THE DAILY APOCALYPSE
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  • Daily Apocalypse
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THE DAILY APOCALYPSE
my irregular exegesis of the 2nd edition of Apocalypse World.
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Read.  Enjoy.  Engage. Comment.  Be Respectful.
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​ is for my analyses of and random thoughts about other RPGs.

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​is for whatever obsessions I further pickup along the way.



​​Picture from cover
of Apocalypse World, 2nd ed.
​Used with permission

28. Conversations via Questions during Character Creation in Apocalypse World 2e

6/2/2017

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I have already posited that character creation is a kind of testing ground and a playground for the group about to play Apocalypse World. During character creation, the design creates space for conversations that are driven primarily by questions. In pages 70-78, we can see all kinds of conversations prompted by questions.

1) Questions about rules.

The section on “The Stats” (71) covers what the stats mean, what are the ranges and limits of stat scores, and what the standard notational practices are. Questions about these things will prompt discussions about the rules and the language of the game.

2) Questions about how this group will engage with the game.

The section “Introducing the Special Moves” (73) says, “Every playbook has a special move for when that character has sex. These aren’t moves for playing out sex scenes—I’m easily embarrassed, personally, so when I’m the MC, or when it’s my character having sex, I always fade to black. . . . The special moves are absolutely only for mutual and consensual sex. If anybody isn’t into it, it plain doesn’t happen. Still, their presence in the game obviously forefronts the characters’ sexuality and sex between the characters. If you or any of your friends don’t want that, be responsible with one another. Agree to leave them out of play, scribble them out of your playbooks, or else find a different game that you’re all excited for.”

By placing the sex moves on the character sheet, and by explicitly bringing the subject into this chapter, the game insists that the players have a conversation about the sex moves. How do you feel about their inclusion in the game? Would you like to fade to black like the authors suggest? Do you agree to have all sex moves result from consensual sex and consensual sex only? Would you rather scribble the moves out and not play with them at all? Would you rather play an entirely different game instead? The game prompts you to have these conversations. Nay, it insists that you have them.

3) Questions about permission.

In the section “Vehicles and Prosthetics” (74), we are told, “The driver and the chopper always get vehicles, but it’s your call whether to let the other characters have vehicles as well. It’s always your call whether to let anyone start with a prosthetic.” This is the first time in the rules that the MC is given explicit power to say yes or no to a player’s request. The playbooks themselves raise the point with the players—if you want a vehicle or a prosthetic, get with the MC. This nudge prompts another conversation. Can I have a prosthetic? Can I have a battle bus? But now the MC can say yes or no. The player might shrug and comply, or the player might push back. Either way, the players are testing the waters for MC rulings. How will we agree or disagree to abide by the rulings? We learn together that the MC will occasionally have the power to grant or dismiss players’ wishes, and we get some practice in with that dynamic over a matter with overall low-significance.

4) Questions that prompt creation of the Shared Imagined Space.

These are the types of questions we see in “Introductions” and “Hx.” I’m going to talk more about these particular questions in upcoming posts.

All of character creation in Apocalypse World is an exercise in conversation that prepares us for the much larger conversation we are going to be having in the next 6 or so sessions. We love that character creation is play and that it is a big part of world-building, but those glittery gems are only part of what’s going on design-wise in this phase of the game.

Beyond character creation, questions are a core part of the game. What do you do? Tell them the possible consequences and ask. Offer an opportunity, with or without a cost. Ask provocative questions and build on the answers. The multiple choice format used in the moves is simply another question in disguise—which do you choose? So why questions? Conversation can be started and carried on in a ton of different ways, so why does Apocalypse World embrace questions as its main vehicle for conversation?

Focused questions are really a brilliant way to conduct an interesting conversation. Questions are equally engaging to the person asking the question and to the person answering the question. If the question at hand affects everyone at the table, then we are all invested in the answer. Questions are a smooth way to grant authority and credibility to who will contribute to the Shared Imagined Space. Questions and their answers are naturally exciting because the answer will always surprise you—otherwise you wouldn’t be asking the question. On top of it all, questions are simply a natural way for us to interact with each other. We ask questions all the time in every conversation we have—harnessing that skill to make for interesting and enjoyable game play only makes sense. This is one of those things that I am sure is just obvious to some, but it is pretty earth-shattering to me.

By the time the players are done with character creation, they are all attuned (on a subconscious level at least) to the rhythm of the conversation of the game via questions and answer. We know what the game is about, what are own limits are, how the world will continue to be created through play, and how we will negotiate the fiction as a group.
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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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