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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7568395" data-attributes="member: 82106"><p>The principle in DW is that there is a 'Map with holes in it' which describes the area in which the campaign's Fronts are interacting. This map MIGHT be pretty detailed in a specific area and thus rule out the possibility of a secret door, in which case the DM not really obliged to present one. </p><p></p><p>Here's the main thing though, there is no MOVE 'search for secret doors', or even 'search' in DW. There is 'Discern Realities' and 'Spout Lore', either of which might elicit the description of a secret door by the DM (whether previously mapped into the DM's fiction or not isn't addressed). I suppose 'Defy Danger' might also be a way for the DM to introduce such an element. I would note however that DM's moves are ALL "create more pressure on the PCs." In each of these cases the DM needs to make some kind of a move (IE alter the fictional state of the game). This is never going to simply provide a solution for the players that doesn't put them in some kind of another bind. I guess you could interpret total success in one of the above move types to do something like that.</p><p></p><p>So, for example:</p><p></p><p>The characters are fleeing from a horde of orcs which they cannot defeat in outright combat (this probably was a result of a hard move by the DM previously). They come to a dead end in the corridor they are fleeing down. As the orcs torches appear around the bend 150' back the thief desperately attempts to use his wits and asks if he can use Evasion (a thief move) using INT. He rolls a 12, and informs the DM that he has achieved a 'sublime evasion', and the DM informs the party that the thief sticks his finger in a crack and pulls open a secret door. </p><p></p><p>Note that it is perfectly possible for the DM to have simply said 'yes' and produced a secret door at this point without any checks. This would generally constitute part of a DM move, which would, as I said above, dump the PCs into a new and probably worse situation, but maybe would get them out of their current bind, for the moment. The Evasion check OTOH would produce good results for the PCs, reducing pressure on them, though the DM would likely respond with a soft move of some kind once they reached the next location.</p><p></p><p>DW doesn't exactly use the terminology or explicit process of Story Now, nor discuss saying yes vs checking, but there's certainly nothing antithetical to these concepts in its basic structure. It is certainly a game that wants you to 'play to find out what happens', and it doesn't seem to care much about 'simulationist' kinds of concerns like the DM neutrally arbitrating. It is heavily invested in the DM coming at the PCs with challenges to their plans, their person, and their values. It is a bit different from things like DitV which deal explicitly in stakes, but the bonds system certainly leads to a similar result.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7568395, member: 82106"] The principle in DW is that there is a 'Map with holes in it' which describes the area in which the campaign's Fronts are interacting. This map MIGHT be pretty detailed in a specific area and thus rule out the possibility of a secret door, in which case the DM not really obliged to present one. Here's the main thing though, there is no MOVE 'search for secret doors', or even 'search' in DW. There is 'Discern Realities' and 'Spout Lore', either of which might elicit the description of a secret door by the DM (whether previously mapped into the DM's fiction or not isn't addressed). I suppose 'Defy Danger' might also be a way for the DM to introduce such an element. I would note however that DM's moves are ALL "create more pressure on the PCs." In each of these cases the DM needs to make some kind of a move (IE alter the fictional state of the game). This is never going to simply provide a solution for the players that doesn't put them in some kind of another bind. I guess you could interpret total success in one of the above move types to do something like that. So, for example: The characters are fleeing from a horde of orcs which they cannot defeat in outright combat (this probably was a result of a hard move by the DM previously). They come to a dead end in the corridor they are fleeing down. As the orcs torches appear around the bend 150' back the thief desperately attempts to use his wits and asks if he can use Evasion (a thief move) using INT. He rolls a 12, and informs the DM that he has achieved a 'sublime evasion', and the DM informs the party that the thief sticks his finger in a crack and pulls open a secret door. Note that it is perfectly possible for the DM to have simply said 'yes' and produced a secret door at this point without any checks. This would generally constitute part of a DM move, which would, as I said above, dump the PCs into a new and probably worse situation, but maybe would get them out of their current bind, for the moment. The Evasion check OTOH would produce good results for the PCs, reducing pressure on them, though the DM would likely respond with a soft move of some kind once they reached the next location. DW doesn't exactly use the terminology or explicit process of Story Now, nor discuss saying yes vs checking, but there's certainly nothing antithetical to these concepts in its basic structure. It is certainly a game that wants you to 'play to find out what happens', and it doesn't seem to care much about 'simulationist' kinds of concerns like the DM neutrally arbitrating. It is heavily invested in the DM coming at the PCs with challenges to their plans, their person, and their values. It is a bit different from things like DitV which deal explicitly in stakes, but the bonds system certainly leads to a similar result. [/QUOTE]
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