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<blockquote data-quote="pemerton" data-source="post: 9148452" data-attributes="member: 42582"><p><a href="https://en.wikipedia.org/wiki/Writers%27_room" target="_blank">Wikipedia</a> tells me that a <em>A <strong>writers' room</strong> is a space where writers, usually of a television series, gather to write and refine scripts.</em></p><p></p><p>Applied to a RPG, that would suggest (i) that the participants are discussing, together, how things should unfold in their shared fiction, and (ii) that they are doing so having regard to what would make for a good story.</p><p></p><p>A RPG I play that has a version of (i) is Torchbearer 2e. After most conflicts are resolved, a compromise will be owed by one or both sides, and sometimes we discuss what that should look like. (Sometimes I just decide, wielding my GM authority!)</p><p></p><p>But (ii) is not normally part of the discussion. Rather, what (i) follows from the previous fiction, and (ii) seems fair given the degree of compromise required, is what predominates. </p><p></p><p>Apocalypse World doesn't seem to have anything comparable to this. The players declare their PCs' actions. Then either a dice roll follows, or the GM says what happens next (depending on whether or not a player-side move is triggered). The GM might ask the player a question, about what their PC knows or has done or is thinking - the player answers by portraying their PC. So there doesn't seem to be any (i). And there doesn't seem to be much (ii) either: the GM should be following the principles, none of which is "tell a good story"; and the player should be inhabiting their PC.</p><p></p><p>So anyway, I'm not seeing this "writers' room" thing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9148452, member: 42582"] [url=https://en.wikipedia.org/wiki/Writers%27_room]Wikipedia[/url] tells me that a [I]A [b]writers' room[/b] is a space where writers, usually of a television series, gather to write and refine scripts.[/I] Applied to a RPG, that would suggest (i) that the participants are discussing, together, how things should unfold in their shared fiction, and (ii) that they are doing so having regard to what would make for a good story. A RPG I play that has a version of (i) is Torchbearer 2e. After most conflicts are resolved, a compromise will be owed by one or both sides, and sometimes we discuss what that should look like. (Sometimes I just decide, wielding my GM authority!) But (ii) is not normally part of the discussion. Rather, what (i) follows from the previous fiction, and (ii) seems fair given the degree of compromise required, is what predominates. Apocalypse World doesn't seem to have anything comparable to this. The players declare their PCs' actions. Then either a dice roll follows, or the GM says what happens next (depending on whether or not a player-side move is triggered). The GM might ask the player a question, about what their PC knows or has done or is thinking - the player answers by portraying their PC. So there doesn't seem to be any (i). And there doesn't seem to be much (ii) either: the GM should be following the principles, none of which is "tell a good story"; and the player should be inhabiting their PC. So anyway, I'm not seeing this "writers' room" thing. [/QUOTE]
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