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Narrative Control - Episode 57 - Apocalypse World
  • Sean Nittner December 2010

    This episode I've got Rob Donoghue and Judd Karlman on skype talking about the NewHotSexy Apocalypse World.

    Hosts: Sean Nittner, Rob Donoghue and Judd Karlman

    Length: 46:35

    Show Notes

    [00:27] Sean sits down with Judd Karlman and Rob Donoghue to talk about Apocalypse World.  

    [01:03] What about Apocalypse World sparked interest?
    [01:28] Short answer: Vincent Baker, the author of Apocalypse World.  
    [02:55] On Vincent's writing style and how it informs the game.  
    [04:30] Enumerating your tools so you can use them better.
    [05:39] Judd feels Vincent moves share a kinship with Bangs from Sorcerer.  
    [06:17] These principles work in other games as well.  
    [08:35] It's OK to ponder what happens next as the MC.
    [08:55] Judd and Rob compare Apocalypse World to Dogs in the Vineyard, Vincent Baker's previous game.   
    [10:36] Using examples in game text.
    [11:10] Examples of not only how to do things right, but how things might go wrong.  
    [12:30] Writing for player versus player.  
    [13:33] The Apocalypse World character dynamic: "We're not talking about a party"
    [15:30] Rather than attacking the character directly, assaulting their interests. 
    [18:04] The Apocalypse World conflict system.  Greater costs means every conflict matters.  
    [20:05] A core conceit of Apocalypse World: playing your character like a real person.  
    [21:33] Curing indifference through giving players stuff.  
    [22:08] Relationships emerging in Judd's game
    [23:13] Encouraging the MC to ask probing questions.
    [24:39] Two player trends: Focusing on the narrative versus focusing on the moves. 
    [27:59] Some of the vagaries of the system: highlighting certain moves for experience.  
    [29:13] "The ability to change what's the focus of the character that session is huge."
    [30:15] The process of choosing what stats get highlighted.  
    [31:22] The legend of Ryan Macklin.  Thirty XP!
    [33:49] Visible experience makes it easy to identify which players have had the spotlight for a while and which need more love.
    [36:43] A D&D example: negotiating a truce with an enemy army.  "Well we defeated them.  So we want their XP"
    [37:16] Apocalypse World avoids XP shenanigans by making every roll count.  
    [40:36] Some final tips from Rob and Judd for running Apocalypse World. 

    Direct Download: NC_Episode_057.mp3

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