So I sorta had an epiphany today…
Most successful authors/scriptwriters would agree that when you include a scene its usually in the service of one of two things:
Developing character or advancing plot.
This can be a hard thing to identify in a role-playing game, especially if you aren’t a competent author/actor/director. Especially if the rules fight hard against this: including scenes that are cruft as a matter of course, or because the ‘scenario’ demands it.
Vincent’s game however helps us do this. From the moment Chargen begins, scenes tend to always develop character or advance the (unknown) plot. The combination of agenda, principles and (triggered) moves snowball synergizes to allow us to tell great stories of well rounded and intriguing characters of the apocalypse; playing to see what happens. The session structure also re-inforces the rising action, climax and denouement of any engaging narrative.
Despite having hiccups with player buy-in to the ‘system’ or genre, we have always had success at telling wonderful stories with AW. The characters and setting is rich, the plot sucking us in at every twist and turn.