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Apocalypse World / Re: Crow's Flats: Skyfall - A Scenario and brief AP
« on: January 07, 2018, 11:50:34 AM »So, the game was enjoyable in retrospect, but felt a little bit difficult in the moment for me. I think we didn't establish enough connections from the PCs to all the stuff we brainstormed, so we're doing it on the fly.There's another way to do it?
I kid, but only slightly. Especially with new players, they'll never have a "fully fleshed out" character idea, and they'll never have scads of connections to NPCs from the jump. But that stuff's not hard to build up, and the easiest way to do it is to simply ask one (or more) of the players a simple (and provocative!) question or two about every NPC you introduce. One important caveat here is to make the assumption going in that the PC knows the NPC and there's some history there. All you need to do is ask the player some stuff about that history on the fly and build off their answers.
So if you introduce Dremmer the Arms Dealer, say something like, "So if anybody needs guns or bullets in this gods-forsaken hole, they go to Dremmer. In addition to her top-notch inventory, she is known for her crazy eyes and bad attitude, and now she's pounding on your door. What happened between the two of you last time you met? And what does she want now?" This approach is likely to produce instant action or character development or both.
Also, connections to stuff you brainstormed don't actually need to be pre-existing; they can be developed in-play, and in many cases that's actually better because it is active on the part of the players (i.e. they have chosen to engage with it). This is where the important MC skill of observing your players comes in - with what or whom do they choose to interact (e.g. which people and situations do they choose to read)? When their moves present them with choices, which choices do they make and what does that say about how they view the world?
Don't overthink it, and don't feel like you need to tie absolutely everything together from the beginning to "motivate" the PCs. Just present them with engaging NPCs and situations they can't ignore and watch which direction they jump.