anyway.



thread: 2011-05-11 : The Un-frickin-welcome

On 2011-05-11, David Berg wrote:

Wait a second.  "It didn't happen to happen?"  We played Apocalypse World for like 16 sessions.  If your position is that a game delivers value by introducing the unwelcome, and that a functional game should in fact do that, then, by those standards, AW didn't function and we got no value from it.  Which sounds crazy to me.  We got all sorts of value.

None of us are petty quitters, but all of us realize that we have tons of game options.  Not getting what my character wants is no reason to quit.  Especially if it's tied into a rewarding moment of choice like Barbecue ditching his hardhold.  But the game suddenly becoming un-fun for one or more players, for reasons completely outside their control?  Yeah, our whole group would probably go, "Maybe we should play something else."

I don't know Bliss Stage well enough to say if Jennifer's death would have been compelling rather than a reason to play a different game.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":