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.
​

Read.  Enjoy.  Engage. Comment.  Be Respectful.
RPGS TAB
​ 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

37. fiction

6/14/2017

4 Comments

 
We’re heading into the MC’s principles, but I want to talk for a moment about the primacy of the Fiction in Apocalypse World. As an MC, you have to check with your principles before saying anything, because everything you contribute to the conversation needs to follow what your principles demand. And as we’ll see, the principles are all about guiding the MC to cloak their moves and their decisions in the Fiction.

Every RPG has its play in the collective Fiction. Fiction is not only the result of play in an RPG, but it is also the medium of play. So an RPG does not need to center the Fiction in order to create Fiction—it’s gonna happen no matter what.

A number of RPGs that inspired Apocalypse World have tried to incentivize players to engage with the Fiction when playing the game. Statements like “I swing” or “I make a perception check” are about metagame procedures more than the Fiction, and designers have looked for ways to make the players move beyond the perfunctory. Sorcerer, for example, allows the GM to award bonus dice to players who are clever in their use of the Fiction when describing combat or actions. Similarly, it permits GMs to punish dull play with penalty dice. Over the Edge does the same thing, as do a number of other games. In almost all cases, it’s the GM who is granted the power to decide if a player has engaged with the Fiction enough to be awarded or so little as to deserve punishment.

In Apocalypse World not engaging with the Fiction is not an option. If you don’t ground your move in the Fiction, the move doesn’t happen. Carrots and sticks are removed from the equation as is the GM as arbiter. Apocalypse World goes to great lengths to force the players to constantly be thinking in terms of the Fiction. And the MC’s principles are overwhelmingly about constantly feeding the Fiction and presenting everything they do as Fiction in order to keep the players playing in the Fiction.

Why is that important? Why do Ron Edwards and Jonathan Tweet want to incentivize that kind of play? Why do Vincent and Meguey Baker force that kind of play?

Every RPG structures the conversation it creates in a certain way, demanding that you talk about certain things during play. What kind of conversation do you want to have when you play? What do I need to roll to hit? What’s her armor class? Which chart should I roll on? Ooh, a 14! Does that get me there? That’s one kind of conversation you can have. Or you can keep the discussion grounded in the fiction and talk about what cool and daring things the characters are doing. Every move is designed to make the conversation you have engaging and reliably entertaining. Every option you pick and answer you elicit make for rich conversation.

So with Apocalypse World, players can’t make moves except through the Fiction. MC’s can’t make moves except by cloaking them in the Fiction. With these two halves of the equation, you get a self-reinforcing cycle of Fiction informing Fiction. And that cycle—and the conversation it creates—is what I think people are really responding to in embracing the system. That is a fun conversation to have.
4 Comments
Jason D'Angelo
1/23/2019 12:55:35 pm

There was some discussion preceding this comment that Vincent Baker is responding to. Vincent Baker said:

I'm pretty sure that the text is explicit about the MC's job wrt arbitrating moves.

I mean, for goodness sake. How do you take a move addressed to the player, like "when you read a situation, roll+sharp and ask the MC questions," and conclude that the MC's the arbiter of whether you've read the situation or not? Do you think that I meant to write "when you want to read a situation, ask the MC whether you can and whether you have, and if so, roll+sharp..." but didn't, somehow? "When you're hoping to go aggro on someone, try to come up with something that will convince the MC that you're going aggro on them. If the MC's sold, awesome! Roll+hard..." I mean jeez.

Anyhow, the text doesn't list out everything that ISN'T the MC's sole job*, but like I say I'm pretty sure it's explicit about everything that is. I'm looking at the Basics chapter's section about moves and dice, p9-11 in the 2nd Ed, similar to the same section in the 1st Ed. Is it missing something?

* A long list. The game does tackle it later, in the MC chapter, where we are now, but it can only hit the highlights.

Reply
Jason D'Angelo
1/23/2019 12:56:25 pm

And later:

+Russell Borogove​ The MC's job is to make sure that the moves are unambiguous. That's what you're seeing in those examples.

If there's a genuine disagreement, like if the player suckering someone can't see how she could miss, in fact, then she shouldn't automatically defer to the MC. She should hold the dice. The game can't proceed until they come to an agreement, and the rules don't care whose view prevails. It might be hers, it might be the MC's, but somebody has to win the other one over.

The moves are ALWAYS a negotiation. The rules don't back ANYBODY who simply insists on having their own way.

Reply
Jason D'Angelo
1/23/2019 12:57:32 pm

Russel Borogove responded:

+Vincent Baker I'm probably just overthinking, but I don't see a huge amount of daylight between "convince the MC that move applies" and "reach consensus about a move when the player really wants to make the move and the MC is initially skeptical that the move applies but is willing to listen".

Reply
Jason D'Angelo
1/23/2019 12:57:59 pm

Vincent Baker responded:

There's not much, in that situation. But in the situation where the MC thinks that the move applies, but the player is skeptical, their "authority" reverses.

In order for a move to happen, the MC certainly has to agree that it happens. So does the player. So do all of the players.

Does the MC have final say? Sure! Does the MC have sole final say? No! Everybody has final say.

Reply



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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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