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<blockquote data-quote="pemerton" data-source="post: 9852085" data-attributes="member: 42582"><p>Is the conflict trigger the <em>connected</em> part, or the <em>connecting</em> part? That is, the bridge between <em>set-up</em> and <em>consequence</em>.</p><p></p><p>Let me spell out your elaboration of <a href="https://mightyatom.blogspot.com/2011/05/apocalypse-world-guide-to-hard-moves.html" target="_blank">Harper's example</a>:</p><p></p><p style="margin-left: 20px">MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: I point a gun at him and press my finger to my lips.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MC: OK, you're going aggro. Make the roll.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: <rolls and misses></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MC: Plover sees you and starts yelling like mad. Intruder!</p><p></p><p>You describe this as the action giving the miss <em>context</em>. I'd probably begin my description by saying the player's choice of action establishes (or at least helps to establish) what's at stake: will Plover yield to the PC's threat? And the miss then determines that rather than the player (and PC) getting what they wanted, Plover does what the player (and PC) didn't want him to do: namely, raise the alarm.</p><p></p><p>Change the declared action and, naturally, the consequence will change:</p><p></p><p style="margin-left: 20px">MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: I point a gun at him and press my finger to my lips.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MC: OK, you're going aggro. Make the roll.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: <rolls and misses></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MC: Plover sees you and starts yelling like mad. Intruder!</p><p></p><p>If the player declares a different action, it seems pretty natural that the consequence might be different; although it might not be:</p><p></p><p style="margin-left: 20px">MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player, recalling some previous episode of play: I know that Plover really wants my fancy knife. So I pull it out of my belt - decorated sheath and all - and slide it across the floor to Plover, while putting my finger to my lips.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MC: OK, roll for Seduce/Manipulate - on any hit Plover stays quiet, because you've already provided assurance.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: <rolls and misses></p><p></p><p>Now it seems that it might be open to the MC, here, to go down the same path: <em>Plover sees you and starts yelling like mad. Intruder!</em> But maybe the MC goes with something different: <em>Plover shakes his head, and slides the knife back. It looks like he's about to give the alarm. What do you do?</em> The different PC action certainly opens up the possibility of a different MC response.</p><p></p><p>So anyway, I agree that Harper hasn't included declared actions, and hence moves, in his examples.</p><p></p><p>Yeah, as I was writing the previous part of this reply it occurred to me that another way to read his examples (maybe not the way he intended) is not as set-up/follow through but as providing examples of different sorts of MC response. I wrote up the following, and only when I finished writing it up did I realise that - I think - you're making the same point in what I just quoted.</p><p></p><p>Here's how I wrote up my thought:</p><p></p><p style="margin-left: 20px">The established scene is that there's a guy with a chainsaw who's hostile to the PC. The player declares that the PC runs past the guard. The GM calls for a roll, for acting under fire - where the fire is <em>this hostile guy with his chainsaw</em>:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">Hit on a 7-9: <em>He swings the chainsaw right at your head. What do you do?</em></p> <p style="margin-left: 20px">Miss: The chainsaw bites into your face, spraying chunks of bloody flesh all over the room. 3-harm and make the harm move!</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The established scene is that the the only way the PC knows to get inside the building is via the garage; and Plover's on guard. The player has their PC go into the garage, and the GM calls for a roll, for acting under fire - where the fire is <em>will Plover notice you?</em>:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">Hit on a 7-9: You sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?</p> <p style="margin-left: 20px">Miss: Plover sees you and starts yelling like mad. Intruder!</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The established scene is that the PC and the NPC have had a fight, and now (the next day) the player has their PC go to the NPC's house:</p><p style="margin-left: 20px">Player: I knock on the door.</p> <p style="margin-left: 20px">MC: She opens it. She's scowling at you. What do you do? [The GM provides an opportunity/]</p> <p style="margin-left: 20px">Player: I say, "I'm sorry". [This doesn't trigger a player-side move, and hands the GM a golden opportunity.]