VB wrote
Simon wrote
Emily wrote
It's common in freeform to articulate rules on the fly for i. prompting what to say, and ii. choosing between the welcome and unwelcome. You can achieve i. without achieving ii. Designing rules doesn't guarantee ii. It is only when rules are used in accord with principles that one reliably sees ii. Principles say how players ought to make use of the rules.
GM is one means of procuring the unwelcome and unwanted for players. They can be effective in that role, and they can do it without rules to the extent that they are made to embody them. Consistent with the above, they cannot do it without solid principles in place, but they can also benefit from rules (the lack of either can lead to what some characterise as "weak sauce" play".)
Game design is capable of offering principles. Apocalypse World (AW) does. Will the unwelcome and unwanted reliably come into play using AW rules, when its principles are not followed? The introduction of GM moves also significantly (maybe crucially*) helps drive ii.
*If - as often happens - we're relying on GM as our means of procuring the unwelcome and unwanted for players, consistent with their positioning (to some extent) among lusory-means (freeing them to act cavalierly) or at least with alternative prelusory-goals, then it becomes crucial that they're compelled to deliver the unwelcome.
To your earlier point,
@AbdulAlhazred. Rules provide a social prophylactic, but VB at least wants to go further
The idea as VB put it is that you as player are calling out your GM for
not saying "nay" to you. In a sense, the rule shepherds a principle into play (unity of interest), or reifies it.
NOTE EDITS As I figured out how to best put what I wanted to say.
@Campbell the above hopefully supplies the sort of material you wanted to get into. For me it's important to be sensitive to the principles folk usually don't even notice.
Can't speak for others, but I don't find anything especially new or controversial here, to be honest. As I said earlier, VB clearly saw the value in systematizing both process type rules, cues, and principles and practices in a fairly concrete form to produce a complete game which could be relatively reliably utilized to achieve something similar to the sort of play that seems to have happened in the FF gaming he and others refer to.
I find this to be quite effective. A couple weeks ago
@Gilladian and I were playing Stonetop with
@Manbearcat GMing. It was great, we were trying to find and rescue some people in the Great Forest. With mostly OK or good rolls we faced a series of obstacles which the GM came up with. The whole scenario was drawn from A) One PC is a ranger, so things related to the Great Forest are her speciality, and B) These hunters were tied into a figure whom Yorath, the Fox, is said to know out of his backstory (as a bit of a shady guy who's traveled). If we fail, Stonetop will have to deal with an angry, powerful NPC. Yorath also has a direct link to the lead hunter, who has a grudge against him!
This is all just spit out according to principles and moves that are pretty much straight out of DW or AW. We overcome the first set of obstacles, we think we're doing pretty good, but then the Pale Hunter appears! Our dice run cold, Yorath tries to bargain with him (using a playbook move that gives him advantage on these sorts of checks) but fails miserably (6- on best 2 of three dice, even with +2 CHA). The Hunter simply spirits away all four of the hunters, including Rennon (the one Yorath knows) and Rennon's son. Although we track them we continue a long string of bad rolls, it is all to no avail.
Later, during homefront, Bronwyn the ranger meets the Pale Hunter near the forest edge, and again tries to bargain for Rennon's Son, but to little avail, the Hunter merely agrees to keep him alive, but states that "This will be no mercy!"
Now we need to go appease Mave, the Marshedge heavy who was behind the whole thing, triggering a whole new series of adventures. In all this our playbooks get leaned on pretty heavily. Yorath knows people, he can make connections. Bronwyn is highly adept at fieldcraft, and now we have a Marshal character, Donal, who has his own interesting past and various drivers (plus a rather unruly crew of men). Yorath has now managed to recruit a close childhood friend as a follower, etc.
You can see how these techniques and guidance work. When we encounter some pilgrims at a pilgrimage site the GM describes them as 'Lygosians' (people from some far southern place that is half mythical to us). Yorath decides to use his magical tricks and 'Irresistable' move to get in with the lady pilgrims (we want to travel with them, it's safer).
@Manbearcat describes the leader, a Lygosian Noble, who has 4 strong litter bearers. The danger here is obvious! We've been presented with an opportunity, coupled with a risk, those litter bearers look fairly tough, and the noble is young, but no idiot. However, Yorath's instinct is Trickery - To decieve, misdirect, outthink: He's absolutely going for it! We will Play to Find Out what happens next!
Honestly, none of this is shocking or atypical play for a PbtA of this sort. Note how every situation is rich with potential, things can go right, they can go wrong, either way the story will move forward. Maybe we smoothly travel without incident with the Lygosians to Marshedge, quite possible! Either we're heading into danger in Marshedge, or we'll get into it with the Lygosians, or some situation on the road. It doesn't matter, the world of Stonetop is filled with dangers!