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<blockquote data-quote="Manbearcat" data-source="post: 8135032" data-attributes="member: 6696971"><p>Lots and lots of posts. I've got a lot to say about several topics but not the time to say them, so I'm just going to address this.</p><p></p><p><strong>HOW LONG DOES SUCCESS REMAIN VALID IN PBTA GAMES (AND THE LIKE)</strong></p><p></p><p>There are three conditions under which a GM can put an earned gamestate (eg - gained asset/ally, etc) under pressure (pressure here meaning threaten a potential change in gamestate, not outright revoke by fiat):</p><p></p><p>1) While interacting with the establish fiction, the PCs have actively done something to perturb the nature of their prior earned gamestate (meaning, the GM cannot use their uniquely situated access to deploy offscreen backstory that players aren't privy to...and again, going back to the lead post, offscreen info on Fronts in DW and Threats in AW are low resolution things so GMs can basically "have interesting things to say"; conflicts to frame, threats to telegraph and then put to action if the PCs don't act upon them). </p><p></p><p>Example:</p><p></p><p>* The PCs have established an alliance with Gang A who has an alliance with Gang B (who happens to specialize in running cargo from x to y) and the PCs are aware. The PCs attack Gang B's caravan causing monetary and personnel damage to Gang B. Gang A is going to need some answers. Its time for the GM to make a "soft move", meaning frame a looming social conflict with Gang A to right this ship (GM: <em>You arrive back at your warehouse after delivering the stolen cargo. There are motorcycle tire tracks leading off to the road like someone lit out not long ago. The overhead door has a letter pinned to it by a piece of scrap violently smashed through the aluminum. "We need to talk. Meet at the cesspool at dusk. D <leader of Gang A> PS: If you bring guns I'll know."</em>)</p><p></p><p>2) The PCs have violated the mechanical terms of a hireling/henchman/companion's "social contract". That means they've put the hireling in a spot/bad position.</p><p></p><p>Example:</p><p></p><p>You've asked a Minstrel or a Porter to pick up a weapon and help fight off a Wyvern that has attacked camp. Minstrels and Porters ain't warriors so you made the Loyalty move and either got a 7-9 (they'll do it, but they come back with major demands) or they failed with a 6 or lower (which means they aren't doing crap but those major demands are coming). The higher the Loyalty (which comes with consistently paid the hireling's specific Cost - whether that is money or vice or glory or whatever), the less likely this move goes bad. Refuse to address their demands and the hireling is done with you (carry your own overladen sacks of equipment/treasure and compose/sing your own ballads).</p><p></p><p>3) Your Warhorse is a fine specimen and can carry 12 Load (Encumbrance stat) beyond you. After a successful delve, it has multiple sacks of coin that puts it right at its Load limit of 12 (1200 Coin). On the Undertake a Perilous Journey move on the way back to town, the Scout move failed which led to an ambush with Worg-Riding-Orcs and an ensuing chase. You made your Warhorse Skill move and it yielded a 7-9; Y<em>our horse is galloping and huffing and frothing with all its might...its stride tires after a good stretch, fatigue taking it...you can get away but you're going to have to unburden the horse of 1 Load worth of Coin (100 out of the 1200) or you'll exhaust it. Or you can stand and fight...or go off the Old Road and into Bleak Mire in the dead of the night...you know the legends...the Orcs sure as hell won't follow you in there.</em></p><p></p><p>Success with a Cost/Complication or some kind of alternative choice that outright removes the orc threat or engages with it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8135032, member: 6696971"] Lots and lots of posts. I've got a lot to say about several topics but not the time to say them, so I'm just going to address this. [B]HOW LONG DOES SUCCESS REMAIN VALID IN PBTA GAMES (AND THE LIKE)[/B] There are three conditions under which a GM can put an earned gamestate (eg - gained asset/ally, etc) under pressure (pressure here meaning threaten a potential change in gamestate, not outright revoke by fiat): 1) While interacting with the establish fiction, the PCs have actively done something to perturb the nature of their prior earned gamestate (meaning, the GM cannot use their uniquely situated access to deploy offscreen backstory that players aren't privy to...and again, going back to the lead post, offscreen info on Fronts in DW and Threats in AW are low resolution things so GMs can basically "have interesting things to say"; conflicts to frame, threats to telegraph and then put to action if the PCs don't act upon them). Example: * The PCs have established an alliance with Gang A who has an alliance with Gang B (who happens to specialize in running cargo from x to y) and the PCs are aware. The PCs attack Gang B's caravan causing monetary and personnel damage to Gang B. Gang A is going to need some answers. Its time for the GM to make a "soft move", meaning frame a looming social conflict with Gang A to right this ship (GM: [I]You arrive back at your warehouse after delivering the stolen cargo. There are motorcycle tire tracks leading off to the road like someone lit out not long ago. The overhead door has a letter pinned to it by a piece of scrap violently smashed through the aluminum. "We need to talk. Meet at the cesspool at dusk. D <leader of Gang A> PS: If you bring guns I'll know."[/I]) 2) The PCs have violated the mechanical terms of a hireling/henchman/companion's "social contract". That means they've put the hireling in a spot/bad position. Example: You've asked a Minstrel or a Porter to pick up a weapon and help fight off a Wyvern that has attacked camp. Minstrels and Porters ain't warriors so you made the Loyalty move and either got a 7-9 (they'll do it, but they come back with major demands) or they failed with a 6 or lower (which means they aren't doing crap but those major demands are coming). The higher the Loyalty (which comes with consistently paid the hireling's specific Cost - whether that is money or vice or glory or whatever), the less likely this move goes bad. Refuse to address their demands and the hireling is done with you (carry your own overladen sacks of equipment/treasure and compose/sing your own ballads). 3) Your Warhorse is a fine specimen and can carry 12 Load (Encumbrance stat) beyond you. After a successful delve, it has multiple sacks of coin that puts it right at its Load limit of 12 (1200 Coin). On the Undertake a Perilous Journey move on the way back to town, the Scout move failed which led to an ambush with Worg-Riding-Orcs and an ensuing chase. You made your Warhorse Skill move and it yielded a 7-9; Y[I]our horse is galloping and huffing and frothing with all its might...its stride tires after a good stretch, fatigue taking it...you can get away but you're going to have to unburden the horse of 1 Load worth of Coin (100 out of the 1200) or you'll exhaust it. Or you can stand and fight...or go off the Old Road and into Bleak Mire in the dead of the night...you know the legends...the Orcs sure as hell won't follow you in there.[/I] Success with a Cost/Complication or some kind of alternative choice that outright removes the orc threat or engages with it. [/QUOTE]
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