FitD is inspired by and follows from PbtA, but it's not the same thing. To many mechanical differences that direct play in different ways.That’s a fair point. I was trying to keep things focused (using PbtA as a euphemism for “Apocalypse World” or similar), but there are a ton of games under that banner now. FitD is technically PbtA, and it’s quite different mechanically (while still being similar in other ways). I suppose it would be like trying to talk about how D&D plays without specifying the system or style in mind (OD&D/basic, AD&D, 5e, PF2, something adjacent, etc). If someone talked about DCC-style character funnels, and I assumed we were talking about 5e, I’d probably be shocked and horrified at what I was hearing.![]()
If you do it, you do it. But you may be able to do it without triggering a move.
"Using moves is specifically triggering these combinations of fiction and rules, but you can still do things in the fiction without there being a move behind it." - Masks: A New Generation, Pg49.
So, there is still a space for a question of whether the dice roll on every fictional action declared.
Take a closer look at what Umbran quoted - it's talking about doing things in fiction that are not moves. This doesn't contradict what you were saying.I’m not familiar with Masks, but Apocalypse World is pretty explicit that you must roll when a move is triggered. However, there are a lot of different PbtA games. I’ll concede that some may soften the requirement to roll, though I’d still opine that I don’t think it’s a good idea (for the reasons outlined).
It's interesting that no one is talking about the granddaddy of "DM rolls no dice", Amber Diceless Roleplay. No one rolls dice. Characters are, much like the book, nigh-cosmic people who have had centuries+ of affiliation and know who's the strongest, who can endure the most, who's the best fighter, and so on. You bid for ranks, and everything is based on that - and the brilliance of the system is players trying to be clever to migrate a contest from where they know they will lose to a ground that they can win on.
That was my initial take, but I figured I might as well admit the limit of my knowledge and experience with PbtA games (and put my assumptions out there).Take a closer look at what Umbran quoted - it's talking about doing things in fiction that are not moves. This doesn't contradict what you were saying.
Actions declared need not be a move, and if so there's no roll. For example, if a super in Masks wants to beat up a mook, they succeed. It's using their power in a normal way, and not against someone dangerous to them. No move is triggered.
If a move is triggered, it does require a roll.
I’m not familiar with Masks, but Apocalypse World is pretty explicit that you must roll when a move is triggered.
I thought about it, but its pretty much the definition of "rather have a tooth pulled."It's interesting that no one is talking about the granddaddy of "DM rolls no dice", Amber Diceless Roleplay. No one rolls dice. Characters are, much like the book, nigh-cosmic people who have had centuries+ of affiliation and know who's the strongest, who can endure the most, who's the best fighter, and so on. You bid for ranks, and everything is based on that - and the brilliance of the system is players trying to be clever to migrate a contest from where they know they will lose to a ground that they can win on.
One has to get into a state of flow where you're inventively saying what follows. Each participant is surprised by the contributions of others and where that takes their own thoughts.The issue I have is with PbtA games specifically. I don’t see how it would result in principled play if the GM decides the outcome of a move. You’d lose the chance of being surprised by the outcome of a situation if you decided it was impossible. I think that’s the reason why Dungeon World includes “Draw maps, leave blanks” in its principles. The temptation with having a map would be to squash anything that went outside the lines, but finding those unexpected places is what you’re supposed to be playing to do.
Does Masks have the same agendas and principles of play, or are they different?I couldn't say, as I don't have Apocalypse World to hand. Perhaps they have different perspectives on who has to be encouraged to do what?
Masks (same page) says, "No move ever triggers without associated fictional action," and it speaks to how you cannot get the mechanical effect if there's no narrative to support it. If you want to get the effect of directly engage a threat, you must actually get in there and get in their face in the narrative.
They say the GM will be looking for events that might be moves, and the GM should point out the opportunity, but I can't find anything to the effect of, "if a player declares an action that looks like a move, you must have them roll."
So I think the focus here might be different than in Apocalypse World - the move seems more an opportuity to get a mechanical effect than a requirement.