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<blockquote data-quote="AbdulAlhazred" data-source="post: 8930875" data-attributes="member: 82106"><p>Well, obviously if someone were approaching the game in bad faith they can break any game, so lets simply assume that you play with integrity. I don't think you will break DW in that case, period. I mean, there's a wide area of "I'm trying, but this isn't working for me" of course. So you might decide the game is 'broken' from your perspective, but as long as you play, which just means having the conversation with the rest of the table and following the rules when they say something, you really cannot break DW. </p><p></p><p>The reason is simple, its not a contest! I mean, sure, its great if your character survives, gets a bunch of XP and goes up a level. I won't say that isn't a goal, but as a player your rationale for avoiding death is simply "I'm in character, and generally speaking, my character will try to avoid death." Part of why this is so is that your PC has a role to play in the world, and there is more to them than simply 6 ability scores, a race, class, and gender. They have an ethos, bonds, and most likely some other more concrete goals, connections, etc. Yes, throwing away all of that simply to pursue loot and power is fine, if that's how you see your PC then go for it. You the player, OTOH are just talking; you can talk about how your character cuts a path through 100 orcs, or about how he spits in the face of death as they surround him and hack him to bits. One isn't better than the other... </p><p></p><p>Finally, DW is a VERY narrative game, on the level of classic D&D. You, the player, say fiction, and the GM says "OK, that's 'Acting Despite Imminent Threat', roll Defy Danger. How do you exploit that? How do you break that process? It isn't clear to me how that would even happen. I know of exactly ZERO players (and I play with some pretty clever people) who have figured that out! You can dispute every move declaration I do or do not make as GM, and try to convince the table to see it your way, but its going to be flamingly obvious real fast that you're not playing in good faith if you do that. Obviously you can try to 'play the GM', but at some point the above question, WHY?, arises...</p><p></p><p>The DW GM is BOUND by an agenda, and instructed to run the game by utilizing certain principles, yes. They also have their own 'moves', though I would generally consider GM moves to be more akin to standard techniques than anything else. The most binding ones would be things like Monster Moves where a specific monster is provided with some sort of ability or something in the form of a move. Monsters/NPCs also generally have certain 'instincts' that describe what they do, what their shtick is, so the GM is going to generally be bound to play to those things. The players are simply told to play their characters, and given a description of what the game genre generally holds. Your PC also probably has an agenda, definitely has custom moves, and may have specific goals, etc. at any given time. The player's job is simply to tell the GM what the PC tries to do, and to say other fictional stuff when the rules tell you to (like you may be asked to explain how you know something, or the GM might simply ask you a question about the world or your own backstory, you have to say something at those times). As a player, those fiction statements can obviously be made in a way that is advantageous to the character's interests. That's fine, part of the GM's principles includes "Be a fan of the characters" for example, so its not an opposition type of game. The GM can always find a way to complicate things for you, and challenge you, that is something the rules say they MUST do. A hard move hurts you, doesn't matter how powerful you are!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8930875, member: 82106"] Well, obviously if someone were approaching the game in bad faith they can break any game, so lets simply assume that you play with integrity. I don't think you will break DW in that case, period. I mean, there's a wide area of "I'm trying, but this isn't working for me" of course. So you might decide the game is 'broken' from your perspective, but as long as you play, which just means having the conversation with the rest of the table and following the rules when they say something, you really cannot break DW. The reason is simple, its not a contest! I mean, sure, its great if your character survives, gets a bunch of XP and goes up a level. I won't say that isn't a goal, but as a player your rationale for avoiding death is simply "I'm in character, and generally speaking, my character will try to avoid death." Part of why this is so is that your PC has a role to play in the world, and there is more to them than simply 6 ability scores, a race, class, and gender. They have an ethos, bonds, and most likely some other more concrete goals, connections, etc. Yes, throwing away all of that simply to pursue loot and power is fine, if that's how you see your PC then go for it. You the player, OTOH are just talking; you can talk about how your character cuts a path through 100 orcs, or about how he spits in the face of death as they surround him and hack him to bits. One isn't better than the other... Finally, DW is a VERY narrative game, on the level of classic D&D. You, the player, say fiction, and the GM says "OK, that's 'Acting Despite Imminent Threat', roll Defy Danger. How do you exploit that? How do you break that process? It isn't clear to me how that would even happen. I know of exactly ZERO players (and I play with some pretty clever people) who have figured that out! You can dispute every move declaration I do or do not make as GM, and try to convince the table to see it your way, but its going to be flamingly obvious real fast that you're not playing in good faith if you do that. Obviously you can try to 'play the GM', but at some point the above question, WHY?, arises... The DW GM is BOUND by an agenda, and instructed to run the game by utilizing certain principles, yes. They also have their own 'moves', though I would generally consider GM moves to be more akin to standard techniques than anything else. The most binding ones would be things like Monster Moves where a specific monster is provided with some sort of ability or something in the form of a move. Monsters/NPCs also generally have certain 'instincts' that describe what they do, what their shtick is, so the GM is going to generally be bound to play to those things. The players are simply told to play their characters, and given a description of what the game genre generally holds. Your PC also probably has an agenda, definitely has custom moves, and may have specific goals, etc. at any given time. The player's job is simply to tell the GM what the PC tries to do, and to say other fictional stuff when the rules tell you to (like you may be asked to explain how you know something, or the GM might simply ask you a question about the world or your own backstory, you have to say something at those times). As a player, those fiction statements can obviously be made in a way that is advantageous to the character's interests. That's fine, part of the GM's principles includes "Be a fan of the characters" for example, so its not an opposition type of game. The GM can always find a way to complicate things for you, and challenge you, that is something the rules say they MUST do. A hard move hurts you, doesn't matter how powerful you are! [/QUOTE]
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