THE 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

134. Suffer Harm Move

7/17/2018

6 Comments

 
By default, the harm & healing moves are in play. You can choose to forego them case by case, when you think that they’ll slow the action (158).

Each of the moves in the peripheral moves chapter is given a “default” status like this one. In this case, the game assumes you will play with these moves, usually, understanding that they can slow down the pacing and will sometimes be dropped in the interest of keeping things moving. I think it’s cool that the Baker’s recognize that there’s a natural tension in the suffer harm move between the development of interesting fiction and the fine tuning of the narratives pacing. We see this in every form of the narrative arts. Writers and filmmakers always have one eye on pacing, and they use descriptive detail to control the speed at which things move for the audience, slowing down with full details at this moment and speeding up by dispensing with details here. Of course RPGs, as narrative games, are subject to those same tensions. Sometimes skipping the harm move will be a purposeful decision by one player, and other times it will be an instinctive forgetfulness that makes the players simply mark their harm clock and jump to the next action. When you want to slow the action down or to have concrete details off which to bounce creatively in the cause-and-effect chain of play, the harm move is there for you.

The first harm move is unusual in that a hit is bad for the player and a miss is good. If you find that your players have trouble with this quirk of the move, roll it yourself against them, no grief (158).

I had somehow glossed over that second sentence in my earlier readings of the text. The reason that a hit is bad is because you are literally rolling against yourself, for the MC or whoever’s character is dealing the harm. I had not thought of it that way (in spite of it appearing clearly right there!). It’s even more obvious when you consider that the MC gets to make all the choices from the pick lists. So in every way, the move is made by the MC – so why have the player roll it?

I suspect that it’s for two main reasons. First, it’s a stronger rule to say the MC never rolls the dice than it is to say the MC almost never rolls the dice, but they do in this one situation. Second, the MC’s position in the game is structured as a curious observer who is constantly pursuing what interests them as the story unfolds. To throw the dice for suffer harm makes the MC, however subtly, care about whether they roll high or low, and the game doesn’t want the MC caring about the roll, only interested in how the results affect the fiction. Picking from the pick list is merely a case of saying, “Ooh! It’d be cool if this happened!,” while rolling the dice puts you in a position of thinking, “Ooh! I hope this happens!” It’s a subtle distinction, but a mildly important one. I say mildly, because the text itself says that it is “no grief” if the MC rolls the move. It’s not ideal, but it certainly won’t break the game.

And finally, we get to the move itself:

When you suffer harm, roll+harm suffered (after armor, if you’re wearing any). On a 10+, the MC can choose 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 7–9 list above. If she does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.

On a miss, do often choose something from the 7-9 list, even though it gives the player the -1harm. Those effects on the character are usually more interesting than the mere mechanical harm.

This is a great move. This is what keeps a battle or a one-sided attack from being a “mere mechanical” exchange of harm. We are all familiar with the I-swing-I-hit-I-do-X-damage-go phenomena that creeps into games whose combat is “mere[ly] mechanical.” But these lists do a lot more than just add color to taking harm. A lot of systems that attempt to get beyond mechanical combat do so by adding in (or rewarding players for adding it in themselves) color, detailing the way a character lunges into battle or screams when struck. That’s all cool, but it doesn’t affect the combat, just lays over it. The suffer harm move, on the other hand, changes the fictional landscape itself by shifting the character’s fictional positioning, which in turn limits or alters the character’s options going forward.

At the extreme end, the character can be knocked unconscious, become trapped, or become cognitively impaired. Unconsciousness and being trapped are pretty clear, but what does it mean in play to be incoherent or panicked? Note that there is no mechanical element to becoming incoherent or panicked. How you play that is up to you. Is there any greater sign that the fiction has meaning in the game, that the fiction is the “basis of play, not an appendix to play” (see post no. 100 for that quote)? It’s possible that players will treat that like being stunned, that to take any action at all is to act under fire (pg 218 in the book), or it’s just as likely that the player will describe their character being incoherent or taking a panicked action. The game doesn’t need to mechanize it because it has prepared the players to make the fiction the foundation of play.

Of course, since fictional positioning is what the game is all about, the move needs to give you ways to let a character keep their positioning if that’s what you as the MC want. In the case of a 10+, the game gives you the option to keep it purely mechanical by letting you deal an extra point of harm. In the 7-9 range, you can opt to have the character “miss noticing something important” or “lose track of someone or something you’re attending to.” These are great options to let the character keep their immediate position by losing something that will affect their position in the future, near or far. Even on a miss, the MC can either alter the character’s position or go for the merely mechanical damage.

The example drives home that these options are important for the MC to pursue what interests them:

Keeler’s fighting her way out of a situation that turned bad. At some point she takes a machete blow: 3-harm, minus 2-armor, for a sum of 1-harm. I have her roll the harm move, which, bad luck, she hits with an 11. I have no desire to put her out of the action, so: “it doesn’t seem too bad, but then you realize that blood is dripping steadily out of your jacket sleeve. Take 1 more harm” (159).

The important sentence for our purposes here is “I have no desire to put her out of the action.” As we’ve seen, the MC has a lot of options. They could have chosen 2 from the 7-9 list if they thought that would complicate the fiction in a desirable way. While I like that we learn from this example what the MC says to communicate the idea that “it’s worse than it seemed,” it would be cool to have an example of what it would look like if Keeler missed noticing something important or lost track of something she was attending to. Choosing those two options would still allow Keeler to stay in the action, keep her feet and weapons, and still complicate her positioning in the scenes to come. I know I’m just being greedy – there are few texts that give more or better examples – but what can I say; I’m greedy.

