Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9242266" data-attributes="member: 42582"><p>This detour through "play to find out" is surprising to me.</p><p></p><p>The phrase, used in the context of RPGing, has an origin: Vincent Baker uses it to describe a core element of the MC's agenda in Apocalypse World.</p><p></p><p>From p 102, under the heading "Setting Expectations":</p><p></p><p style="margin-left: 20px">I’m not out to get you. If I were, you could just pack it in right now, right? I’d just be like “there’s an earthquake. You all take 10-harm and die. The end.” No, I’m here to find out what’s going to happen with all your cool, hot, . . . kick-ass characters. Same as you!</p><p></p><p>Then from p 108, elucidating the instruction, to the MC, to <strong>Play to find out what happens</strong>:</p><p></p><p style="margin-left: 20px">It’s not, for instance, your agenda to make the players lose, or to deny them what they want, or to punish them, or to control them, or to get them through your pre-planned storyline (DO NOT pre-plan a storyline, and I’m not [mess]ing around). It’s not your job to put their characters in double-binds or dead ends, or to yank the rug out from under their feet. Go chasing after any of those, you’ll wind up with a boring game that makes Apocalypse World seem contrived, and you’ll be pre-deciding what happens by yourself, not playing to find out.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Play to find out: there’s a certain discipline you need in order to MC Apocalypse World. You have to commit yourself to the game’s fiction’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to <em>say</em> what happens, you have to set what you hope for aside.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The reward for MCing, for this kind of GMing, comes with the discipline. When you find something you genuinely care about - a question about what will happen that you genuinely want to <em>find out</em> - letting the game’s fiction decide it is uniquely satisfying.</p><p></p><p>The repudiation of pre-planned storylines straight away marks the difference from APs, from most D&D modules since DL, from any planning that says "After the PCs do <such-and-such>, then <this> happens" or "If the PCs attempt <such-and-such>, then <this> happens". If someone (eg [USER=71699]@clearstream[/USER]) wants to argue that, in the play of Dead Gods, there is also "finding out" (eg finding out whether or not the PCs make it all the way to the end of the adventure; or finding out whether it is PC X or PC Y who delivers the killing blow to such-and-such an opponent) well that's their prerogative, but what does it achieve? All that means is that we need to find some new terminology to state Baker's point.</p><p></p><p>The fact that the focus is on the <em>characters</em>, and on things that the participants <em>care about</em>, marks the difference from gamist play. Certainly from WPM or B2, where the characters are irrelevant and interchangeable as play pieces, defined - as Gygax tells us in his PHB - by their distinctive class <em>functions</em>. But from any gamist play, where - as [USER=82106]@AbdulAlhazred[/USER] has posted - <em>win conditions</em> are established at the outset, as that towards which the players aim in the play of their PCs.</p><p></p><p>And AW is not purist-for-system sim either, for reasons that become obvious upon looking at how the game works.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9242266, member: 42582"] This detour through "play to find out" is surprising to me. The phrase, used in the context of RPGing, has an origin: Vincent Baker uses it to describe a core element of the MC's agenda in Apocalypse World. From p 102, under the heading "Setting Expectations": [indent]I’m not out to get you. If I were, you could just pack it in right now, right? I’d just be like “there’s an earthquake. You all take 10-harm and die. The end.” No, I’m here to find out what’s going to happen with all your cool, hot, . . . kick-ass characters. Same as you![/indent] Then from p 108, elucidating the instruction, to the MC, to [B]Play to find out what happens[/B]: [indent]It’s not, for instance, your agenda to make the players lose, or to deny them what they want, or to punish them, or to control them, or to get them through your pre-planned storyline (DO NOT pre-plan a storyline, and I’m not [mess]ing around). It’s not your job to put their characters in double-binds or dead ends, or to yank the rug out from under their feet. Go chasing after any of those, you’ll wind up with a boring game that makes Apocalypse World seem contrived, and you’ll be pre-deciding what happens by yourself, not playing to find out. Play to find out: there’s a certain discipline you need in order to MC Apocalypse World. You have to commit yourself to the game’s fiction’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to [I]say[/I] what happens, you have to set what you hope for aside. The reward for MCing, for this kind of GMing, comes with the discipline. When you find something you genuinely care about - a question about what will happen that you genuinely want to [I]find out[/I] - letting the game’s fiction decide it is uniquely satisfying.[/indent] The repudiation of pre-planned storylines straight away marks the difference from APs, from most D&D modules since DL, from any planning that says "After the PCs do <such-and-such>, then <this> happens" or "If the PCs attempt <such-and-such>, then <this> happens". If someone (eg [USER=71699]@clearstream[/USER]) wants to argue that, in the play of Dead Gods, there is also "finding out" (eg finding out whether or not the PCs make it all the way to the end of the adventure; or finding out whether it is PC X or PC Y who delivers the killing blow to such-and-such an opponent) well that's their prerogative, but what does it achieve? All that means is that we need to find some new terminology to state Baker's point. The fact that the focus is on the [I]characters[/I], and on things that the participants [I]care about[/I], marks the difference from gamist play. Certainly from WPM or B2, where the characters are irrelevant and interchangeable as play pieces, defined - as Gygax tells us in his PHB - by their distinctive class [I]functions[/I]. But from any gamist play, where - as [USER=82106]@AbdulAlhazred[/USER] has posted - [I]win conditions[/I] are established at the outset, as that towards which the players aim in the play of their PCs. And AW is not purist-for-system sim either, for reasons that become obvious upon looking at how the game works. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
Top