Maxperson
Morkus from Orkus
Feel better soon!I’m sick as hell so I can’t engage my brain with any commentary.
Feel better soon!I’m sick as hell so I can’t engage my brain with any commentary.
It not, it just doesn't go in for the long detailed descriptions of what's largely unimportant.
I'm not talking about a module that sets out a group of NPCs and a command structure.if replacing their dead leader with a new guy is what the gang would do in the fiction, IMO that needs to be honoured
I though you didn't like "Schroedinger's <whatever>".Truth be told, here the GM is honouring prep; in that the prep (in this case, the module) already has that replacement bad guy built in via the sidebar.
This sounds like an extension of the stage maxim "never put a prop on stage if it isn't going to be used".
And I can't stand this maxim, either in stagecraft or in gaming! I want extraneous stuff, clutter, colour/fluff pieces, and other assorted bits that give the setting (be it stage or game) a sense of having more to it than just what the key actors are touching; and also to make it less obvious what's going to happen and-or which of the props will become relevant as the show goes along.
I think these posts are more interesting, in reflecting on the difference between standard D&D and AW/DW, or a scene-framed game like MHRP/Cortex+ Heroic, than trying to argue that DW is amenable to illusionistic railroading.Ah, now I see what you mean. Eliding 'that and only that' part initially confused me. So flavour eagles and boulders can be established along with something that elicits more immediate reaction from the players?
I lived through the clash between ToH-style play and DL-style play. And it's various offshoots, like "rolllplaying" vs "roleplaying". The clash was real.What clash? If I walk into any convention, D&D club, adventure's league, hobby store, or home where there are 5 people with 5e books on the table and they are roleplaying and rolling d20, and I say: "What are you all playing?" There is no one that is going to say: "Uh, technically play is too broad of a term to describe what we are doing. We are running a participationism style game." No one.
I don't think this has always been true, though. It was still unfolding back when I was a regular AD&D player in the early to mid 90s. At that time the DL-approach was clearly coming to predominate, but I don't think it had become so hegemonic that other approaches were invisible.D&D tends toward a hegemonic play approach. This is largely due to the received wisdom of D&D.
Hmm - I have memories of a poster whose been saying this for lo these many long years! What was his name again . . .?This is getting very close to what I see as a very contentious but rather obvious bit of truth -- in fiction, almost all acts of authoring are pretty much the same thing. RPGs are really about the constraints on how that authoring takes place - what can be authored, who can author it, when can it be authored, and how do they author it?
I don't agree. I don't agree even if we confine the discussion to D&D. As a 4e D&D GM I didn't use force. I've GMed AD&D without using force.Force is a very blurry continuum, and I think that all GMs utilize force
Where's the force? A hard move is the GM doing their job to either narrate consequences of action resolution, or to establish an unhappy situation where the player hands them the opportunity on a golden platter.Vincent Baker (Apocalypse World creator) would surely believe that force as described by @Ovinomancer is a gaming negative, yet hard and soft moves can both be used to "enforce a preferred outcome," regardless of player input. When the GM makes a hard move, the players can't change the outcome.
I think something consistent with @Helpful NPC Thom's statement is the idea that GMs will use whatever tools and techniques they have available to them that they find appropriate in order to make the narrative of the game ... palatable to them.I don't agree. I don't agree even if we confine the discussion to D&D. As a 4e D&D GM I didn't use force. I've GMed AD&D without using force.
The reason it's so hard to argue that PbtA games are vulnerable to force is because force is usually described as happening after actions and resolutions--and that's when the GM in a PbtA game is doing stuff anyway. They might be doing other bad-faith GMing, but they won't be using force.Where's the force? A hard move is the GM doing their job to either narrate consequences of action resolution, or to establish an unhappy situation where the player hands them the opportunity on a golden platter.
Exactly. I'd also add that it doesn't make much sense to me that something preplanned 1 week ago is any different in nature than something preplanned 1 second ago.I think something consistent with @Helpful NPC Thom's statement is the idea that GMs will use whatever tools and techniques they have available to them that they find appropriate in order to make the narrative of the game ... palatable to them.
You don't like force, so you don't use it. Force (as typically) doesn't work in PbtA games because the system clashes with it so hard, so PbtA GMs don't use it. There are other ways for a GM to have input into the narrative--and I'm sure you've used at least some of those, which you found appropriate.
Different GMs, running different games at different tables, will find different tools and techniques to be available and appropriate. I think the vast majority of GMs want to have some input into the narrative of the game--some seem to want the majority of the input. In your previous example of the giant eagle nests, you made the point that if the DW GM didn't actively want giant eagles as a threat, they shouldn't have put them in the mountains with the PCs; that seems to be arguing the GM should have some input into the narrative.
If D&D told the DM to fudge and railroad players into particular framing and consequences we wouldn't say that's not railroading just because the D&D system (or module) is having the DM do those things.The reason it's so hard to argue that PbtA games are vulnerable to force is because force is usually described as happening after actions and resolutions--and that's when the GM in a PbtA game is doing stuff anyway. They might be doing other bad-faith GMing, but they won't be using force.
To me that sounds like exactly the same thing.I'm not talking about a module that sets out a group of NPCs and a command structure.
I'm talking about a module that says Here's the bad guy, but if they're killed too early than drop in this back-up bad guy.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.