Was bored. Made this:
How to play AW-based games! A simple algorithm.
Step 1 (Initialization):
a) Choose someone to be the GM.
b) All non-GMs make a character.
c) GM initializes the game by presenting an opening situation and a context.
d) Go to step 2.
Step 2 (Players’ turn to speak):
a) GM says “What do you do?”.
b) Wait until a player says something.
c) Does the player give the GM a golden opportunity? Then go to step 4.
d) Does it trigger a move? Then go to step 3.
e) Otherwise, go to step 4.
Step 3 (Resolve move):
a) Carry out the instructions in the move.
b) If you rolled a miss, you have just given the GM a golden
opportunity. Go to step 4.
c) Did the effects of the move trigger a new move? Go to step 3.
d) Otherwise, go to step 4.
Step 4 (GM’s turn):
a) Did a player just give you a golden opportunity? Make a hard
move and go to step 2.
b) Otherwise, make a soft move and go to step 2.
LOL. I like it. 🙂
I’ve considered making this in flowchart form, and play with it in front of me.
It might bog the game down a little (though I don’t think it will), and it’ll make me think a lot more about the game’s structure.
If that would help you internalize things, I say go for it!
I should add some steps to ensure the Agenda and Principles are conserved. I don’t look at them often enough…
I always have a GM sheet sitting in front of me so that I have the Agendas and Principles right there. That goes for any AW-based game I’m running.
Me too. I still forget though 🙁
As I said in the other forum, you should definitely make this. It would help a lot of new GMs (and existing ones, for that matter) when uncertainty sets in.
There is something missing with 3b. There are moves that have a defined 6- result that don’t have to be hard moves.
Looks like a basic program. Try calling functions instead of using goto’s.
Tim Franzke That’s part of the “resolve move” step 🙂 But I guess it should be cleared up.
Wynand Louw Making recursive statements doesn’t really enhance readability to anyone but programmers.