Except the book explicitely states the contrary:Orion wrote:Note that it says that the story is driven by the player characters, not by the player's. That's really important because in AW the MC actually controls what the PCs do.
Also, read above about the power of "moves": its the players who say what the GM will do through their moves, not the contrary.Apocalypse World, Pg 109 wrote:The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters. Always be scrupulous, even generous, with the truth. The players depend on you to give them real information they can really use, about their characters’ surroundings, about what’s happening
when and where. Same with the game’s rules: play with integrity.
Jane: "While in my sofa I daydream of a gang-bang with animal masked strangers and, as Im about to come, I see Julius by the window staring at me. I say to him: Come and join us. Then I wake up." GM: "WTF is that ? Are you opening your mind to the psychic maestron ?" Jane: "Sure. And rolling my Lost move with it. I I succeed, Julius must come to me someway". GM: "Ok, roll... nice thats a success. "You wake up from your allucinatory daydream with the noise of the door opening. Its Julius, right in front of you. What do you do now?"
See? Its the player who prompts the GM to modify the game-state according to his (the player) intentions. The GM has leeway on how he will do it, but it must follow through logically from the situation at hand otherwise he will be breaking the contract the game stipulates in its principles, and the group has the right to call bullshit on him. I would like for you to address this specific part if possible, Orion, as its the most glaring "anti- single author" feat the game has, since all players have moves at their disposable to do this any time they wish.
Yep, and there is a reason it found on a chapter of optoinal and advanced rules: its an optional resource to facilitate play setup if the default method is not possible or desirable - in fact, the author explicitely states it was created for a pre-created scenario called "Blind Blue and Hatchet City". I imagine this would speed up the kind of tight-schedule gaming seen on cons and meetings. Dont see a problem in them no more than I would see on the group choosing a very specific premise to play in. "Hey, why dont we play in a prison and everybody are in-mates and we must plot to escape before the time runs out when everybody will be decapitated?"he Advanced fuckery chapter introduces "setup moves" which can be used to start the first session or to handle a time skip. One of them lists some NPC sand asks Which you're enslaved, which you've killed, and which you're in love with. (Yes, it's a compulsory game of fuck, marry, kill) They can also declare facts like, "You've been eating some seriously weird-ass stuff." "You're missing time, sometimes hours a day.", (!) and "You've been totally relying on Gams for fresh veg."
(by the way, there is a Unknown Armies scenario thats exactly like that, and it makes great success at Cons)