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The GM is Not There to Entertain You

Ovinomancer

No flips for you!
I had more of a "talk with the GM and come to a reasonable compromise" kind of thing in mind, but sure, we can just assume everything is negative all the time. Cool.
I'm reminded of that time @Manbearcat introduced a complication in our Blades game and I called him on it because we had expressly taken action and succeeded at that action to prevent that kind of complication. And he acknowledged it, noted he had forgotten that bit, and the complication was withdrawn. Not because it was nice or I was complaining about a judgement call, but because that's what the principles of play for Blades demanded. The GM is beholden to the rules in Blades (including the principles of play) -- it's not optional. There's no rule zero, and there doesn't need to be -- it would be detrimental to play.
 

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pemerton

Legend
I'm reminded of that time @Manbearcat introduced a complication in our Blades game and I called him on it because we had expressly taken action and succeeded at that action to prevent that kind of complication. And he acknowledged it, noted he had forgotten that bit, and the complication was withdrawn. Not because it was nice or I was complaining about a judgement call, but because that's what the principles of play for Blades demanded.
A similar thing happened to me GMing 4e D&D: the players had succeeded at a skill challenge; and then in the next session one aspect of my opening framing for what followed didn't fully honour their success. One of the players pointed this out, and I corrected my framing.

It's not that big a deal, I don't think.
 

I had more of a "talk with the GM and come to a reasonable compromise" kind of thing in mind, but sure, we can just assume everything is negative all the time. Cool.

I'm reminded of that time @Manbearcat introduced a complication in our Blades game and I called him on it because we had expressly taken action and succeeded at that action to prevent that kind of complication. And he acknowledged it, noted he had forgotten that bit, and the complication was withdrawn. Not because it was nice or I was complaining about a judgement call, but because that's what the principles of play for Blades demanded. The GM is beholden to the rules in Blades (including the principles of play) -- it's not optional. There's no rule zero, and there doesn't need to be -- it would be detrimental to play.

A similar thing happened to me GMing 4e D&D: the players had succeeded at a skill challenge; and then in the next session one aspect of my opening framing for what followed didn't fully honour their success. One of the players pointed this out, and I corrected my framing.

It's not that big a deal, I don't think.

I have it on good ENWorld authority that GMs don’t make mistakes and players are entitled!

I should have protested against how obviously entitled you guys are. Maybe I could have gotten a RAGEQUIT! Stuffed and hung that disgruntled player head on my wall.

GM’s game sucka

Sport GIF by ALL ELITE WRESTLING


bow down game of thrones GIF by Pretty Whiskey / Alex Sautter
 

Mannahnin

Scion of Murgen (He/Him)
Assessment of semantic loading is inevitably going to be somewhat individualized. When it comes to semantic association, dictionaries are almost always behind the times. For what its worth, my experience of the usage of dispassionate is closer to Lanefan's than not.
I presume you meant disinterested there, rather than dispassionate?

You're right that which definition and common meaning we most commonly associate is individualized. But since Yora had already clarified exactly what they meant by disinterested in post 159, and I had echoed the clarification in 167, Lanefan going back to disagreeing based on a different understanding of the word in posts 199 & 200 seemed a bit strange and detrimental to the discussion. We already knew exactly what Yora meant.

There may be a regional variation factoring in here too, since Yora is posting from Germany. While the primary definition of disinterested showing on Google/Oxford Languages agrees with Yora's usage, I do tend to see that usage more commonly in British English, and IME it's fairly common for folks in Europe's English to be more similar to British English than American.
 
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pemerton

Legend
I don't care for some core conceits of PbtA games (as I have enumerated) so I don't have much experience with them (I played Dungeon World once and tried to run Monster of the Week once) so I admit I could be wrong, but it seems to me the goal is "to tell a story" as opposed to letting one emerge. I don't want to be told a story and I don't want to tell my players a story.
I think you're wrong, or at least confused.

Serious question: why does AW (and by extension PbtA in general) even have a GM. It seems like the role as defined above could be performed by a set of charts governing situations and die roll results.
The way I understood his explanation was that the GM in AW does not have the same authority to conduct the trad loop of explain-listen-explain. So I was musing and thinking that the model seems like a reasonable base for a GM-less game, since you can use procedural generators to "make life hard for the PCs."
I do think most trad players would balk, with good reason. I think most trad players would prefer to play out the consequences of that failure, rather than be told the story of what happened.
There's a degree of tension here: who do you think is going to come up with narrations like the one @Campbell suggested - of the tables being turned when a roll to Go Aggro fails - if not the GM?

