For ME... yes, it was Apocalypse World. Well, first City of Mist. But AW followed right after. But even then, it took me 3 years of playing AW and saying "this is just WoD in training wheels!", but also thinking "This is better, I just can't say how...must play again..." lololFor the record I'm pretty sure the breakout game that did this was (as so often with modern gaming trends) 2010s Apocalypse World. Which called the GM the Master of Ceremonies, took away their dice, and gave procedures and agendas.
The idea that GMing principles for a RPG are "training wheels" or for "beginner GMs" is one of the more bizarre, yet recurrent, ideas out there.For ME... yes, it was Apocalypse World. Well, first City of Mist. But AW followed right after. But even then, it took me 3 years of playing AW and saying "this is just WoD in training wheels!", but also thinking "This is better, I just can't say how...must play again..." lolol
You know what made it "click" for me?The idea that GMing principles for a RPG are "training wheels" or for "beginner GMs" is one of the more bizarre, yet recurrent, ideas out there.
The idea that GMing principles for a RPG are "training wheels" or for "beginner GMs" is one of the more bizarre, yet recurrent, ideas out there.
The idea that GMing principles for a RPG are "training wheels" or for "beginner GMs" is one of the more bizarre, yet recurrent, ideas out there.
Middle ground: "DM is god of wee service animals"?Surely there's some middle ground between "DM is god of all they survey" and "I'm just a wee serviceanimalGM."
And mine is that different games are different. MCing Apocalypse World is very different from GMing a PF2E Adventure Path is very different again from an old school dungeon crawl and each provides you with very different tools.Although I’m on tenuous ground because the counter argument is that books can always be better written. My response to that though, would be that it’s the job of theory to provide the fundamentals. Rules texts can’t be comprehensive enough.
I'll accept there have to be some assumptions. A card game often assumes that the players know what it means, for instance, to shuffle the cards and deal hands.This is one of those things I’ve done a kind of 360 on.
Bah the GM controls all, all role-playing is the same, just give me the mechanics >
Specific text for specific games, the rules are rules >
Well you know actually, all role-playing is kind of the same
The issue is that people have to port assumptions, and therefore procedures, to make stuff work. Some assumptions are only broken by going right back to fundamentals, which principles don’t tend to convey very well.
Although I’m on tenuous ground because the counter argument is that books can always be better written. My response to that though, would be that it’s the job of theory to provide the fundamentals. Rules texts can’t be comprehensive enough.
There are generic narrativist principles that Apocalypse World doesn’t spell out that are far more important than most of the principles in the actual text. I’m not saying that a text necessarily should spell them out but how that hole gets plugged determines a whole load about play.I'll accept there have to be some assumptions. A card game often assumes that the players know what it means, for instance, to shuffle the cards and deal hands.
The analogue in a RPG might be assuming that participants know how to roll and read dice. Perhaps even that they have an idea of the contrast between GM (default manage of backstory and framing) and player (engages the fiction primarily by declaring actions for a particular imaginary character) roles.
But I think there's quite a bit that is possible to specify.
Referring to AW in particular, I was going to post a couple of quotes from this four-year-old thread: thoughts on Apocalypse World? But having looked through it, there's too much to quote! In addition to that linked post, you can see my thoughts in posts 86, 100, 104, 223, 224, 252, 254, 271, 311, 318, 341, 362, 365, 370 and 375.
In those posts I try and identify some of the things that follow, for AW play, from the way the rules are stated: if you do it, you do it; always say what honesty, and what prep, demand; the purpose of prep is to give you interesting things to say; when everyone looks at the MC to see what happens next, the MC makes a move - a soft move, unless its a 6-down roll or a golden opportunity on a plate; etc.
The rulebook doesn't answer every question (like your one about how many opponents?). But I think it's pretty complete.
Burning Wheel, especially supplemented by the Adventure Burner, I think is pretty complete too. (Though it also doesn't answer the how many opponents? question!) And the completeness of both helps to make clear how they're different games.