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Apocalypse World / Re: Stat Substitution Glitch
« on: July 23, 2010, 03:26:32 PM »
couple of thoughts:
Your concerns about quick advancement. What I am understand to be your point is that if people advance too quickly, then it destabilizes the setting. Threats that were threats no longer count, interdependent relationships change as some people become more bad-ass (mechanically at least) than others, people might choose to take moves that change the overall dynamic of the story.
To counter this argument, I would look to pages 111-112 where the book talks about looking at things through crosshairs. Specifically, the text says: <quote>It’s one of the game’s slogans:“there are no status quos in Apocalypse World.”</quote> I see this as being true as much about players choices as it is about what the MC can or cannot target. It was a traveling setting, now it's about staying in one place? The guys on the run from terrible enemies who decide that here, now, is a place to take a stand is a great idea. Relationships changing due to imbalance? Just because Kodak's son Gris-Gris can now beat the shit out of him doesn't make it any less important or interesting that he is his SON. Threats are no longer really threatening? That gang of bikers that used to terrify the holding are now kind of a bunch of wimps. They might have just been a bunch of bullies, but the tyrant that they report to has something to say about you doing what you do. Change leads to... well, change. And change is interesting.
You have also mentioned being concerned that the story should take 8 sessions, and that's it. My gaming group has been playing short-arc independent RPG's for a few months now, so that we can sample a bunch of games. Keeping a schedule in mind helps make for satisfying story arc while still doing so in a limited time frame, but that's not the concern of the MC: he doesn't have to work to wrap anything up, or to make sure everything get's dealt with. For the MC, he just does what he does: keeps life interesting, thinks about what's happening off-stage, and advances story whenever he feels like/it feels right. It's between all of us to say "hey, we want to wrap up in the next two sessions, so let's start dealing with the meat of the story." So far, we haven't had real burps with people not getting enough story in any one single game. It doesn't need managing, just keeping it in mind is enough. If you do end up a session or two short, well, play something short in the interim: I really recommend Fiasco.
Your concerns about quick advancement. What I am understand to be your point is that if people advance too quickly, then it destabilizes the setting. Threats that were threats no longer count, interdependent relationships change as some people become more bad-ass (mechanically at least) than others, people might choose to take moves that change the overall dynamic of the story.
To counter this argument, I would look to pages 111-112 where the book talks about looking at things through crosshairs. Specifically, the text says: <quote>It’s one of the game’s slogans:“there are no status quos in Apocalypse World.”</quote> I see this as being true as much about players choices as it is about what the MC can or cannot target. It was a traveling setting, now it's about staying in one place? The guys on the run from terrible enemies who decide that here, now, is a place to take a stand is a great idea. Relationships changing due to imbalance? Just because Kodak's son Gris-Gris can now beat the shit out of him doesn't make it any less important or interesting that he is his SON. Threats are no longer really threatening? That gang of bikers that used to terrify the holding are now kind of a bunch of wimps. They might have just been a bunch of bullies, but the tyrant that they report to has something to say about you doing what you do. Change leads to... well, change. And change is interesting.
You have also mentioned being concerned that the story should take 8 sessions, and that's it. My gaming group has been playing short-arc independent RPG's for a few months now, so that we can sample a bunch of games. Keeping a schedule in mind helps make for satisfying story arc while still doing so in a limited time frame, but that's not the concern of the MC: he doesn't have to work to wrap anything up, or to make sure everything get's dealt with. For the MC, he just does what he does: keeps life interesting, thinks about what's happening off-stage, and advances story whenever he feels like/it feels right. It's between all of us to say "hey, we want to wrap up in the next two sessions, so let's start dealing with the meat of the story." So far, we haven't had real burps with people not getting enough story in any one single game. It doesn't need managing, just keeping it in mind is enough. If you do end up a session or two short, well, play something short in the interim: I really recommend Fiasco.