Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - noofy

Pages: 1 ... 50 51 [52]
766
Apocalypse World / Re: Additional Prep For Play
« on: September 27, 2010, 11:39:46 PM »
Hey Keith, that helps me lots!
I like the idea of labeling your notes into categories like Docking Bay, Off Screen Action and the Extra's Cast. Great organisational pointers for poor dyslectic souls like myself.

Just a query as to yor workload...
DO you ever get players to take responsibility for recording / noting stuff? What I mean is; Would it work that if in answer to a leading, provocative question a player authors some cool shit / NPC / event / setting / situation into the story that you nod along with and respond to by asking them to record it (a group notes pool somewhere)? My thinking is that they share the 'load' whilst you ponder your moves snowball, fuckery or simple barf apocalyptica onto their answer.

Workable, or not a good idea? I'm a big fan of mutable roles by the way, so long as it doesn't descend into squabbling over 'who's job is whos' in the secretarial side of any RPG.

767
Apocalypse World / Re: Asking Provacative Questions - MC Prompts?
« on: September 27, 2010, 07:16:30 PM »
Noofy, don't forget that you can also get great stuff by encouraging them to ask EACH OTHER questions, too, especially in the first session:

"So, everyone look to your left and ask that person a question they can answer in one word that isn't yes or no." or something similar. Get them thinking in that mode and they'll be a big help.

Jim, that's gold. So do you have some questions suggestions to write in at the bottom of each Playbook that specifically focus on this concept? I would assume that as a semi-formal step after allocating Hx? I am veering toward generalities, like Love, Hate, Need, Want, Protection, Debt, Scarcity, Violence, Healing etc... But perhaps you have more specific questions in mind that you've got the players to ask one another?

Margolotte - Its almost as if the act of questioning is the genesis for triangles, and a very powerful one at that. Thanks! This will definately focus my technique.

I'm pretty excited (rather than anxious) for the first session now, thanks for all the support everyone, it really has made a huge difference.

768
Thanks Glendower, that's exactly what I was after! Especially John Harper's ideas - I'd love to play a session or two with all you folks in order to glean some magic.
Please feel free to add more to this thread so we can all see 'how the other half lives'.
Cheers.

769
Apocalypse World / Your Group's 'Feel' of AW
« on: September 27, 2010, 01:56:29 AM »
I've got all this apocalyptia maelstroming around in my brain, ready to barf forth at our first session in a few days, and whilst nodding along to the really great thread on Love and Kisses (from your MC), I was struck by something Arvid said:

Quote
We're from Gothenburg, Sweden, but I feel that the language of Apocalypse World (the game, not the world) cannot be separated from the game as a whole, so all the hand-outs are in english. Apocalypse World (the world, not the game) is just so american.

Which I think is awesome for a bunch of Nordic gamers to dive headlong into Americana!

For me though, I really want to pitch to the player(s) an Australian Centric 'feel' to our AW. Sorta like that montage by Tsunehisa Kimura on the cover of Midnight Oil's Red Sails in the Sunset. I will be scrabbling together (and defacing) tourist maps of Sydney, Melbourne and perhaps even the 'radback' of Alice Springs. I want to push for Character Achetypes from the Proposition, the Piano, Rabbit Proof Fence or Mad Max - which (to me) are distinctly Antipodean in their flavour.

Which brings me to my question. What feel does your AW have? What underlying cultural wreckage clings to its sordid underbelly and gives it strength? What is the bile that binds your Barf?

770
G'day Again,
Sorry if it seems a mite obvious, but after reading through numerous APs and identifying a strong tendency for the MC principles to engender an extraordinary amount of details from the group as they play that needs must be recorded somewhere, somehow. In addition to the playbooks, Session Sheets, and Front Sheets, how does your group detail the story 'as it is written' for future reference in play? Which NPCs come from where? Who has died/broken/reborn? Setting detail for explored map areas and holds?

I know I know, just write it all down. The APs suggest a healthy memory on the part of all concerned, especially Judd and Arvid! My group traditionally nuts out all session generated story/NPCs/setting/colour & ephemera on the margins of the map in the centre of the table, or on a large piece of 'session paper' with various markers, colour pencils and pens. (strangely, the choice of medium often reflects the demeanour of the detail).

Due to Burning Wheel in particular, introduced NPCs are often the responsibility of the player who brings them into play - recording their name and three notable aspects of their character / appearance / disposition, and any future generated information sorrounding the NPC. We also have a gentle agreement that if you spout it, its up to you to write it down, though in the heat of the moment, players of characters not in the scene will take over 'scribe duties'.

At the end of the session, its generally me (as GM/MC) who edits all this brainstorming into suitable chunks of referable information into the game notebook. Phew.

My query, prior to running my first game is to 'throw it open to the forum' as it were. To get an appreciation of how other groups set up their AW playspace and what tools they have for play? Hopefully this will let me establish a grabbag of practical tricks and tools to help the game run smooth.

Advice?

771
Apocalypse World / Re: Extended Mediography
« on: September 26, 2010, 06:44:49 AM »
G'day Again,
Is anyone as excited as me about this game?! Both as a inspirational artefact for AW and a game in its own right. Freaking Awesome!
http://www.boardgamegeek.com/boardgame/73369/51st-state

772
Apocalypse World / Re: 1:1 AW- 'Last Man on Earth'
« on: September 26, 2010, 05:48:08 AM »
Well, it looks like our starting session is going to be reduced to one-on-one, at least for a couple of get togethers.

