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« on: January 06, 2018, 01:40:59 PM »
I played a (very short) second session of this game, which we treated as a "first session, part two" - the "have a fight" part, perhaps. We will save the "start of session" moves for next time, and that kind of thing; it was very much a "in media res" start, right where we left off.
Overall, the game was fun, but it also felt like a lot of work for me as the MC (I really wish I knew more about the characters and what they're into, and the players aren't always good at giving me material to work with), but they seemed to enjoy it quite a bit.
We got a lot done in under two hours, which I think was not something they're used to (but liked). They're hardcore D&D players and have never played a game like this, before, so lots of stuff is new to them. They love the playbooks and how evocative the rules are.
They keep saying they like the system a lot and comparing it to stuff they don't enjoy in D&D, which is interesting! (The usual DM says he gets annoyed sitting there while players look up their spells in their books and try to figure out what to do, for example, and that doesn't happen in this game.)
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. Apocalypse World doesn't help a ton on that front; I'm really missing having Desires or Keys or Beliefs or some other kind of orienting mechanism to work with. In a regular game, a "slow start" gives you time to establish a deeper sense of what life is like and what the characters care about, but here we're trying to move very quickly into the action, and it's proving a little challenging for me. I have to pull in GMing tricks and techniques from other games, and it's interesting to see what works well in AW and what doesn't.
If you use this setup, really emphasize the importance of creating the characters as apart of the NPCs and relationship web you've all invested in during the brainstorm/creation phase.
I got to use my idea of a flashback scene, after all, and it worked quite well. The Angel used his "healing touch" on a dying NPC, and missed the roll. No one has yet opened their brain to the maelstrom, so I asked him what it's usually like for him. He answered that he experiences reveries, or relives memories of the past, and sometimes gets stuck in them. Well, perfect: I told him he was having a nightmarish trip into his memories of his relationship with the Savvyhead, and we played out their Hx moment. I told the Savvyhead's player to play his character as he liked - either true to the "memories", or in some nightmarish, twisted fashion, and he enjoyed that. I got to introduce a scary ghost-figure who will be fun to bring back.
Afterwards, they said: "Cool! That felt like a TV show or a movie!"
So that was good.