AW: Moving Principles

“Whenever the true objects of action appear, they are to be heartily sought. Enthusiasm is the height of man; it is the passing from the human to the divine.” — Ralph Waldo Emerson in “The Superlative” in The Century (February 1882) (via)

This is a follow-up to an earlier post here, “To Do What, Do What?” In that post, I looked at some of what made Vincent Baker’s Apocalypse World (AW) a difficult text for me. I’d intended to write this post, looking at some of what makes Baker’s game exciting and attractive to me, much sooner, to share it as a counterpart to dispel some smoke and, toward fairness, draw some circles around some of what makes AW compelling and shiny to me.

Doing that briefly proved difficult.

The only reason this isn’t at Gameplaywright is that the first part was posted here, ’cause it was about me as much as it was about AW. So it goes.

I’ve taken the tack, here, of singling out just a couple of things I enjoy, for the sake of time, both yours and mine. By now I presume you, dear reader, care about AW to the extent necessary to read this stuff. If not, get thee to Google or wait for the next post. It’s coming along shortly.

So. What is it that I dig about AW so much that its mad elegance drives me crazy with envy? What is it that I wish I’d developed for games that I’m working on? I’ll pick just two examples: moves and principles.

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