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Forsaking Dice as GM: Going full narrative
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<blockquote data-quote="clearstream" data-source="post: 8613109" data-attributes="member: 71699"><p>I edited before you replied... well, at least so far as internet-time is concerned. Probably our timings crossed. I certainly did not make any change to make you look out of touch.</p><p></p><p></p><p>I am not talking about your sincerity, I am talking about the presumed implementation of the RPG methodology concerned. (It seems so often that the favoured approach is assumed to be implemented with all due sincerity and judiciousness, while the unfavoured approach is assumed to be implemented with insincerity and injudiciousness.)</p><p></p><p></p><p>We can agree though, that it's not auto-enforcing, right? PbtA insists that players don't name their move. The move is invoked iff others agree it is invoked (usually that's the GM, although PbtA itself envisions it being the group as I think you highlighted.) I appreciate the difference from trad.</p><p></p><p></p><p>I'm working from my knowledge and experience of DW and MotW, and reading of ST. FitD games by comparison are okay with players invoking their actual move (e.g. by naming it.)</p><p></p><p></p><p>Would you say that a deterministic game like Diplomacy cannot possibly be played to find out what happens? What I mean is that folk often miss that even if it is up to GM to make calls, GM still doesn't know or control what players will do. Playing to find out what happens can be demonstrated to arise from the uncertainty of group determinations. (Although to be fair, I cannot demonstrate it in writing. I would have to run a game for you to show you how.)</p><p></p><p></p><p>So... we're agreed that random resolution isn't required to have and follow an agenda?</p><p></p><p></p><p>Actually, I believe the putatively uncertain outcome can easily be resolved by GM fiat. There will be unconscious biases that I feel sure could be mapped over time, and yet I think the point is both to have biases, and that there always are biases, for example in choice of hard or soft moves. As for any moves that give GM (or others) choices to make.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8613109, member: 71699"] I edited before you replied... well, at least so far as internet-time is concerned. Probably our timings crossed. I certainly did not make any change to make you look out of touch. I am not talking about your sincerity, I am talking about the presumed implementation of the RPG methodology concerned. (It seems so often that the favoured approach is assumed to be implemented with all due sincerity and judiciousness, while the unfavoured approach is assumed to be implemented with insincerity and injudiciousness.) We can agree though, that it's not auto-enforcing, right? PbtA insists that players don't name their move. The move is invoked iff others agree it is invoked (usually that's the GM, although PbtA itself envisions it being the group as I think you highlighted.) I appreciate the difference from trad. I'm working from my knowledge and experience of DW and MotW, and reading of ST. FitD games by comparison are okay with players invoking their actual move (e.g. by naming it.) Would you say that a deterministic game like Diplomacy cannot possibly be played to find out what happens? What I mean is that folk often miss that even if it is up to GM to make calls, GM still doesn't know or control what players will do. Playing to find out what happens can be demonstrated to arise from the uncertainty of group determinations. (Although to be fair, I cannot demonstrate it in writing. I would have to run a game for you to show you how.) So... we're agreed that random resolution isn't required to have and follow an agenda? Actually, I believe the putatively uncertain outcome can easily be resolved by GM fiat. There will be unconscious biases that I feel sure could be mapped over time, and yet I think the point is both to have biases, and that there always are biases, for example in choice of hard or soft moves. As for any moves that give GM (or others) choices to make. [/QUOTE]
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