Together, the options available to the MC in this move make it a powerful tool to shape the fiction by having the suffering of harm affect the positioning of and options available to the characters.
6 Comments
Jason D'Angelo
1/22/2019 12:05:10 pm

Paul Taliesin said: Nice post, +Jason D'Angelo. The "suffer harm" move has inspired all kinds of mechanical devices in my own hacks and designs. It was added onto AW somewhat late in the process, but it's a really interesting piece of work, I think!

Reply
Jason D'Angelo
1/22/2019 12:05:42 pm

Vincent Baker responded: +Paul Taliesin , the harm move came earlier in the game's design process than, for instance, Augury or the savvyhead's workspace rules. Maybe earlier than the savvyhead playbook altogether! Maybe earlier than the driver too.

What significance do you attach to its "somewhat late" addition?

Reply
Jason D'Angelo
1/22/2019 12:06:20 pm

Paul Taliesin responded: Hi, Vincent! Like I said above, this move has inspired all kinds of mechanical messing from me, including several AW "harm hacks", and a really nice thing I put together for Monsterhearts, as well (where you harm others to get control over them, at least in my version). That's some exciting stuff! (For me, at least, and I see my various hacks referenced all over the internet all the time since then.)

Anyway, enough fanboy talk from me - let me answer your question instead:

I remember people (maybe even you?) saying that the harm move was added later, shortly before the game was actually published, but I can't find any actual references to that, so I can't point you to anything concrete of that sort. Surely you know better than me, anyway (particularly when it comes to half-remembered gossip from ten years ago!).

However, I do have the playtest document you sent me in 2008, and it has a driver and a savvyhead and an augury move (though not the final version). The game is basically in its final form (though you're absolutely right that there isn't a workspace move, which is funny, since many people now consider it one of the most fundamental moves!) There's definitely no harm move in there.

When the actual rules came out with the harm move, a bunch of us had been playtesting for some time, without it, so it seemed somewhat jarring. Where did this thing come from, all of a sudden?

It was very common for people to forget to make the move, not only because it was new, but because it didn't seem to "fit" the design as cleanly. (It happens after a familiar procedure, modifies a result we've already called out, and the roll is "upside down", which makes it weird.)

Had the move been placed between the fictional trigger of someone being hurt and harm being calculated/assigned/dealt, no one would ever have forgotten it.

It looked to us like something of a "patch", for that reason. (If it had been intended from the start, presumably that slightly wonky order of operations wouldn't be there, like our wisdom teeth or our appendix.)

But what do we know? Just our guesses and impressions, aside from the fact that we were all playtesting a fairly mature version of the game without it pretty much right up until publication. Right or wrong, hopefully you can see where we might have gotten that impression!

Reply
Jason D'Angelo
1/22/2019 12:06:58 pm

Vincent Baker responded:

Ah, sure.

There were a number of outlier systems that I pushed toward the end of development, including the harm move, the workspace rules, augury, the barter moves, the angel kit, I forget what else. Some of them went through several versions, some of which made it into playtest releases and some of which didn't. They're all wonky in their own ways!

The harm move in particular is wonky not because it's a patch, but for two intentional reasons:

1. It's designed to be forgotten when the pacing doesn't call for it, not used every time you suffer harm. The 2nd Ed text says "choose to forego," but the design itself is more like "you can easily forget to use it case by case." I want the decision whether to use it to rest on the MC's unconscious processes, not for it to require conscious deliberation every time.

That is, when it's not good for the pacing, you naturally forget about it. If you had to stop and decide, that wouldn't be good for the pacing either!

It's when the pacing feels wrong without it that you should remember that you can decide to use it.

So you're absolutely right that it could be redesigned so that people would use it every time! I considered redesigning it for 2nd Ed, same as I considered redesigning every single thing in the dang game, but I decided to leave it as-is precisely because it's not for use every time. I want people to forget about it when it doesn't serve the pacing.

2. It's upside down for a completely different reason. It makes first-blush sense for higher harm to be worse for you, but I could have found a way around that. Instead, I wanted to include as many examples as I could of coherent variant designs, for the sake of the PbtA designers to follow.

At this point in Apocalypse World's development, Monsterhearts, Dungeon World, and Monster of the Week were already in development too! I could see what was coming.

Someday there may be a PbtA game where the players try to roll high for themselves and low for their enemies, or where the MC rolls for the NPCs. There might be one already, I just don't know about it. But when self-appointed PbtA experts tell them they're doing it wrong, they'll have the harm move to point to, as a present from me.

Reply
Jason D'Angelo
1/22/2019 12:07:30 pm

Vincent Baker further responded:

Honesty compels me:

Back in 2008, I couldn't possibly have explained point 1 in those terms. I know that I felt right about making the harm move peripheral to the core harm process, but I doubt I understood why.

By the time I was working on 2nd Ed, though, I understood why.

I could also point out that the core harm process is essentially "you have 6 hit points and armor, don't worry about it until you've lost a few." Shrug off the first bullet, maybe the first two bullets, that's fine by me.

In the gunlugger's case, shrug off small arms fire altogether, sure!

I know that a number of the game's fans - including you, right, Paul? - would rather have more consequential harm altogether.

Reply
megaspin 777 link
9/20/2024 12:50:53 am

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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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