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<blockquote data-quote="pemerton" data-source="post: 9150346" data-attributes="member: 42582"><p>What can I say? Here are the rules (pp 12, 109, 116):</p><p></p><p style="margin-left: 20px"><u>MOVES AND DICE</u></p> <p style="margin-left: 20px">The particular things that make these rules kick in are called <strong>moves</strong>. . . When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The rule for moves is <strong>to do it, do it</strong>. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Usually it’s unambiguous . . . But . . . they sometimes don’t line up, and it’s your job as MC to deal with them. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[One such case] is when a player has her character take action that counts as a move, but doesn’t realize it, or doesn’t intend it to be a move. For instance: “I shove him out of my way.” Your answer then should be “cool, you’re going aggro?” “I pout. ‘Well if you really don’t like me…’” “Cool, you’re trying to manipulate him?” “I squeeze way back between the tractor and the wall so they don’t see me.” “Cool, you’re acting under fire?”</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is <strong>if you do it, you do it</strong>, so make with the dice. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>THE MASTER OF CEREMONIES</u> . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does <em>except</em> the players’ characters. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Whenever someone turns and looks to you to say something, always say what the principles demand. . . . Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [ie MC moves] and say it. . . .</p><p></p><p>This tells us what the players say: namely, what their PCs say, try and do, think, feel and remember (including by answering the GM's questions). It tells us what the GM says: everything else. It tells us when the GM should say something - namely, when the players look to them to say something. And it tells us when dice are rolled: if a player declares an action for their PC that <em>is listed as a move</em>, then the dice have to be rolled - and the outcome of that roll then tells everyone who has to say what next.</p><p></p><p>I don't doubt that you couldn't work it out. But I struggle to see where the ambiguity or uncertainty is located. Speaking purely for myself, the only way I could see this as uncertain is if the read brings in an assumption that the GM is permitted to suspend the need to roll dice <em>even if</em> a move is triggered.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9150346, member: 42582"] What can I say? Here are the rules (pp 12, 109, 116): [indent][u]MOVES AND DICE[/u] The particular things that make these rules kick in are called [b]moves[/b]. . . When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does. The rule for moves is [b]to do it, do it[/b]. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice. Usually it’s unambiguous . . . But . . . they sometimes don’t line up, and it’s your job as MC to deal with them. . . . [One such case] is when a player has her character take action that counts as a move, but doesn’t realize it, or doesn’t intend it to be a move. For instance: “I shove him out of my way.” Your answer then should be “cool, you’re going aggro?” “I pout. ‘Well if you really don’t like me…’” “Cool, you’re trying to manipulate him?” “I squeeze way back between the tractor and the wall so they don’t see me.” “Cool, you’re acting under fire?” You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is [b]if you do it, you do it[/b], so make with the dice. . . . [u]THE MASTER OF CEREMONIES[/u] . . . Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does [I]except[/I] the players’ characters. . . . Whenever someone turns and looks to you to say something, always say what the principles demand. . . . Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [ie MC moves] and say it. . . .[/indent] This tells us what the players say: namely, what their PCs say, try and do, think, feel and remember (including by answering the GM's questions). It tells us what the GM says: everything else. It tells us when the GM should say something - namely, when the players look to them to say something. And it tells us when dice are rolled: if a player declares an action for their PC that [I]is listed as a move[/I], then the dice have to be rolled - and the outcome of that roll then tells everyone who has to say what next. I don't doubt that you couldn't work it out. But I struggle to see where the ambiguity or uncertainty is located. Speaking purely for myself, the only way I could see this as uncertain is if the read brings in an assumption that the GM is permitted to suspend the need to roll dice [I]even if[/I] a move is triggered. [/QUOTE]
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