No problem, I like Brand's ideas, and Vx support of this gameplay. What I was wondering however is due to the intimacy of sharing authorial privilege that comes from this style of RP, whether the custom moves detailed in Advanced Fuckery on p.277 can take more of a forward seat?

We tend to love authorial player mechanics anyway, and I'm now very pumped to use the principals and ask lots and lots of questions in order to go deeper, spin a great story together and unearth the beast that propels our very own AW.

That said, I really like the move declare retroactively that you've already set something up. What I'm rather excited about is the potential of using either of the stat options (or even some of the other stats too), though I can see the NPC Hx option being used the most!

It would be primarily to achieve as Vx suggests, the players option to use a move to invest mechanically into NPC actions (or more realistically get into the MC's shit).

Anyone gone down this path of custom moves? Any advice in implementation?
Cheers!

773
Apocalypse World / Re: Asking Provacative Questions - MC Prompts?
« on: September 26, 2010, 05:27:52 AM »
Thanks everyone, I feel rather looked after here! (odd for a game about scarcity and inequality).

I really appreciate Judd and Johnstone's advice on developing questions of my own, though my OP was obviously shying away from that. I especially like the idea of 'peeling back the layers' of one topic/subject/keyword. Almost like that annoying kid that asks 'Why?' ad finitum. Brilliant stuff.

On a tangent, have you folks asked a provocative question to another player in order to increase the tension? Is this commonplace? More importantly is it cool?

What I mean is, say someone pushes a move in answer to a provocative MC question. Then the MC asks a deeper question (revolving around the same issue) of another player character, effectively inviting someone else's vision of AW into the mix.

Workable?

774
Apocalypse World / Re: Extended Mediography
« on: September 26, 2010, 04:29:31 AM »
Um, this maybe a bit to 'fantasy', but I really liked the imagery of Armageddon's Children by Terry Brooks.
The world, now ravaged by nuclear war and plague, lies in ruins. Demons and their once-men underlings scour the continents, enslaving and experimenting upon what healthy young remain. Mutations from the fallout and poisons have produced offshoots from humanity—Moles (those adapted to living underground), Spiders (named for their agile, long limbs), and the scaly, brutish Lizards. Zombie-like creatures called Croaks roam free as well, searching for bodies to devour. Most humans are walled up in stadiums and arenas in large cities, fortified compounds filled with thousands of frightened refugees. A few, mostly children, live as tribes hidden in buildings on the streets.

AW all the way (minus the demons)

775
Apocalypse World / Re: Asking Provacative Questions - MC Prompts?
« on: September 26, 2010, 03:21:38 AM »
Hey thanks Keith & Margolotte!
That's exactly the type of full sentence prompts I was hoping for!
I'm sure once the snowball starts it'll get easier, but these ideas (especially ones related to their character playbook) are great openers.
Cheers!

Feel free to add any more folks.

776
Apocalypse World / Further....
« on: September 25, 2010, 09:58:52 PM »
Also, Bret mentions in his 'best practices' thread:
Quote
Ask more questions. The book tells you to ask questions and give the players room to answer. I wish I'd done this more. GMing impulses and traditional authority setups will leave people looking to you to fill in setting details, and your impulse will be to do that. Look for more opportunities to have the players fill in those gaps rather than doing it yourself. Do this as much as possible
What sorts of questions encourage players to fill in the gaps? My players love introducing colour generally, but I'd love to be able to specifically focus on drawing in out of them with good questioning technique. Any Advice?

777
Apocalypse World / Asking Provacative Questions - MC Prompts?
« on: September 25, 2010, 08:32:35 PM »
G'day Gang,
This is my first post after recently aquiring and digesting AW.  As a relative newcomer to the Indie Skool (oh what a releif that was after years of tactical wargaming dressed as drama drek!), and Have been adopting story game principles in all my RP since. Poison'd has been one of my favourites, as has Burning Wheel and In a Wicked Age. All in all I am psyched to run this game!

So, I have the Ist session prep all sorted,  playbooks available as instructed, and blank proformas for the Ist Session, Relationship maps and player ephemera. All good so far. In terms of MC priming, I've read the rules a few times, played out (in my imagination)a few MC moves in response to Player Moves and printed out the Agenda, Always Say and the Principles. These are all very exciting and ingenious means for me to interact with the players and thus the story!

One Principle I am having a little nervousness about (due to its inversion to the traditional paradigm of the players asking the GM lots of questions) is to ask Lots of Provocative Questions. I do understand the power and importance of this Principle in allowing the players to invest in the narrative, focus on what matters to them and provide the the means for difficult choices.

I am, however, often dumbstruck during roleplay without some sort of prompt, asking instead some lame generic 'So what to you think/believe/feel/do?'. So, with this in mind, I printed out the keywords suggested by Mikael in the rules on p.113 onto cards, with an associated picture. The idea being that when I ask a provocative question, I have to include one or more of these keywords into the query.

I have found however, that despite being better than having no prompts, these keywords still leave me a mite tongue-tied and flustered. So until I develop my MC mojo and become the slick provocateur of questioning, I was wondering if anyone had any full question prompts I could appropriate to have in fromt of me for the 1st session as I 'ask questions like crazy'?

This sort of full sentence cue that 'gets below the tip of the iceberg' or hooks 'one of those fish swimming under the water' I would find immensely helpful.
Thanks in Advance,
Noofy

Pages: 1 ... 50 51 [52]