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<blockquote data-quote="Manbearcat" data-source="post: 8522418" data-attributes="member: 6696971"><p>2 Things:</p><p></p><p>1 - <em>Meaningful </em>should be subbed out and <em>consequential </em>subbed in<em>.</em> Does this narration consequentially impact the present gamestate, the trajectory of play, the decision-space and suite of moves available to participants, does it provoke them thematically? If the answer isn't yes to any of those things, its not <em>consequential</em>.</p><p></p><p>2 - The difference between soft moves and hard moves is very well demarcated in PBtA texts whether its Apocalypse World or derivatives (eg DW). I've written about this in extreme detail on these boards so I'm not going to rewrite the essays of work I've put into this. But here is the instructive text in DW:</p><p></p><p><strong>DW p164</strong></p><p></p><p>Generally when the players are just looking at you to find out what happens you make a <strong>soft move</strong>, otherwise you make a<strong> hard move</strong>.</p><p></p><p><em>A <strong>soft move </strong>is one without immediate, irrevocable consequences</em>. That usually means it’s something not all that bad, like revealing that there’s more treasure if they can just find a way past the golem (offer an opportunity with cost). It can also mean that it’s something bad, but they have time to avoid it, like having the goblin archers loose their arrows (show signs of an approaching threat) with a chance for them to dodge out of danger.</p><p></p><p>A <strong>soft move</strong> ignored becomes a golden opportunity for a <strong>hard move</strong>. If the players do nothing about the hail of arrows flying towards them it’s a golden opportunity to use the deal damage move.</p><p></p><p><em><strong>Hard moves</strong>, on the other hand, have immediate consequences</em>. Dealing damage is almost always a <strong>hard move</strong>, since it means a loss of HP that won’t be recovered without some action from the players.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8522418, member: 6696971"] 2 Things: 1 - [I]Meaningful [/I]should be subbed out and [I]consequential [/I]subbed in[I].[/I] Does this narration consequentially impact the present gamestate, the trajectory of play, the decision-space and suite of moves available to participants, does it provoke them thematically? If the answer isn't yes to any of those things, its not [I]consequential[/I]. 2 - The difference between soft moves and hard moves is very well demarcated in PBtA texts whether its Apocalypse World or derivatives (eg DW). I've written about this in extreme detail on these boards so I'm not going to rewrite the essays of work I've put into this. But here is the instructive text in DW: [B]DW p164[/B] Generally when the players are just looking at you to find out what happens you make a [B]soft move[/B], otherwise you make a[B] hard move[/B]. [I]A [B]soft move [/B]is one without immediate, irrevocable consequences[/I]. That usually means it’s something not all that bad, like revealing that there’s more treasure if they can just find a way past the golem (offer an opportunity with cost). It can also mean that it’s something bad, but they have time to avoid it, like having the goblin archers loose their arrows (show signs of an approaching threat) with a chance for them to dodge out of danger. A [B]soft move[/B] ignored becomes a golden opportunity for a [B]hard move[/B]. If the players do nothing about the hail of arrows flying towards them it’s a golden opportunity to use the deal damage move. [I][B]Hard moves[/B], on the other hand, have immediate consequences[/I]. Dealing damage is almost always a [B]hard move[/B], since it means a loss of HP that won’t be recovered without some action from the players. [/QUOTE]
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