So anyway, the function of the GM in AW is spelled out in the rules. There are two main components to the GM's role (I'm quoting from pp 109, 116-7):

Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters. . . .

Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [a GM move] and say it. . . .

Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense.

Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion.

However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.

When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too.

But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.​

I don't think that a chart makes for very good conversation! Or is very good at extrapolating from established fiction to new fiction.

I agree with all this, which is one of the reasons I don't understand the need for or like the PbtA method of GM constraint. It is unnecessary and limiting for no benefit.
I understand where they come from, I just don't think they are necessary. Systemic attempts to bind the GM to a prescribed set of outcomes feel like either trying to turn the GM into a processor, or trying to defend the players against some mythical viking hat bad GM. I get that people like PbtA games, but I can't abide the basic design goals as you articulated them.
I don't think you are really appreciating the significance of the rules that govern what a GM of an AW game says, as set out in what I just quoted above.

Think about how often, in typical D&D play, the GM makes hard moves (ie irrevocable consequences for the players) without anyone having failed a roll, or otherwise handing an opportunity on a plate: for instance, a player says their PC walks through the doorway and the GM calls for a save because they triggered the trap; or the player looks in the chest hoping to find something-or-other, and the GM tells them it's not there; or the player asks the NPC, "So what's going on with <something or other the PC cares about>" and the NPC replies "I don't know".

And now imagine a game in which the GM can't make those hard moves, and has to make soft moves instead. Think about how that would ramify everything else in the game: the significance and function of prep, how consequences flow from action resolution, who gets to decide what is at stake in the fictional situations.

That's what flows from the rules for GMing AW. You can't get those benefits without the rules.
 

Mannahnin

Scion of Murgen (He/Him)
The way it was presented there wasn't any "settling on a strategy" beforehand, instead someone just pulled a gun. Next thing, the PCs are all captured and under interrogation.

If the idea of such a surprise attack was agreed on beforehand as the party's plan then I suppose one could consider it a group action (even though only one PC does it) and apply a group-level success or fail to it.
Campbell's example didn't specify one way or the other whether the other players were aware and consenting beforehand, or surprised. You've added the assumption that the other players were unaware.

But if one player just has their PC haul off and pull out a gun without warning, it seems only fair that everyone else should get a chance to react in character.

Keep in mind that those checks can also go against the PCs. Playing it out in more detail doesnt necessarily mean they're automatically going to improve their lot; they could in fact make things much worse for themselves than they already are. :)
If the rules for AW specify the stakes of a failed Go Aggro move as including serious consequences like the one specified, then the example Campbell gave would certainly be fair.

Playing it out on a more micro-resolution level COULD indeed make things much worse for the PCs. That's not necessarily a virtue. One consistent experience I've had in D&D over the years is the difficulty of resolving the PCs losing a fight or confrontation without it turning into a TPK, without heavy-handed GM intervention or control over the PCs' actions and the scene framing. AW sounds like its mechanics handle this better, if it allows for a quick transition to the "captured and interrogated" scene without a long, aggravating, un-fun combat having to be played out in the middle.

If AW lets a scene like that play out more like a movie or TV show- tough posturing with the local boss, one PC whips out a gun but it goes badly, suddenly PCs are revealed to be surrounded by a superior force with guns trained, transition to dramatic interrogation scene, then that seems like a good capability. It's a different kind of game, certainly, but maybe it better emulates a lot of enjoyable fiction than D&D does.

The interrogation scene could easily turn around into an "uneasy allies" situation, if, say, it's revealed during that scene that both sides have a common enemy, or are working for a common ally. If we didn't just spend 30 minutes or an hour playing out the PCs getting beaten down by these guys, the PCs won't have taken a bunch of damage/expended a bunch of resources, and the players won't have formed a strong emotional reaction to these guys as enemies. Which are both very likely outcomes if we played out a fight in D&D and had the PCs captured.
 
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Thomas Shey

Legend
I presume you meant disinterested there, rather than dispassionate?

Well, I may have phrased it really clumsily since I was trying to make a point about the difference between the two in usage.

You're right that which definition and common meaning we most commonly associate is individualized. But since Yora had already clarified exactly what they meant by disinterested in post 159, and I had echoed the clarification in 167, Lanefan going back to disagreeing based on a different understanding of the word in posts 199 & 200 seemed a bit strange and detrimental to the discussion. We already knew exactly what Yora meant.

Never assume everyone participating has read the whole discussion in detail. It often explains apparently confusing responses if you, in fact, assume the opposite.
 



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