87
« on: October 17, 2011, 07:29:42 PM »
Here's how I see the difference in Burning Wheel and Apocalypse World's goals for PCs:
In Burning Wheel, PCs are assumed to be following stated goals, important NPCs are assumed to be following stated goals, to create antagonism you make characters that will obstruct those goals.
In Apocalypse World, PCs are assumed to be looking after their basic interests, important NPCs are assumed to be fucking shit up for PCs, to create antagonism you add important NPCs (Threats)
In BW, if you want to create PvP antagonism, you create characters with conflicting Beliefs, and PCs effortlessly glide into the NPC antagonism role.
in AW, its not that easy, because assumptions about PCs and assumptions about important NPCs are considerably different.
Here's a couple of ways you could do it:
A) Treat the PCs as PCs, but have them deal with a severe conflicting lack. Most basic iteration: The people in the Bowl have enough food for themselves and maybe a 2-5 other people right now, the Chopper and the Hocus are hungry. Make it your duty to play this situation as a Front if people aren't in conflict quickly enough.
B) Treat the PCs as PC/NPC hybrids. Give them Threat Clocks that list ways that they are and will be Fucking The Other Sides Shit Up, and imply that filling up your threat clock is something to be proud of.