It's not that GM desire is bad. GM desire is amazing, fruitful, and vital. The principles are as much for my benefit as they are for the players. I absolutely have investment, interest, and aspirations just like any other player. Like any other player I let those things go so we can play to find out. I'll have more later.
I think this was in regard to how my players and I determine the Flaws, Bonds, and other character traits as they develop over the campaign. We have them change or we add new ones or take away the originals...it all depends. How I do this is always a judgment call, we don't rely on a mechanical rule of some sort. The only example I can think of is the Insanity mechanic; when exposed to certain horrifying conditions, creatures, or effects, you roll on a table and ten you gain a new trait. My method for doing that is far less structured.
But I do think that you've touched on what I'd say is my main point in this thread...that I think DM Judgment can be as effective as any other method, and can still be impartial and support player driven play. Yes, you may have to impose the judgment over some of the existing mechanical rules but so be it.
Gotcha. I play with an altered Inspiration mechanic, and I allow for the Bonds and Flaws and other traits to change or for new ones to be added or old ones to fade as play progresses. We're really loose with all that stuff, which I find to be more manageable than having hard and fast mechanics for everything. Same thing with experience...we ditched the traditional XP system a few editions ago.
Just quoting the above as they're relevant to the below. Also, since [MENTION=16586]Campbell[/MENTION] brought up the short little DW one-off we ran (nearly 3 years ago now!), I'm going to use the characters in that to elaborate on some concepts.
Anyway, quick intro to:
How GMing principles, an integrated and robust reward cycle, and transparent resolution mechanics and play procedures disable GM Force and Illusionism...and how the opposite enables it.
I'll start with the first part. So below are the Bonds and Alignment for [MENTION=16586]Campbell[/MENTION] and [MENTION=42582]pemerton[/MENTION] 's characters.
Lucann
BONDS
* The king owes me their life, whether they admit it or not.
* I have sworn to protect my lover.
* Thurgon is a good and faithful person; I believe him to be a human worthy of my trust.
* The half-elven warrior maiden is soft, but I will make them hard like me.
ALIGNMENT: Neutral - Defeat a worthy opponent.
Thurgon
BONDS
* Theren has stood by me in battle and can be trusted completely.
* The people of the city remain brave in spite of their suffering; I have much to learn from them.
* Lucann's misguided self-indulgence endangers his very soul!
* Quinn can be brought back from the darkness into which I allowed him to fall.
ALIGNMENT: Good- Endanger self to protect those weaker.
Here is how you earn xp in Dungeon World.
1) Did you roll a 6 or less on a move (2d6 + modifier)? If yes, mark xp.
At End of Session (group move to reflect on play)...
2) Choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player (this would be the GM if it is an NPC) of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
3) Look at your alignment. If you fulfilled that alignment at least once this session, mark XP.
4) Then answer these three questions as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.
Alright. Now we know what the game is incentivizing. Through examination of that reward cycle we can find out what the play premise for Dungeon World is:
* Playing to take risks and find out what happens (This is the primary source of xp in the game. Xp on failure pushes players away from (a) turtling and (b) optimizing action declarations toward their areas of strength...or at least it puts it at tension with the inclination for character progression).
* Playing to find out about your relationships.
* Playing to find out about your highest ideal (what are you willing to risk to achieve it?).
* Playing for discovery.
* Playing to overcome notable adversaries and obstacles (mythical monsters, impossible climbs, inspiring the most stodgy to action).
* Playing to gain something...precious (lost artifacts, divine boons, or something more mundane that an NPC just doesn't want to give up).
Let's start with that and a hypothetical play example. Take a look above at the following bonds and alignment from pemerton's character Thurgon:
BONDS -
* Quinn can be brought back from the darkness into which I allowed him to fall.
* The people of the city remain brave in spite of their suffering; I have much to learn from them.
ALIGNMENT: Good- Endanger self to protect those weaker.
What happens if I place the PCs into a situation where Quinn (now the vassal of The Queen of Air and Darkness), the focus of Thurgon's quest for redemption, endangers the brave people of the city?
Let's take a look at Lucann's bond:
* The half-elven warrior maiden is soft, but I will make her hard like me.
She is a stout member of Thurgon's order of knights. She is definitely not weak, but she is not the equal of Thurgon (the Knight-Commander of her order). What happens if, in the midst of this conflict, I put her in grave peril (as the result of a 6- by one of the PCs) because of a tactical misstep on her part? Maybe she pulls a Hot Rod in the Optimus Prime/Megatron battle in the original Transformers movie (the great one).
Let's take a look at another of Lucann's bonds:
* Thurgon is a good and faithful person; I believe him to be a human worthy of my trust.
Maybe the situation snowballs. Maybe Quinn is about to deliver a potential mortal blow to Dame Nequall (the half-elven knight). Maybe Thurgon has a last gasp change to save his lieutenant from the imminent peril...but to do so would mean to allow a brave member of the city (perhaps an orphanage keep - there would lots of orphans after the war - desperately fending off summoned shadow fiends with a hoe) to perish.
Maybe Lucann believes Dame Nequall's failure has led to this situation. Maybe he is convinced that it is divine (rather than natural) selection that she resolutely face her fate (a horrific lesson, perhaps maiming, perhaps death) here and now. Like you teach a man to fish rather than fish for them, you do the same thing with the warrior to your left and your right. They are no good to themselves, to you, or to their unit if they cannot hold their weight (or, worst still, they imperil you).
Let's find out if he thinks that and (in)acts on it!
What will Thurgon do? My guess is he will endanger himself..but to save whom? He could Turn Undead and with a 10+ save the orphanage keep from the shadow fiends. He could Defend Dame Nequal. Can't do both!
What if, in his moment of need, he whispers a powerful prayer to Kord (Revelation), seeking divine wisdom on how to save Dame Nequal and the orphanage keep. What if the revelation is to strike down Quinn with a weapon imbued of light (he would take +1 forward to act on this).
A lot turns on this. Will Thurgon fell the focus of his quest, ensuring that he lives with his sense of failure to Quinn forevermore? If he does, he still has to bring the weapon to bear (Hack and Slash) and enspell it with divine Light (Cast a Spell). Things can go wrong there (though he does have +1 forward), or at least go sideways (leading to snowballing).
What if he endangers himself to save Dame Nequal (perhaps his prospects for defense are much higher than anything else) but lets the orphanage keep perish?
What if Lucann doesn't like his answer to the question? What happens to that trust between the two?
So that is how robust reward cycles in a game where the GM is instructed to "follow the rules, "fill the characters' lives with danger and adventure" and "play to find out what happens" aids me in avoiding having to apply force to achieve dramatic tension, danger and adventure.
The players tell me what is important to them and what they care about.
The system rewards them for taking risks.
Then I just follow the rules, think dangerous, and make my moves as the fiction unfolds and the play procedures dictate.
Next post I'll go deeper into how transparent (and simple, yet robust) resolution mechanics and play procedures prevent me from having to rely on Force to create dramatic situations which lead to compelling/thematic decision-points for the PCs, which in turn leads to unforeseeable outcomes and snowballing narrative.