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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="pemerton" data-source="post: 9602252" data-attributes="member: 42582"><p>There's a syntax issue with your post that means I'm having trouble working out what you're asking.</p><p></p><p>I can restate the relevant principles, but that may not answer your question, in which case by all means re-ask it.</p><p></p><p>In AW (and DW, which follows AW very closely in the following respects), the general rule for when the GM makes a move is that <em>the table looks to the GM to see what happens next</em>. Because there is a principle that <em>players</em> decide what their PCs do and think, and that the <em>GM</em> decides what other people do, and what the "external world" is like, the players are apt to look to the GM after describing what it is that their PCs do.</p><p></p><p>When the GM makes a move, that should be a soft move - ie something which generate "rising action" (announce a thread, provide an opportunity, etc) - <em>unless</em> the players have provided a golden opportunity to bring home an established point of tension/challenge/threat (this is the "golden opportunity"), in which case the GM can make as hard and direct a move as they like.</p><p></p><p>The GM's role in relation to players' rolls for player-side moves can really be seen as falling within the above principles: when a player succeeds, and looks to the GM, the GM makes a move in accordance with the rules for player-side move in question; if the player fails (6 or down) then that is a golden opportunity for the GM to bring things home with as hard and direct a move as they like.</p><p></p><p>It's not impossible, but should be atypical, for a player to succeed on a player-side move and the GM to make a hard move. For instance, suppose all the fiction up to now, in an AW game, has established that some character has no desires - perhaps they have achieved some sort of almost-mystical union with the psychic maelstrom - and then a player succeeds vs them on Read a Person and asks <em>How could I get them to love me?</em>, the GM can answer with a hard move: <em>There's no way you can do that</em>.</p><p></p><p>This would be an instance of the GM following the principle of <em>disclaiming decision-making</em> by <em>always saying what their prep demands</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9602252, member: 42582"] There's a syntax issue with your post that means I'm having trouble working out what you're asking. I can restate the relevant principles, but that may not answer your question, in which case by all means re-ask it. In AW (and DW, which follows AW very closely in the following respects), the general rule for when the GM makes a move is that [I]the table looks to the GM to see what happens next[/I]. Because there is a principle that [I]players[/I] decide what their PCs do and think, and that the [I]GM[/I] decides what other people do, and what the "external world" is like, the players are apt to look to the GM after describing what it is that their PCs do. When the GM makes a move, that should be a soft move - ie something which generate "rising action" (announce a thread, provide an opportunity, etc) - [I]unless[/I] the players have provided a golden opportunity to bring home an established point of tension/challenge/threat (this is the "golden opportunity"), in which case the GM can make as hard and direct a move as they like. The GM's role in relation to players' rolls for player-side moves can really be seen as falling within the above principles: when a player succeeds, and looks to the GM, the GM makes a move in accordance with the rules for player-side move in question; if the player fails (6 or down) then that is a golden opportunity for the GM to bring things home with as hard and direct a move as they like. It's not impossible, but should be atypical, for a player to succeed on a player-side move and the GM to make a hard move. For instance, suppose all the fiction up to now, in an AW game, has established that some character has no desires - perhaps they have achieved some sort of almost-mystical union with the psychic maelstrom - and then a player succeeds vs them on Read a Person and asks [I]How could I get them to love me?[/I], the GM can answer with a hard move: [I]There's no way you can do that[/I]. This would be an instance of the GM following the principle of [I]disclaiming decision-making[/I] by [I]always saying what their prep demands[/I]. [/QUOTE]
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