</p> <p style="margin-left: 20px">MC decides to go soft: She stares at you coldly. 'Leave me alone,' she says. What do you do?</p> <p style="margin-left: 20px">Or, alternatively, MC decides to go hard: 'Don't come back here again.' She slams the door in your face and you hear the locks click home.</p> </p><p></p><p>I don't know if I've followed this properly. Are you saying that the MC should pre-commit, so that the dice roll is to determine <em>whose narration comes true</em> rather than <em>who gets to now narrate</em>?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9852085, member: 42582"] Is the conflict trigger the [I]connected[/I] part, or the [I]connecting[/I] part? That is, the bridge between [I]set-up[/I] and [I]consequence[/I]. Let me spell out your elaboration of [url=https://mightyatom.blogspot.com/2011/05/apocalypse-world-guide-to-hard-moves.html]Harper's example[/url]: [indent]MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do? Player: I point a gun at him and press my finger to my lips. MC: OK, you're going aggro. Make the roll. Player: <rolls and misses> MC: Plover sees you and starts yelling like mad. Intruder![/indent] You describe this as the action giving the miss [I]context[/I]. I'd probably begin my description by saying the player's choice of action establishes (or at least helps to establish) what's at stake: will Plover yield to the PC's threat? And the miss then determines that rather than the player (and PC) getting what they wanted, Plover does what the player (and PC) didn't want him to do: namely, raise the alarm. Change the declared action and, naturally, the consequence will change: [indent]MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do? Player: I point a gun at him and press my finger to my lips. MC: OK, you're going aggro. Make the roll. Player: <rolls and misses> MC: Plover sees you and starts yelling like mad. Intruder![/indent] If the player declares a different action, it seems pretty natural that the consequence might be different; although it might not be: [indent]MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you do? Player, recalling some previous episode of play: I know that Plover really wants my fancy knife. So I pull it out of my belt - decorated sheath and all - and slide it across the floor to Plover, while putting my finger to my lips. MC: OK, roll for Seduce/Manipulate - on any hit Plover stays quiet, because you've already provided assurance. Player: <rolls and misses>[/indent] Now it seems that it might be open to the MC, here, to go down the same path: [I]Plover sees you and starts yelling like mad. Intruder![/I] But maybe the MC goes with something different: [I]Plover shakes his head, and slides the knife back. It looks like he's about to give the alarm. What do you do?[/I] The different PC action certainly opens up the possibility of a different MC response. So anyway, I agree that Harper hasn't included declared actions, and hence moves, in his examples. Yeah, as I was writing the previous part of this reply it occurred to me that another way to read his examples (maybe not the way he intended) is not as set-up/follow through but as providing examples of different sorts of MC response. I wrote up the following, and only when I finished writing it up did I realise that - I think - you're making the same point in what I just quoted. Here's how I wrote up my thought: [indent]The established scene is that there's a guy with a chainsaw who's hostile to the PC. The player declares that the PC runs past the guard. The GM calls for a roll, for acting under fire - where the fire is [I]this hostile guy with his chainsaw[/I]: [indent]Hit on a 7-9: [I]He swings the chainsaw right at your head. What do you do?[/I] Miss: The chainsaw bites into your face, spraying chunks of bloody flesh all over the room. 3-harm and make the harm move![/indent] The established scene is that the the only way the PC knows to get inside the building is via the garage; and Plover's on guard. The player has their PC go into the garage, and the GM calls for a roll, for acting under fire - where the fire is [I]will Plover notice you?[/I]: [indent]Hit on a 7-9: You sneak into the garage but there's Plover right there, about to notice you any second now. What do you do? Miss: Plover sees you and starts yelling like mad. Intruder![/indent] The established scene is that the PC and the NPC have had a fight, and now (the next day) the player has their PC go to the NPC's house: [indent]Player: I knock on the door. MC: She opens it. She's scowling at you. What do you do? [The GM provides an opportunity/] Player: I say, "I'm sorry". [This doesn't trigger a player-side move, and hands the GM a golden opportunity.] MC decides to go soft: She stares at you coldly. 'Leave me alone,' she says. What do you do? Or, alternatively, MC decides to go hard: 'Don't come back here again.' She slams the door in your face and you hear the locks click home.[/indent][/indent] I don't know if I've followed this properly. Are you saying that the MC should pre-commit, so that the dice roll is to determine [I]whose narration comes true[/I] rather than [I]who gets to now narrate[/I]? [/QUOTE]
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