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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8137192" data-attributes="member: 82106"><p>AWESOME! This is so cool! And the DW GM's principles are always to love questions, and get the players to answer them too! So my response to</p><p>"Why are we here?" will be "I don't know, you tell me!" Now, I might also suggest reference to the PC's bonds as a potential inspiration for that, or at least their backgrounds (which are partly implied in class and race too). The other two questions likewise, their answers will PROBABLY illicit a bunch of world building and help to establish the momentum of the start of game.</p><p></p><p>In all fairness, the players COULD, if they wish, 'look to the GM' At this point the GM's process is to make a soft move. I think it would be a BIT odd for the players to not even ask a question, but DW is fairly robust. A player could also invoke the Spout Lore move, which obligates the GM to tell them something, and on a 10+ the GM is also obligated to make that something 'useful to the characters'. Even with a 7-9 it would at least presumably allow a player to Spout Lore "about the Gnatbite Swamp" and put it on the GM to supply some information. Its a bit of a dodge, but not out of bounds. The GM might then respond with the spiel about the hills to the north, or something else.</p><p></p><p>Well, remember, we're talking about, specifically, the 'start of game' process. The GM is ALLOWED to ask the player's questions at any point, even later in the game, but it is particularly appropriate at the start. Obviously the players can punt to a degree, and they can pretty easily lean on the GM as much as they want. I mean, really, nobody can make someone pick up a tool and use it. The players will find that they are going to pick up some authority along the way, naturally, but it is exceptionally easy to pick one player and make them do most of it. It is also pretty common to have gritty tactical sequences of play that don't call for a lot of deciding what the world looks like. Again, if the PCs run into a 'hole in the map' in that kind of situation, then the GM can simply think about what the players are wanting to do. "Oh, they want to delve deep into dangerous dungeon levels to find some legendary lost treasure... OK, you see a stairway leading down into darkness!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8137192, member: 82106"] AWESOME! This is so cool! And the DW GM's principles are always to love questions, and get the players to answer them too! So my response to "Why are we here?" will be "I don't know, you tell me!" Now, I might also suggest reference to the PC's bonds as a potential inspiration for that, or at least their backgrounds (which are partly implied in class and race too). The other two questions likewise, their answers will PROBABLY illicit a bunch of world building and help to establish the momentum of the start of game. In all fairness, the players COULD, if they wish, 'look to the GM' At this point the GM's process is to make a soft move. I think it would be a BIT odd for the players to not even ask a question, but DW is fairly robust. A player could also invoke the Spout Lore move, which obligates the GM to tell them something, and on a 10+ the GM is also obligated to make that something 'useful to the characters'. Even with a 7-9 it would at least presumably allow a player to Spout Lore "about the Gnatbite Swamp" and put it on the GM to supply some information. Its a bit of a dodge, but not out of bounds. The GM might then respond with the spiel about the hills to the north, or something else. Well, remember, we're talking about, specifically, the 'start of game' process. The GM is ALLOWED to ask the player's questions at any point, even later in the game, but it is particularly appropriate at the start. Obviously the players can punt to a degree, and they can pretty easily lean on the GM as much as they want. I mean, really, nobody can make someone pick up a tool and use it. The players will find that they are going to pick up some authority along the way, naturally, but it is exceptionally easy to pick one player and make them do most of it. It is also pretty common to have gritty tactical sequences of play that don't call for a lot of deciding what the world looks like. Again, if the PCs run into a 'hole in the map' in that kind of situation, then the GM can simply think about what the players are wanting to do. "Oh, they want to delve deep into dangerous dungeon levels to find some legendary lost treasure... OK, you see a stairway leading down into darkness!" [/QUOTE]
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