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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="EzekielRaiden" data-source="post: 9397363" data-attributes="member: 6790260"><p>But that chance applies to every single thing. Period. That's the problem. It's an everpresent specter.</p><p></p><p></p><p><em>When those judgment calls aren't actually part of the rules</em>. Which is literally what I said. "Break the rules whenever you feel like!" isn't productive. "Decide which of these options makes sense" is a very different thing. I don't see how the difference isn't obvious.</p><p></p><p></p><p>Nope! Because, at least in DW, when you do that...it's obvious. The player <em>always</em> knows what they've rolled (GMs only roll damage dice, never roll for moves), so they always know if they've gotten a failure. And when the GM makes a soft move...the player knows what that is, or they're going to find out sooner rather than later. There is no possibility that the player just...doesn't ever know what the consequence was. The whole point of moves is to resolve an unresolved question in the fiction--which means that the output of a rule must always produce <em>something</em> in the fiction that the players can observer, know, or learn.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9397363, member: 6790260"] But that chance applies to every single thing. Period. That's the problem. It's an everpresent specter. [I]When those judgment calls aren't actually part of the rules[/I]. Which is literally what I said. "Break the rules whenever you feel like!" isn't productive. "Decide which of these options makes sense" is a very different thing. I don't see how the difference isn't obvious. Nope! Because, at least in DW, when you do that...it's obvious. The player [I]always[/I] knows what they've rolled (GMs only roll damage dice, never roll for moves), so they always know if they've gotten a failure. And when the GM makes a soft move...the player knows what that is, or they're going to find out sooner rather than later. There is no possibility that the player just...doesn't ever know what the consequence was. The whole point of moves is to resolve an unresolved question in the fiction--which means that the output of a rule must always produce [I]something[/I] in the fiction that the players can observer, know, or learn. [/QUOTE]
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