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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9638824" data-attributes="member: 82106"><p>Hmmmm. My experience, more with DW than AW, but they can play very similarly, is that this is easy peasy mint squeezy. You literally do exactly what the book tells you to do, verbatim, and it 'just works'. I mean, ANY game can go wrong with 'that guy' in the mix, maybe you'll have to overcome some preconceptions, but AW is very reliable.</p><p></p><p>And I think situation becomes a larger part, it grows organically over time as you play. At first things are ill-defined and there's a kind of mapping out of the territory, but then we kind of learn how the land lies, and the players form a notion of the dynamics at hand. Now they'll start to really try to push this way or that way. Things will either align, or they will spin and crash. In AW though there's always more dynamics, things never come to rest. In DW there's much more of a concept of a 'campaign arc' that arrives at some conclusions.</p><p></p><p>I'm not sure about this. Groups, out of character, maybe also in character, may come to some conclusions about moral (or maybe other) aspects of the fiction. Anyway, maybe I understand what you are saying, maybe I don't...</p><p></p><p>I'm not sure AW does much at all in your two. I think that any fiction requires some degree of a notion that stuff is going on, and some character development can be pretty useful. Still, IMHO the focus stays pretty squarely on the PCs and what is going on with them. If the GM is figuring out what an NPC is doing, whatever that is will be in relation to PC stuff pretty directly.</p><p></p><p>I don't know, maybe you are seeing an aspect in AW that I'm not seeing. While it certainly need not be all doom and gloom, if the PCs win through to hope, let alone safety, it is going to be a monumental test. I think AW is a game where situation, as I think you mean it, is actually pretty secondary. The characters are in a hard place, and it is going to get harder, that's pretty much how it is set up to work.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9638824, member: 82106"] Hmmmm. My experience, more with DW than AW, but they can play very similarly, is that this is easy peasy mint squeezy. You literally do exactly what the book tells you to do, verbatim, and it 'just works'. I mean, ANY game can go wrong with 'that guy' in the mix, maybe you'll have to overcome some preconceptions, but AW is very reliable. And I think situation becomes a larger part, it grows organically over time as you play. At first things are ill-defined and there's a kind of mapping out of the territory, but then we kind of learn how the land lies, and the players form a notion of the dynamics at hand. Now they'll start to really try to push this way or that way. Things will either align, or they will spin and crash. In AW though there's always more dynamics, things never come to rest. In DW there's much more of a concept of a 'campaign arc' that arrives at some conclusions. I'm not sure about this. Groups, out of character, maybe also in character, may come to some conclusions about moral (or maybe other) aspects of the fiction. Anyway, maybe I understand what you are saying, maybe I don't... I'm not sure AW does much at all in your two. I think that any fiction requires some degree of a notion that stuff is going on, and some character development can be pretty useful. Still, IMHO the focus stays pretty squarely on the PCs and what is going on with them. If the GM is figuring out what an NPC is doing, whatever that is will be in relation to PC stuff pretty directly. I don't know, maybe you are seeing an aspect in AW that I'm not seeing. While it certainly need not be all doom and gloom, if the PCs win through to hope, let alone safety, it is going to be a monumental test. I think AW is a game where situation, as I think you mean it, is actually pretty secondary. The characters are in a hard place, and it is going to get harder, that's pretty much how it is set up to work. [/QUOTE]
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