@TaylorKLuther We played co-GMed Ars Magica for a bunch of years!
I think several things aligned to make it happen. We learned some techniques as we went on, but they weren't the starting point, they didn't make it happen in the first place.
Here's what I'd say:
@TaylorKLuther - We all wanted to do it. Nobody was reluctant or even skeptical.
- We all held independent authority over the setting, and we all respected each other's authority.
- We were all actively curious about the setting, and eager to find out the other players' answers.
Feb 6, 2021 • 11 tweets • 3 min read
One way to think about roleplaying is, roleplaying is the umbrella act. Each rpg offers its own take on this larger, transcendent act, the act of roleplaying. Some rpgs' rules get you (you in particular) into the act of roleplaying more quickly, more reliably, more soundly...
...And so it makes sense that you'd shop around, look for the rpg that gives you the roleplaying experience you prefer, try different approaches, seek your ideal, and (for some of us) create the game that gets you roleplaying just right.
Many of Apocalypse World's rules refer explicitly to the interactions you have when you play.
Implicit: On a 10+, your character hits theirs. They choose where.
Explicit: On a 10+, tell them that your character hits theirs. Ask them where.
A lot of the time, it doesn't matter. The examples above are basically interchangeable.
But compare these:
Implicit: On a 10+, your character guesses what they should be on the lookout for.
Explicit: On a 10+, ask the GM: "What should my character be on the lookout for?"
I'm kind of serious about it, but I want to offer it for what it's worth, not to convince you, just for your consideration. Maybe you'll find it useful or interesting too.
It's about #PbtA, but PbtA games don't have any kind of lock or monopoly on it, at all. Take this idea and use it in every way that serves your own games, PbtA, non-PbtA, or anti-PbtA!
Apocalypse World says "play to find out what happens."
What it means is, play to find out what the characters make of their world. Both what they choose to make of their world, and, because Apocalypse World is a game of compromises, what they're able to make of their world.
So you have a whole bunch of stuff in a game's design. Characters, fictional setting, dice, rules, abilities on character sheets, player roles like "player" and "GM"...
...And you have the moment of play, four friends talking together, live, right now.
It's tempting to say that the design-stuff "constrains" the moment of play, that the moment of play "enacts" the design-stuff. But I think that's backwards.