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Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="pemerton" data-source="post: 9599040" data-attributes="member: 42582"><p>I think you worked this out - but for clarity, if the GM (say) "announces a threat", and then the player has their PC do something which ignores the thread, and then looks to the GM to see what happens next (which is the standard "trigger" for a GM-side move), the GM is permitted to bring the threat home in as hard and direct a way as they like.</p><p></p><p>This is the sort of thing that counts as handing the GM a golden opportunity, outside the context of a rolled player-side move.</p><p></p><p>I'm not treating "rules" and "mechanics" as synonyms. For instance, there is a rule in Burning Wheel that the GM must frame scenes that speak to (in some fashion) the priorities that a player has established for their PC. But that is not a <em>mechanic</em>, any more than the rule in classic D&D that, before play, the GM must prepare a dungeon is a mechanic.</p><p></p><p>Apocalypse World doesn't include the BW rule, but it achieves a somewhat similar result by use of a different rule - namely, the GM at various times must make a move, and the GM's moves are framed and constrained in ways that are relative to the interests the players have established for their PCs (eg announce a threat, provide an opportunity, etc).</p><p></p><p>Dungeon World is very similar to AW in its GM-side moves, and it is these constraints/framings of the GM-side moves - together with the rules about soft and hard moves - that will produce a very different experience from classic D&D. We could put classic D&D onto 2d6 resolution (something which was known at the time, and even used in some D&D mechanics, such as clerical turning) but if all the other principles and rules were left the same, we would still have something very different from AW/DW.</p><p></p><p>In which case I think you and [USER=6915329]@Faolyn[/USER] may have been speaking about different things. I too Faolyn to be talking about soft moves made by the GM in the course of the "conversation", in a context in which (i) no player-side move has been triggered, and (ii) no golden opportunity has been handed to the GM to bring things home with a hard move.</p><p></p><p>The AW rulebook example of play (under "Moves Snowball") shows this sort of thing unfolding.</p><p></p><p>It's pretty different from the "conversation" of (say) classic D&D play!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9599040, member: 42582"] I think you worked this out - but for clarity, if the GM (say) "announces a threat", and then the player has their PC do something which ignores the thread, and then looks to the GM to see what happens next (which is the standard "trigger" for a GM-side move), the GM is permitted to bring the threat home in as hard and direct a way as they like. This is the sort of thing that counts as handing the GM a golden opportunity, outside the context of a rolled player-side move. I'm not treating "rules" and "mechanics" as synonyms. For instance, there is a rule in Burning Wheel that the GM must frame scenes that speak to (in some fashion) the priorities that a player has established for their PC. But that is not a [I]mechanic[/I], any more than the rule in classic D&D that, before play, the GM must prepare a dungeon is a mechanic. Apocalypse World doesn't include the BW rule, but it achieves a somewhat similar result by use of a different rule - namely, the GM at various times must make a move, and the GM's moves are framed and constrained in ways that are relative to the interests the players have established for their PCs (eg announce a threat, provide an opportunity, etc). Dungeon World is very similar to AW in its GM-side moves, and it is these constraints/framings of the GM-side moves - together with the rules about soft and hard moves - that will produce a very different experience from classic D&D. We could put classic D&D onto 2d6 resolution (something which was known at the time, and even used in some D&D mechanics, such as clerical turning) but if all the other principles and rules were left the same, we would still have something very different from AW/DW. In which case I think you and [USER=6915329]@Faolyn[/USER] may have been speaking about different things. I too Faolyn to be talking about soft moves made by the GM in the course of the "conversation", in a context in which (i) no player-side move has been triggered, and (ii) no golden opportunity has been handed to the GM to bring things home with a hard move. The AW rulebook example of play (under "Moves Snowball") shows this sort of thing unfolding. It's pretty different from the "conversation" of (say) classic D&D play! [/QUOTE]
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