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« on: April 19, 2011, 09:10:36 PM »
Hi!
I'm not sure I agree with your description of Apocalypse World, Poison'd and In a Wicked Age as "Improv" games. They're not any more "Improv" than, for example, D&D3E.
All three games require you to actively pursue the interests of your character. That differentiates them from say, Fiasco, where you're sometimes going to be working against your character's best interests.
In a Wicked Age's tension mostly comes from conflicts between players' characters, and Poison'd is the same to some extent, while in Apocalypse World that's not always the case (although it can be). All three games aren't like, say, Dogs in the Vineyard, which (at least initially) has the players' characters on a fairly unified team, and works fine even if they never come into conflict.
All of these games have explicit mechanistic resolution, i.e. conflicts are resolved by an explict process that references "real life" things like dice or character sheets. That makes them different from some "freeform" games (whatever that means), like Fiasco again, or Archipelago.
None of these games are explicitly competitive, like The Shab-al-Hiri Roach.
In a Wicked Age requires the non-GM players to use more Author and Director stance, from what I understand, than Poison'd or Apocalypse World. In other words, you're more often called upon to make decisions and invent stuff about things other than your own character.
Is this helping?