I find a lot of things in DW simply don't apply to D&D. Then I get "But it really does if you just understood it's greatness." So I push back.
Pretty frustrating that you do so, considering I
explicitly and repeatedly said that you CANNOT just directly flip the rules from DW to D&D because they're different games. That we can look at DW as an example and then try to work out what D&D might do in the same direction, but for its own unique goals. I even went on a rather pleasant discussion with
@Lanefan about the subject.
Saying things like this, when I was explicitly calling out this distinction
hundreds of posts ago to
you specifically, makes me feel you are not taking the discussion seriously. Especially since I have
reiterated that stance to you specifically.
Then pick one behavior. I'm not looking for perfection. I want to see if you can name a single rule that can mitigate even a single behavior that makes a DM bad. Hell, if you can find a group of rules that can mitigate one thing that makes a DM bad I'd settle for that.
"Be a fan of the characters." It explicitly tells the DM to be enthusiastic about the PCs and their goals. I've already said that rule, if understood and applied, would have prevented the entire situation that happened in this thread. I don't believe Bloodtide
wants to be a bad GM, and I
do believe that Bloodtide follows what rules are presented by the game at least in general.
The specific bad behavior, in this case, would be being dismissive and prejudicial against your players' desires and preferences. If you are sincerely trying to be a fan of their characters, such behavior is impossible—and if you genuinely
cannot bring yourself to sincerely be a fan of any of the PCs, that is a clear sign something is deeply wrong and needs to be addressed. In rare extremity, it may mean you simply aren't compatible, but I find such issues can usually be addressed.
And if your response is "well I can just twist that into a pretzel and thus get around it," then
again, you are demanding perfection, not merely utility. Because that was your original request, that I name a rule which
you couldn't abuse. A rule that cannot be abused is, by definition, perfection.
Seriously, that's it. I don't want the rules to "help" me with any of that.
So you would prefer they hinder? Or, perhaps worse, that they leave the inexperienced out in the cold? What a lovely sentiment!
Downgrade it from a series of moves rolled out each time the GM does something, to a tool that's invoked at specific points in time to create new problems, before dropping back to task resolution.
....but that's exactly what it is. What you call "task resolution" is simply
having a conversation about the fiction. As long as things can be resolved simply by talking about what is present (or not present) and making decisions about it, there is no need to invoke mechanics. It's only when that conversation hitches on something invoked, one might say
triggered, that the moves roll out. The instant you're done with a move, you go right back into the fiction, and things proceed again.
And GM moves, as said, are far more like stage directions. Critical for a good performance, but you wouldn't ever want to read the names aloud. Doing so would be irritating at best and likely corrosive to the player experience.
This post borders on obtuse. Do you really think they are saying the GM provides nothing to interest the PCs and spur them to action? My setting that I've just finished has 80 points of interest, all of which have a fictional connection to at least one other point, and a reason to go there. Once they get started, they see these connections and decide what they want to pursue, or to do something else entirely. It's not up to me, but there are plenty of things they might want to do.
Yes, I really did think they were saying that the GM has zero responsibility whatsoever to provide things of interest to the PCs or reasons to spur them to action, because those things
by definition are drama and narrative. Because, y'know, they
literally said "the players create their own drama and themes by the actions they take to interact with that world." Hence my incredulous response. And if GMs
are required to provide hooks and other such things, then I have no idea what Creamcloud was contesting with the uncharitable "on a silver platter" jab, because
they're still offering things up for players to choose or reject!
Of course it does. I don't understand this question.
Then what is it? Because "we attempted do do a thing and
literally actually absolutely NOTHING AT ALL happened doesn't seem to add anything to the experience. By definition, it adds nothing because it IS nothing!
Because now you have to figure out some other option. It's called "being challenged" in addition to "being realistic" that sometimes you try to do something and the only result is that it doesn't work.
It absolutely is not. "Keep trying to open this door that you just have to roll high enough to open" is not "being challenged." Exactly the opposite. Having genuinely nothing whatsoever happen in response to player actions is...nothing. Definitionally nothing. It cannot be challenge or realism or anything else because it is, very literally,
nothing!
If you want realism and challenge, you have to have consequences. Your enemies' plans advance because you failed to get to them. The bad guys get a clean escape because you couldn't chase them. The ritual is almost finished because you couldn't break through the locked door and had to find a different entrance. Whatever it might be, realism demands more than nothing. Nothing, truly nothing at all, zero change of state, is one of the most unrealistic consequences possible!
i didn't mean that the GM shouldn't be creating plot hooks, sure, werewolves in the forest to the north, the crime ring in the city to the south-east and the dragon on the mountain to the west, but it's not the GM's duty to make events of the world to cater to the player's own arcs and goals if the players aren't pushing themselves towards instigating and interacting with those things on their own iniative
But my problem, as noted above, is that I don't see any daylight between "it is not the GM's job to serve [drama and thematic occurrences] up to the players on a silver platter for the players to pick and choose at as they so desire" and "creating plot hooks" like "werewolves in the forest to the north, the crime ring in the city to the south-east and the dragon on the mountain to the west." How are those not being "served" to the players? How is this not a selection, which the players
could in fact decide they don't like any of these and instead want to follow up on that one kooky merchant you voiced for
two sentences back in session 1? (This is not actually a thing that happened in my game, just a general depiction of the "you never know for sure what players will latch onto.")