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Grade the Powered by the Apocalypse (PbtA) System
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<blockquote data-quote="pemerton" data-source="post: 9146214" data-attributes="member: 42582"><p>The moves are <em>to burst from the earth</em> (typically this would be <em>showing signs of an impending threat</em> or <em>revealing an unwelcome truth</em>), <em>to undermine the ground</em> (depending on context, this might <em>deal damage</em>, <em>use up their resources</em>, <em>separate them</em>, or <em>put someone in a spot</em>) and to <em>spray forth acid</em> (which I've already talked about upthread).</p><p></p><p>The list of GM moves also includes "Use a Monster, Danger or Location Move", which includes this explanation (p 167):</p><p></p><p style="margin-left: 20px">A monster or location move is just a description of what that location or monster does, maybe “hurl someone away” or “bridge the planes.” If a player move (like hack and slash) says that a monster gets to make an attack, make an aggressive move with that monster.</p><p></p><p><em>Spraying acid</em> and thereby eating away metal or fresh seems pretty aggressive! The rules (that I quoted upthread) will tell you whether to make it harder or softer.</p><p></p><p>Well, you know that in the Ironsworn universe basilisks are great serpents with a mesmerising gaze. That seems helpful to me.</p><p></p><p>But making stuff up is of the essence of RPGing! They're games of shared imagination.</p><p></p><p>D&D has no mechanic to tell you who a basilisk attacks, who a sly NPC tries to trick, whether an angry Orc slinks off or makes an attack. The GM has to imagine things, based on the unfolding logic of the fiction. Dungeon World or Ironsworn establish a particular structure around that imagining - in the case of DW, the sequence of soft and hard moves, and crisis => resolution, that I described above; in the case of Ironsworn I'm less clear on the exact structure, which seems to have more fiddly pieces, but I suspect it's at least broadly similar.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9146214, member: 42582"] The moves are [I]to burst from the earth[/I] (typically this would be [I]showing signs of an impending threat[/I] or [I]revealing an unwelcome truth[/I]), [I]to undermine the ground[/I] (depending on context, this might [I]deal damage[/I], [I]use up their resources[/I], [I]separate them[/I], or [I]put someone in a spot[/I]) and to [I]spray forth acid[/I] (which I've already talked about upthread). The list of GM moves also includes "Use a Monster, Danger or Location Move", which includes this explanation (p 167): [indent]A monster or location move is just a description of what that location or monster does, maybe “hurl someone away” or “bridge the planes.” If a player move (like hack and slash) says that a monster gets to make an attack, make an aggressive move with that monster.[/indent] [I]Spraying acid[/I] and thereby eating away metal or fresh seems pretty aggressive! The rules (that I quoted upthread) will tell you whether to make it harder or softer. Well, you know that in the Ironsworn universe basilisks are great serpents with a mesmerising gaze. That seems helpful to me. But making stuff up is of the essence of RPGing! They're games of shared imagination. D&D has no mechanic to tell you who a basilisk attacks, who a sly NPC tries to trick, whether an angry Orc slinks off or makes an attack. The GM has to imagine things, based on the unfolding logic of the fiction. Dungeon World or Ironsworn establish a particular structure around that imagining - in the case of DW, the sequence of soft and hard moves, and crisis => resolution, that I described above; in the case of Ironsworn I'm less clear on the exact structure, which seems to have more fiddly pieces, but I suspect it's at least broadly similar. [/QUOTE]
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