Getting from level 1 to level 2. Focussing on the Apocalypse World system and its bastard children.

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Presentation transcript:

Getting from level 1 to level 2. Focussing on the Apocalypse World system and its bastard children.

 The Basics There are two basic ‘things’ that MCs, GMs and DMs need to be aware of when they run a game. -Rules -Style In both these cases, the intention is that the MC must adhere to these things. It’s not a case of simply knowing the rules that the players are going to follow, but obeying the rules that the MC must follow.

 Rules Just like the players have rules they must follow, the MC has rules that must be adhered to. GM is still in charge, but it is a constitutional monarchy. For MCs of Apocalypse World variants, the rules appear in three forms. -Agendas -Principles -Moves

 Agendas These are things that must always be achieved. Uphold the agendas of your game. They are almost always the same in every system. 1) Make the World Seem Real. It’s always a rule, in the context of the game. DW describes this as “Portray a fantastic World” This agenda is about conviction. Commit to your world. This ranges from how the world behaves to what your characters do. Yes it’s hard to walk in the mud; Of course the police officer will try arrest you; He just saw you kill a dragon, he’s not going to mess with you. At every turn: What is the most realistic in this world?

 MOAR Agendas 2) Is all about the players. AW: “Make the Players’ Characters’ lives not boring.” MH: “Make the Players’ Characters feel unaccepted.” DW: “Fill the Players’ Characters lives with adventure.” This may seem daunting, but it’s easier than you think. Run the game, and follow the rule. Have conflict and struggle in AW. Have NPCs treat the MH players like losers. And fill DW with nasties and treasure. 3) In each system is “Play to find out what happens” All this means is: don’t try control everything.

 Principles These, put simply, are just rules that you must follow. You do them, you make them apply. We’ll focus on DW’s principles. -Draw Maps, leave blanks. -Address the characters, not the players. -Embrace the fantastic. -Make a move that follows from the fiction. -Never speak the name of your move. -Give every monster life. -Name every person. -Ask questions and use the answers. -Be a fan of the characters. -Think Dangerous. -Begin and end with the fiction. -Think off screen, too.

 Moves In Apocalypse World and its Derivatives, the MC/GM makes ‘moves’. This is when the Raiders shoot you full of bullets, or when the head cheerleader spreads rumours about you, or when the Goblin runs off with your shield. It’s bad stuff that the MC/GM does to you. But GM moves, in AW systems, can only be made in two cases. 1) When the player fails a roll. 2) When the fiction requires it. Usually because of a player’s choice. Examples for number two: Godrick is just standing there while arrows fly at him? Make a move. Godrick is trying to stop that boulder with a meat pie? Make a move. Godrick is struggling while there’s a knife at his throat? Make a move. Godrick called the God of war stupid? Make a move.

 Moves Exercise Another important rule about GM moves is that the GM cannot just make any old move up. AW, MH, and DW all provide lists of their MC moves. Here are DW’s: - Use a monster, danger, or location move -Reveal an unwelcome truth -Show signs of an approaching threat -Deal damage -Use up their resources -Turn their move back on them -Separate them -Give an opportunity that fits a class’ abilities -Show a downside to their class, race, or equipment -Offer an opportunity, with or without cost -Put someone in a spot -Tell them the requirements or consequences and ask Try using these now.

 Style Each World game encourages heavy stylistic input from its MC. These are things that should be descriptive of setting and NPC alike. AW asks the MC to “Barf forth apocalyptica”, MH to “Coat the world in darkness”. Be imaginative and descriptive in describing the setting. Try that now.

 Style, NPCs The players will play there characters with conviction, and it’s up to you to play the rest of the world with conviction. This will involve playing people, hundreds of them, with conviction. For your convenience, here’s a quick way to make compelling NPCs. I called it the “But Method”. Describe your NPC in almost a plain way. What’s the first impression you get from this character? Then, hit the players with a but. Buuuuuuuuuuut the character also has this other thing about them that is unusual. Try it.

 YOU CAN NOW GM! Go forth my child: and run.