Are they there?
In an interview on GeekNights, Luke Crane said, "I feel stupid playing a roleplaying game in 2010 if I do not have a place to insert or choose a priority as a player--meaning something that I am interested in as a person that I want my character to do." (i.e., Beliefs in Burning Wheel)
this, coupled with one of my fellow players in the AW game that I'm MCing saying that (paraphrase) "maybe it's worthwhile for us to insert some sort of player priority into the game,"* has got me thinking about player priorities in AW.
My theory is that it's a mix between the character type that you choose and an emergent property of the game. Choosing the Gunlugger is effectively saying, "I as a player want to be the baddest ass." Choosing the Angel is saying, "I want people to need me." etc.
And then you play the game, and the logical consequences of the moves you make and the moves the MC makes are for you to discover what your priorities as a player are, and then to gun for them.
This feels like an unfinished thought, and I think I'm missing something. Pretty much this is the same thing as, say, D&D 4th, right? I choose a Wizard because I want to control the battlefield and dabble in arcana. Then I play and figure out what it is I as a player want out of the game beyond that. Except the structure of 4E doesn't support me nearly as much as AW's structure in this regard (is this true? why is this?)
What do you think?
*btw, to this I said, "I think figuring out what you want is sort of the point of AW. Let's leave things as they are."