Hey folks, is anybody here interested in GMing a game of Apocalypse World on Thursday evenings EST?

Hey folks, is anybody here interested in GMing a game of Apocalypse World on Thursday evenings EST?

Hey folks, is anybody here interested in GMing a game of Apocalypse World on Thursday evenings EST? We’ve already got 4 players, but we’re all more interested in being (engaged, creative) PCs than GMing. Comment if you’re interested!

The Apocalypse has been cancelled…

The Apocalypse has been cancelled…

The Apocalypse has been cancelled…

Hey, I’m kidding! Where’s the fun in that?

Just to let you guys know our regular AW game was paused last week to play a one shot of Tales from the Loop.

Normal play will resume in a couple of weeks, and I’ll report in then as usual (just in case anyone missed my regular update).

Take care boys and girls. Keep your ammo close, and watch your 6 😀.

Fiction’s requirements as a constraint in Apocalypse World

Fiction’s requirements as a constraint in Apocalypse World

Fiction’s requirements as a constraint in Apocalypse World

[W]hen you write a question as a stake, you’re committing to not answering it yourself. You’re committing to letting the game’s fiction’s own internal logic and causality, driven by the players’ characters, answer it.

— AW 2E, p. 116

It feels like this is meant to be a moderating influence against MC self-dealing on behalf of beloved NPCs, or preferences for story direction. I can see it serving a small effect towards that end. Asking someone to be conscious and attempt mental discipline has to be helpful in getting them to do it.

However, when you evaluate the story’s internal logic and causality, isn’t it your brain doing it? It seems like it’s not really going to keep you honest, like it’s meant to. As MC, I’m a flawed, limited person. I’m not certain of what the story’s logic requires all the time.

You see similar things around “disclaiming decision making to the fiction” and language like that in other parts of the text. The game tells you to commit to things psychologically that are meant to keep you from being self-interested or railroady. It doesn’t seem to me that this can have a very strong effect, though. Am I off-base?

“Play to see what happens” seems akin to this, but that doesn’t give me pause. It makes sense as a straightforward rule that would be really easy to follow and effect monumental change on the game if obeyed. So why is this “disclaim decision making to the fiction” stuff not working for me?

This is one of the parts of AW that I logically struggle with the most.

New content on the air.

New content on the air.

New content on the air.

This time we discuss about the moves from the player view point, and check pbta news.

In spanish, of course 😉

Originally shared by Oscar Iglesias

Quinto programa, dedicado en esta ocasiĂłn casi Ă­ntegramente a los Movimientos que usan los jugadores durante la partida y un repaso, no muy rĂĄpido, a las novedades.

ÂĄAhĂ­ vamos!

#PbtA #podcast #ExitoParcial Ruben saldaña Generación X

https://www.ivoox.com/exito-parcial-dia-5-movimientos-del-jugador-audios-mp3_rf_26865185_1.html

As an MC/GM, what’s your favorite way to organize your campaign notes, both in-game and during your minimal prep?

As an MC/GM, what’s your favorite way to organize your campaign notes, both in-game and during your minimal prep?

As an MC/GM, what’s your favorite way to organize your campaign notes, both in-game and during your minimal prep? I’m sick of trying to make sense of and collect my hasty scribbles on index cards, notebook sheets, and OneNote. I probably need to just stick with one unified notebook plus the Fronts/Threats sheets provided by the game(s), but I’m also curious about further techniques/hacks.

The Cloak & Dagger show has lots of great examples of opening-your-brain-to-the-psychic-maelstrom-type symbolism and…

The Cloak & Dagger show has lots of great examples of opening-your-brain-to-the-psychic-maelstrom-type symbolism and…

The Cloak & Dagger show has lots of great examples of opening-your-brain-to-the-psychic-maelstrom-type symbolism and imagery. The characters are able to see people’s fears and hopes (respectively, as depicted below). These are always presented as hallucinations with metaphorical-but-clear impressions.

I personally find it difficult to come up with that kind of imagery on the fly when running a game, but the scenes here are so well done that I think it’s teaching me.

So, presented as an MC’s tool: Cloak & Dagger on Freeform (and Hulu).

Hi friends. How’s your Apocalypse going?

Hi friends. How’s your Apocalypse going?

Hi friends. How’s your Apocalypse going?

What are you doing to help those struggling and find a way to do more than just survive in this dystopian hellscape?

How are you working to expand your support networks?

How’s your supply line?

Comm lines?

Energy?

Where’s your water & how do you keep it safe?

What do you do about routine medical needs?

How are you set for dangerous/toxic weather systems?

How are you combating the world’s psychic maelstrom?

Do folks in your hardhold have bread?

Do folks in your hardhold have roses?

If not, why not, and where do you need to act to change that?

In the Threats section of AW 2, the threat moves for each type start with “push X move.” Does that mean when you…

In the Threats section of AW 2, the threat moves for each type start with “push X move.” Does that mean when you…

In the Threats section of AW 2, the threat moves for each type start with “push X move.” Does that mean when you make an MC move, it can be to push players toward invoking the stated move? Or is it a call to make them immediately make the move, rather than encourage them?

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and…

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and…

Originally shared by David Perry

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and other tools that support, or at least don’t get in the way of, a style of play wherein the GM is able to drastically change the situation, location, and themes of the game on a session-by-session basis, to whatever they happen to be excited about in the past week, without being super jarring to the players. In service of making the most of every session, freeing them of any yoke they might feel of needing to prep stuff they’re just not feeling that week, while at the same time allowing them to cut to the chase and visit a series of fun set-pieces or interesting puzzles.

Not necessarily OSR-y. And not a just a series of one-shots. Players should be able to retain their characters and their relationships as a (and possibly the only) constant thread.

Ideally, the rules support many situations and moment-to-moment playstyles, without any themes or setting built into them that get in the way of this. And reinforce the shifting framework to help the players not be whiplashed.

This may be something I end up building myself, but wanted to see what’s already out there that best supports this stuff.