dystopia, or a hell on earth.
* Endpoint (Freedom): If the land, people, and technology are in balance (as you define it), you have a community, where individuals can grow in their own way, supported by others. This is a world of freedom and, taken to the extreme, a utopia, or heaven on earth.
I don't know how useful this is to 'fixing' games like some of the ones described above - It sounds like that 'game w/ the bunker' had problems besides just the 'never-ending mystery'… But I'd proffer this:
The dictate is: Play to find out.
It's not: Play to wonder about shit.
If people are playing AW to find out, "What the fuck is this Maelstrom thing?" or some other big mystery, then go with that. Don't do the Lost thing and obfuscate or cockblock 'em, let em make progress towards finding out, using the rules/system as a group as best you can. Now, when they find out, and they should find out, that particular story is OVER. Depending on the group, that may be where play ends. Or you might keep going, because now it's potentially about, "What do you do with that information?" When TV shows do stuff like this, it's called changing the core premise, and they often loose viewers, because you have, in effect, a different show and it may or may not appeal to the original audience so much. But you're not compelled by your ratings and your network exec to keep going, so 'play till you're done', whenever that occurs, and then stop. Then start another game of whatever.