I’m kind of new to running Powered by the Apocalypse games and my only experience playing one is with The Sprawl a while ago so pardon how clueless this question is but what’s the best way to come up with things for a game to do? I’m not the best at improv so should I plan out a couple of potential missions to present to the gang? I saw that the book recommends doing a “start of session” move but was a little confused about what those could be.
Again, sorry about the questions that were probably answered elsewhere. I’m just trying to figure out how I could be a little more prepared for the next time I play. People still really enjoyed the game despite me being a little new to MCing and we’re all excited about playing it some more.
That’s awesome to hear, Michael!
A “start of session” move is something for the players. Currently none of the Velvet Glove playbooks have one, so don’t worry about that for now. Other PbtA games do have them, however.
There are a few things you can do to figure out where to go next. During the first session, you would have named a few other gangs in the area, as well as a dangerous part of the city. Push the girls towards it, or set up a situation where they have to interact with that other gang.
Ask the players what kind of crime they normally do, then give them opportunities to do it. Something will probably go wrong, and then things will get interesting.
You can start them out in school each session as well. Drop them in a boring class with a lecherous teacher and watch things go bad.
And always ask the players what they do after you make a GM move. That should help move the fiction forward.
Hope that helps! Feel free to ask more questions here, or check out some of the other PbtA communities for more info.
Thank you so much. That’s helped me a ton.