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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Manbearcat" data-source="post: 7567752" data-attributes="member: 6696971"><p>This is exactly right.</p><p></p><p>Here is the thing. Anyone that has GMed DitV and AW can see the obvious through-line between the two. In so many ways you could crib the GMing advice from one directly to the other and you would have virtually the same play experience as you are currently (its just organized a bit differently). </p><p></p><p>Follow the players lead = Ask provocative questions and use the answers</p><p></p><p>Play/Actively reveal the Towns = Barf forth apocalyptica and make everyone human</p><p></p><p>Do not have a solution in mind/there is no story/no plot points = Play to find out what happens</p><p></p><p>Escalation = Moves snowball</p><p></p><p>Towns/Sin = Threats</p><p></p><p></p><p></p><p>This is also correct. Discern Realities has an exact example of secret doors.</p><p></p><p>But here is the thing on that. You have to reflect back upon the game's Agenda and the GMing Principles. What applies here is:</p><p></p><p>* Play to find out what happens</p><p></p><p>* Draw maps, leave blanks</p><p></p><p>* Ask questions and use the answers</p><p></p><p>* Begin and end with the fiction</p><p></p><p>So here is the likely course of events with a Dungeon World GM and a burned out tavern where the players hoping to find survivors or signs of what happened here.</p><p></p><p>1) GM may have a rough idea of maybe 2-3 things that may have happened here but they aren't sure (because they're playing to find out).</p><p></p><p>2) The player says something like "Inns have cellars for dry goods, spirits and the like. Maybe someone hid in there and locked it when whatever went down. I move all of the debris from behind the bar and look for some kind of pull or something on the seared floorboards."</p><p></p><p>3) This is basically an "ask questions and use the answers" moment (but sort of inverted). </p><p></p><p>4) The GM will not have anything nearing a blueprint (if they have anything at all and aren't just ad-libbing it) of the inn; "leave blanks." </p><p></p><p>5) "Begin and end with the fiction" comes up here as the GM is using that input from the player and thinking yeah, the "begin with the fiction" proposition of a spirit/dry goods basement behind the bar makes sense in multiple ways. </p><p></p><p>6) Is something at stake? Yeah. Survivors. The possible answer to whatever happened here (intel). Possible assets (maybe a use of Adventuring Gear/Rations/Poutlice or a Cohort in this group of people since they owe the PCs their lives). So we don't "say yes" we "roll the dice."</p><p></p><p>7) What are we rolling the dice for? To find out if there is this secret door/tavern cellar and what is in there.</p><p></p><p>So, by a collection of proxies, a player is basically being afforded the opportunity to stipulate fiction with a successful Discern Realities move.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7567752, member: 6696971"] This is exactly right. Here is the thing. Anyone that has GMed DitV and AW can see the obvious through-line between the two. In so many ways you could crib the GMing advice from one directly to the other and you would have virtually the same play experience as you are currently (its just organized a bit differently). Follow the players lead = Ask provocative questions and use the answers Play/Actively reveal the Towns = Barf forth apocalyptica and make everyone human Do not have a solution in mind/there is no story/no plot points = Play to find out what happens Escalation = Moves snowball Towns/Sin = Threats This is also correct. Discern Realities has an exact example of secret doors. But here is the thing on that. You have to reflect back upon the game's Agenda and the GMing Principles. What applies here is: * Play to find out what happens * Draw maps, leave blanks * Ask questions and use the answers * Begin and end with the fiction So here is the likely course of events with a Dungeon World GM and a burned out tavern where the players hoping to find survivors or signs of what happened here. 1) GM may have a rough idea of maybe 2-3 things that may have happened here but they aren't sure (because they're playing to find out). 2) The player says something like "Inns have cellars for dry goods, spirits and the like. Maybe someone hid in there and locked it when whatever went down. I move all of the debris from behind the bar and look for some kind of pull or something on the seared floorboards." 3) This is basically an "ask questions and use the answers" moment (but sort of inverted). 4) The GM will not have anything nearing a blueprint (if they have anything at all and aren't just ad-libbing it) of the inn; "leave blanks." 5) "Begin and end with the fiction" comes up here as the GM is using that input from the player and thinking yeah, the "begin with the fiction" proposition of a spirit/dry goods basement behind the bar makes sense in multiple ways. 6) Is something at stake? Yeah. Survivors. The possible answer to whatever happened here (intel). Possible assets (maybe a use of Adventuring Gear/Rations/Poutlice or a Cohort in this group of people since they owe the PCs their lives). So we don't "say yes" we "roll the dice." 7) What are we rolling the dice for? To find out if there is this secret door/tavern cellar and what is in there. So, by a collection of proxies, a player is basically being afforded the opportunity to stipulate fiction with a successful Discern Realities move. [/QUOTE]
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