“You jump in that hole!”
In this episode, we discover that sometimes it’s better to play angry. We discuss what players should do when the plot stalls and the GM isn’t doing anything (consensus: do anything – worst case is you die).
Then we talk about the current Apocalypse World campaign. Everyone is concerned Will is planning too far ahead. Dave says how he’d handle it if Will continued in that direction, but happily everyone agrees on Plan B. We talk about hard player moves in Apocalypse World and what everyone can do to make them more interesting. We focus a lot on seize by force – what it is, what it means, how to make it more interesting. Then we discuss the violence mechanics in AW more broadly.
Stuff that comes up: