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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9636811" data-attributes="member: 82106"><p>Interesting!</p><p>So, I do see what you are asking. I would say, no, that AW is not neo-trad, probably for reasons mostly like yours. The player is certainly not the final authority on the story arc of their character, which would be true of hard NT play. If you play AW as it is intended, nobody is authoring any arcs at all! The GM probably invents some threats, and those are responsive in some way to inputs from the players, putting pressure on their characters, etc. AW isn't going to drift far into this territory. For one thing the moves aren't really right. Yes, you're always in charge of your PC's actions, but a neo-trad system would, for example, deploy some sort of currency to let the player assert that a given situation is critical arc material and pretty much make it go the way they envision. Something like FATE is quite useful as a system for this kind of play. AW will undermine it, though no doubt there are ways to get there. I just think you'd pretty much have to rewrite the player-facing side of the game. </p><p></p><p>DW might work a bit more easily. Fudge DR and SL, have the GM always tell the players what validates their character conceptions, and play loose with rules like equipment, let the players largely choose what moves they're triggering and the outcomes on both sides of success. Playbooks may need to be tweaked, etc. I think it is more natural than in AW, which is a bit more raw uncontrolled kind of situation and really pushes the 'crazy' button a lot.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9636811, member: 82106"] Interesting! So, I do see what you are asking. I would say, no, that AW is not neo-trad, probably for reasons mostly like yours. The player is certainly not the final authority on the story arc of their character, which would be true of hard NT play. If you play AW as it is intended, nobody is authoring any arcs at all! The GM probably invents some threats, and those are responsive in some way to inputs from the players, putting pressure on their characters, etc. AW isn't going to drift far into this territory. For one thing the moves aren't really right. Yes, you're always in charge of your PC's actions, but a neo-trad system would, for example, deploy some sort of currency to let the player assert that a given situation is critical arc material and pretty much make it go the way they envision. Something like FATE is quite useful as a system for this kind of play. AW will undermine it, though no doubt there are ways to get there. I just think you'd pretty much have to rewrite the player-facing side of the game. DW might work a bit more easily. Fudge DR and SL, have the GM always tell the players what validates their character conceptions, and play loose with rules like equipment, let the players largely choose what moves they're triggering and the outcomes on both sides of success. Playbooks may need to be tweaked, etc. I think it is more natural than in AW, which is a bit more raw uncontrolled kind of situation and really pushes the 'crazy' button a lot. [/QUOTE]
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