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GM fiat - an illustration
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<blockquote data-quote="thefutilist" data-source="post: 9634341" data-attributes="member: 7044566"><p>I want to return to a play example I used previously if anyone is interested.</p><p></p><p><em>So the situation is that there's this hitman, he's meticulous, methodical and the enforcer for what's basically corporate organized crime. He lives a solitary, disciplined life. He meets this party girl and she's a low level criminal, is chaotic and outgoing. They start a relationship. Later she learns that he's a hitman, she sends a text saying wtf?? and he says he'll explain in person. So he goes to her flat to speak with her.</em></p><p><em></em></p><p><em>The girl is the GM and the player is the hitman. We're both excited to see how this scene plays out.</em></p><p><em></em></p><p><em>The GM narrates the hitman arriving and the particulars of the girls apartment. The GM may have narrated a load of incidental stuff as well. Her ashtray is overflowing with freshly smoked Malborough lites. It's a bit of a crummy apartment building so you can hear it loud when the trains pass.</em></p><p></p><p></p><p>GM: So you're in her apartment late at night and she's been crying.<em></em></p><p><em></em></p><p>Player: She's sitting on the couch and I'm standing up, keeping my distance, maybe pacing a little bit 'I know what you must be thinking. What you've got to understand is that after I left the army I didn't now what to do. I just kind of fell into this.<em></em></p><p><em></em></p><p>GM; 'You just fell into killing people?'<em></em></p><p><em></em></p><p>Player: 'Well since meting you I've been. More alive I guess. I'm rethinking things, I'm not saying I'm right....so are we finished?'<em></em></p><p><em></em></p><p>GM: She gets up off the couch, walks over and embraces you.<em></em></p><p><em></em></p><p>Player: I hold her tight<em> </em></p><p><em></em></p><p><em>---------------</em></p><p></p><p>So before the scene, what's at stake is never formally acknowledged. As participants we're both excited to see what happens and we probably have questions floating around in our heads 'is she going to remain his lover?' is probably the big one. We don't know how it's going to go though, all manner of things could happen.</p><p></p><p>The games rules, the principles, are that you play a character by thinking about what the other person has just said and how it might effect the character you're playing, then you respond.</p><p></p><p></p><p>So some questions anyone can answer:</p><p></p><p>1) The GM is playing the girlfriend and is resolving stuff by the method just mentioned. Does that effect the players agency? if so why and what's a better way to do it?</p><p></p><p>2) The player is also resolving stuff by the method just mentioned, is that effecting the GMs agency?</p><p></p><p>3) If yes to the first and no the second, what's the difference?</p><p></p><p>4) Does the fact I've been explicit about the game rules make the game less arbitrary, make the process of play transparent?</p><p></p><p>5) If anyone doesn't find it transparent but 'does' find Apocalypse World transparent, what's the difference?</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9634341, member: 7044566"] I want to return to a play example I used previously if anyone is interested. [I]So the situation is that there's this hitman, he's meticulous, methodical and the enforcer for what's basically corporate organized crime. He lives a solitary, disciplined life. He meets this party girl and she's a low level criminal, is chaotic and outgoing. They start a relationship. Later she learns that he's a hitman, she sends a text saying wtf?? and he says he'll explain in person. So he goes to her flat to speak with her. The girl is the GM and the player is the hitman. We're both excited to see how this scene plays out. The GM narrates the hitman arriving and the particulars of the girls apartment. The GM may have narrated a load of incidental stuff as well. Her ashtray is overflowing with freshly smoked Malborough lites. It's a bit of a crummy apartment building so you can hear it loud when the trains pass.[/I] GM: So you're in her apartment late at night and she's been crying.[I] [/I] Player: She's sitting on the couch and I'm standing up, keeping my distance, maybe pacing a little bit 'I know what you must be thinking. What you've got to understand is that after I left the army I didn't now what to do. I just kind of fell into this.[I] [/I] GM; 'You just fell into killing people?'[I] [/I] Player: 'Well since meting you I've been. More alive I guess. I'm rethinking things, I'm not saying I'm right....so are we finished?'[I] [/I] GM: She gets up off the couch, walks over and embraces you.[I] [/I] Player: I hold her tight[I] ---------------[/I] So before the scene, what's at stake is never formally acknowledged. As participants we're both excited to see what happens and we probably have questions floating around in our heads 'is she going to remain his lover?' is probably the big one. We don't know how it's going to go though, all manner of things could happen. The games rules, the principles, are that you play a character by thinking about what the other person has just said and how it might effect the character you're playing, then you respond. So some questions anyone can answer: 1) The GM is playing the girlfriend and is resolving stuff by the method just mentioned. Does that effect the players agency? if so why and what's a better way to do it? 2) The player is also resolving stuff by the method just mentioned, is that effecting the GMs agency? 3) If yes to the first and no the second, what's the difference? 4) Does the fact I've been explicit about the game rules make the game less arbitrary, make the process of play transparent? 5) If anyone doesn't find it transparent but 'does' find Apocalypse World transparent, what's the difference? [/QUOTE]
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