THE DAILY APOCALYPSE
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THE DAILY APOCALYPSE
my irregular exegesis of the 2nd edition of Apocalypse World.
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​​Picture from cover
of Apocalypse World, 2nd ed.
​Used with permission

136. Barter Move: Giving 1-Barter with Strings Attached

7/19/2018

2 Comments

 
By default, characters have access to the barter moves, but you can limit or ignore them if you think they might not suit your Apocalypse World (160).

Since Apocalypse World is designed to let the players create the details of their own setting, the designers have to choose what aspects of the game they will insist upon and which are up for grabs. Barter is one of those things that the game anticipates you’ll want rules for but doesn’t insist upon them. As we saw in the lifestyle move (pg. 151), the game leaves the matter of the economics of your particular Apocalypse World entirely up to you, so use what you want here, ignore what you don’t, and create your own as needed.

Of course, even if you don’t use the moves, they are suggestive about the general or default nature of the Apocalypse World created by the game.

When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no leverage or roll required.

Example:
Marie needs Dremmer to let Roark go without a fight. She offers to buy Roark from him for 1-barter. Naturally, he’ll make the deal (160).

This move always surprises me with the strength of its conviction! It says a lot about the importance of jingle in Apocalypse World. When you hit with a 10+ while manipulating someone, “they’ll go along with you.” So, essentially, when 1-barter is the leverage applied to manipulate someone, they don’t say no. Jingle is a leverage that, in Apocalypse World, is fail-safe, no need to roll. In fact, when 1-barter is the leverage, your hot doesn’t even enter into it. No matter how hot you are, your jingle is much hotter, always rolling a 10+. By default, this is an aggressively capitalist world, no matter what particular form the currency takes. I love the move as commentary.

But. Other than making a statement about the economy (ours and the post-apocalypse’s), I don’t see the immediate point of the move. The particulars of the move are covered by seduce and manipulate, since the reason you give can always be 1-barter. So why make that be an automatic 10+? Why give a way to sidestep drama and complications? If the MC and players want to create such a workaround, that seems easy enough to do without the aid of this move. And why fix the price to 1-barter? Why not say something like, “When you want to buy your way around a problem, ask the MC how much barter it will cost and who you have to pay; if you pay the price, it counts as manipulating them and hitting the roll with a 10+, no leverage or roll required”? As it is written, it seems to suggest anything can be got for 1-barter, which we know is not the case. Hell, the night vision goggles in the next move’s example cost 3-barter. So, in the example given for this move, does the MC have the ability to say, no, Dremmer won’t go for that, or no, Dremmer wants 2-barter ‘cause he can see how badly you want Roark? It’s unclear to me. Is it intended to fight an MC’s impulse to “arbitrarily deny them things they want or would find useful” (quote taken from later on that same page)?

The other barter moves are about trying to locate a thing your character wants and the price they are willing to pay to get it. Cool. This barter move, however, is for when you know who has the thing you want and you want a move to get it. What’s weird about that is that almost all the basic moves are designed to allow for a solution to that very problem. This guy’s got something I want; how do I get it from him? I can go aggro or seize it by force. I can try to manipulate or seduce him. I can read him and see if there’s something I can do to get it from him. This particular barter move is not only superfluous, but it runs the risk of short circuiting the narrative developments the other moves are designed to create.

(I posed a couple of questions about this move to Vincent and Meguey earlier today on Twitter to see if I’m misunderstanding the move. If they respond, I’ll let you know what they say.)
2 Comments
Jason D'Angelo
1/22/2019 12:02:46 pm

So Vincent responded!

"As I recall, it's just to make good on the promise of the little barter paragraph that every playbook has. 1 barter is enough for bribes to get you into anyone's presence, etc."

He's of course referring to this line: "1-barter might count for: bribes, fees, and gifts sufficient to get you into almost anyone's presence."

I don't think that changes my feelings about the move at all. This might be the only move in the book that feels half-baked to me.

Here's the whole (short) twitter thread if you're interested: https://twitter.com/Olegnad_Nosaj/status/1019997777546350593

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Jason D'Angelo
1/22/2019 12:03:31 pm

Meguey also responded:

"Barter is USEFUL. If you offer your hard-kept barter, they will generally take it unless they have a good reason not to. Also, it can lead to all sorts of not-boring stuff."

Okay, I find this more compelling and worth chewing over.

I feel like Meg's response could be a rephrasing of the move, in a way, that the move, use it or not, is a way of trying to drive home that "barter is USEFUL," and needs to have mechanical weight, not just narrative presence. And it drives home that 1-barter is not just chump-change, codifying it in a move rather than telling you in the rules.

This restatement warms me to the move considerably. Gonna sit with that for a while.

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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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