Maybe I read the wrong thing, then. But on the Dungeon World SRD, if I click on the Bard entry, I get a choice of racial Moves--and my choices are Elf and Human. If I click on Fighter, my racial Moves are Dwarf, Elf, Halfling, and Human. If I click on Paladin, I get one option: Human. If I do a search on DriveThruRPG on Dungeon World Playbooks, most of them are new classes (some of which sound rather interesting), but there's also "The Orc" and "The Fae" and other such racial classes. What this means is, I don't get to define what dwarf means in my game, because the game has already done so, using a race/class restriction that I hate. I know that this OSR-style restriction is popular among some, and that's absolutely fine, but I hate it.
I don't get Dungeon World's presentation of limited race choices for certain classes either, but, it's good to keep in mind that in all PbtA games (that I've seen), playbooks are starting points, not full & restrictive definitions. So the authors say only humans get to be paladins, or only human and elf rangers get special moves. Chuck it! Be a dwarf paladin, make up a special move dwarf paladins get. I think they could have been much clearer about that, but it's just something in the air if you plug in to the community.Do the DW books say or imply I can just make up new Moves if I want dwarf bards or elf paladins? If so, are there rules for that, or does "balance" not matter in this game? If the books don't suggest I can make new Moves, then what does it mean for my game?
Well, I can't argue that. Apocalypse World makes a very loose sketch of the world and leaves your group to fill in the other 98%. Blades in the Dark has a much more detailed setting—for the one city. If Apocalypse World doesn't get your juices flowing, drop it and move on.Yeah, but that's not the problem. The problem is that the book itself doesn't really inspire me. And I can--and have--defined the game world with my players using other systems, including D&D, Fate, and GURPS. So with Apocalypse World, I'm left with a meh setting and a ruleset that I find, quite frankly, confusing, counterintuitive, and strangely limited.
No, it means there's no point using it in a situation that isn't charged. If nothing bad could happen, there's no need to roll the dice and the GM will just flat-out tell you what the situation is. Player moves are always about doing something when failure will have consequences. If failure won't have consequences, it's not worth fussing over.I'll give you an example. I'm looking at the Moves Snowball, which gives an example of play and maybe you can explain what I'm not getting. We have a situation where the PC Marie is going to "give grief" to an NPC, Isle, and her brother Mill and lover Plover are there as well.
Between this and the description for Read Sitch, I learn that it's supposed to be used in scenarios where there's potential danger, either on your part or the part of the NPCs. Does this mean I can't use it in any situation that isn't charged?
This is something I do feel the author's prose fails in. A move is something your character does that is risky. Anything else is just your character doing stuff, even if it looks like using an ability or named move. But absent that risk of failure, it isn't a mechanical, technical, move. So yes, you can read the room without trying to start trouble, and if the situation isn't charged, the GM will just tell you what the deal is. But if there's a chance the tough guy who has everybody under his thumb can tell you're figuring that out, and will come at you, that's when you roll the bones.I can't go into a room where people are just hanging out innocuously and where I have no intention of starting trouble and try to read the room? In comparison to any other game that has an Insight/Psychology/Sense Motive-type skill, this seems seriously limited. Does the game assume that nobody would use this ability unless there currently is or will soon be danger? Or does the game assume that there's always a potential for danger, no matter how peaceful the situation seems? The MC's response here--"You do? It's charged"--certainly indicates that you're not supposed to use this ability outside of potentially threatening situations. Anyway, Marie's roll succeeds and she wants to know who the most dangerous person in the area is:
Another point of confusion. GM moves are different from player moves, and in some ways I feel they are training wheels for newer GMs. They are formalizing something experienced GMs just know how to do.So I look up Misdirect.
But... this is basically what nearly every practiced GM does. It looks like the point of this Move is to say "go after Plover," but it fails, because the PC attacks Isle instead. Does the MC's failure mean anything? Assuming I'm even correct as to the point of the Move, because the MC doesn't actually say.
(Sure wish I could figure out how to do nested quotes here.) It's just the GM tossing in a "you happened to hear this while walking around". It's taking control of the PCs in a sense, but I'd say it's safe to assume PCs walk around their home bases. If a player's not cool with that, the GM can find another way to bring that information around—say somebody comes to report that they heard the info while walking around.Later on, we get this:
What? How does Keeler know this? Did the MC here take over Keeler and force him to enter the armory in order to witness this? Does Keeler have X-ray vision and super-hearing? Are his gang members talking really loudly and narrating their actions? Are we to assume a third-person omniscient eye? I kind of hate this. If this were a TV show, I'd be rolling my eyes so hard right about now. Keeler's player should have to go into the armory to know what's going on, and if that means that that Keeler misses out on info if she doesn't, then oh well.
I'm starting to get the impression that you haven't accepted some of the central premises of the game, but keep on poking at it because without doing that, things don't make sense and/or bug you. One of the central premises of the game is that the GM & players together are building a story through actions, and not waiting for anybody to stumble on clues or do the particular thing necessary to get the ball rolling. You just kick the ball! Whether you're the GM or a player, you just kick the ball. You don't have to like it, but that's a foundational principle of PbtA gaming.
About this particular bit, I can't comment. Based on what you've quoted, I'd say the GM is being a jerk. Maybe more context would give me something to go on.Later on, Keeler's gang decides to attack Marie because she attacked Isle (I guess Plover knows that Marie is a psychic and was able to put two and two together when Isle started bleeding out her ear). The gang cuts open the top of her door at home and drop a grenade in.
What? How is this misdirection? Is this game GM v. Players, but wants you to restrict your GM attacks to what makes sense in-game? It really looks like what this game calls misdirection is what every other game calls "describing what happens." Which would naturally be an explosion if someone drops a grenade at your feet.
At this point, all I can say is, if you want to answer that question, get in on a game as a player/auditor with a GM who will be happy to lift the curtain and explain what they're doing. You are clearly not getting it by reading.So what am I missing? Again, this is a serious question, not a gotcha or anything. I am literally not getting this.
I've told you about several options for using the setting in different ways, so you do have options.Yeah, and that's why I don't want to play Blades. To me, the setting is so important because it defines most of what makes my character tick. It's a major disconnect between the setting and the rules, and it makes me wonder why Evil Hat even included the setting in the first place. Why not make it setting agnostic, or make an implied setting, or set it in a more standard location? It feels to me like they had the setting and and the game and decided to combine the two.
You have the freedom to do that very thing, so have at! It's a cool setting, by all means grab it and run a game in it with whatever system you like.It's not that I would expect PCs to go investigate. It's that I'd use this setting for a completely different type of game. The world outside the city is a crumbling nightmare. It's your job to explore it. Demons and ghosts haunt the dark streets. It's your job to protect the commoners. Things like that.
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