I never read AP. I never listen to AP. Sometimes I skim AP if it seems like it’s getting a lot of attention, or if someone else points it out to me.

But actual analysis of a game session? I love that. I am not invested in Count Glorbalorp and why he wants to monopolize all the Cheese-doodles, or why the Cheese-doodle Wizard figured a band of ragged mercenaries with laser pistols was the best solution to the problem. What I do care about is what about the game were the people at the table invested in and why.

Did they find ways to tie their backstory into the adventure at hand? Did that reward them mechanically, or was it just for their own enjoyment? What mechanical rewards does the game give? Are you using them? Could you be using them differently? Does a given rule seem like an artefact of iterative design, or does it seem like it has a purpose to fulfill, even if you didn’t engage with it this time.

That’s a long-winded way of saying I really like Paul Beakley’s play reports, and don’t actually think of them as “AP” in the traditional sense at all.