anyway.



thread: 2011-06-07 : Concentric Game Design

On 2011-06-13, Vincent wrote:

Ron, David: You're right! There should be a notion of a reward system in the filament, at least. I didn't mention it but there is one. At that degree of design, there's nothing much formal to it - more like an impulse and commitment that the GM will allow the PCs to genuinely understand things in the world around them, develop their reach and position in the world, and deal with some of the things around them with finality.

It's at the bulb level that this reward impulse gets its mechanical expression. So, taking moves from other playbooks is part of fundamental Apocalypse World, while the particular assortment of moves available to you is part of Apocalypse World as it happens to be this time - the table and the room.



 

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