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<blockquote data-quote="pemerton" data-source="post: 9468167" data-attributes="member: 42582"><p>I assume this is meant to relate, in some way, to my imagined example of Apocalypse World play:</p><p>This example said nothing about any world-building, or how that was done. I guess I took for granted that it would follow the "First Session" rule for Apocalypse World.</p><p></p><p>As far as <em>shared fiction</em> goes, here are the examples of that that I provided:</p><p></p><p style="margin-left: 20px">*That the PC is escaping from hostile enemies on a bike [I didn't say how this was established];</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*That the PC crests a ridge and sees a gorge [a GM move - putting the PC into a spot];</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*That the PC tries to jump the gorge [a player-declared action];</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*And then three possibilities:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">*That the PC succeeds in jumping the gorge [the player's declared action succeeds, as per the rule for rolling 10+ on Act Under Fire ("you do it", p 190)];</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*That the PC falls into the gorge [the GM makes as hard and direct a move as they like, bringing the threat home, as per the rules for rolling 6- on a player-side move - in this case, the GM is inflicting harm, and also taking away the PC's gear, namely, their bike];</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*That the PC makes the jump, but wrecks their bike in the process [the GM provides a worse outcome, in this case taking away the PC's gear, as per one of the options provided to the GM by a 7-9 result on Act Under Fire].</p> </p><p></p><p>You can clearly see how the shared fiction is established, including the role of dice in that process. (Notice how the dice are binding on everyone. That's their point. If Vincent Baker wanted GM storytime, he would have written rules for that instead.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9468167, member: 42582"] I assume this is meant to relate, in some way, to my imagined example of Apocalypse World play: This example said nothing about any world-building, or how that was done. I guess I took for granted that it would follow the "First Session" rule for Apocalypse World. As far as [i]shared fiction[/i] goes, here are the examples of that that I provided: [indent]*That the PC is escaping from hostile enemies on a bike [I didn't say how this was established]; *That the PC crests a ridge and sees a gorge [a GM move - putting the PC into a spot]; *That the PC tries to jump the gorge [a player-declared action]; *And then three possibilities: [indent]*That the PC succeeds in jumping the gorge [the player's declared action succeeds, as per the rule for rolling 10+ on Act Under Fire ("you do it", p 190)]; *That the PC falls into the gorge [the GM makes as hard and direct a move as they like, bringing the threat home, as per the rules for rolling 6- on a player-side move - in this case, the GM is inflicting harm, and also taking away the PC's gear, namely, their bike]; *That the PC makes the jump, but wrecks their bike in the process [the GM provides a worse outcome, in this case taking away the PC's gear, as per one of the options provided to the GM by a 7-9 result on Act Under Fire].[/indent][/indent] You can clearly see how the shared fiction is established, including the role of dice in that process. (Notice how the dice are binding on everyone. That's their point. If Vincent Baker wanted GM storytime, he would have written rules for that instead.) [/QUOTE]
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