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<blockquote data-quote="pemerton" data-source="post: 9151241" data-attributes="member: 42582"><p>A further comment or two on "If you do it, you do it".</p><p></p><p>The departure from "Say 'yes' or roll the dice" means that the connection between (i) <em>stakes</em> and <em>player intent for their PC in a scene</em>, and (ii) the invocation of the resolution process, is less intimate than in a RPG that uses the "say 'yes' or roll the dice". There is no "saying yes": even if the player declares that they are seizing some trivial thing from a minor character by force, the dice have to be rolled and there is thus the possibility of a hard move from the GM (if the roll fails).</p><p></p><p>So instead of looking first to stakes/intent, we look first to types of behaviour - and <em>all</em> seizings-by-force become laden with stakes. [USER=16586]@Campbell[/USER] has often posted about this feature of the game, and was the first person I read who clearly articulated the contrast with "say 'yes' or roll the dice".</p><p></p><p>A second difference is from systems (such as 5e D&D) that require the GM to first determine whether there is a chance of failure, and then call for a roll based on that judgement. This imposes a certain responsibility for outcomes directly onto the GM. "If you do it, you do it" removes any such responsibility from the GM <em>in the context of the player-side-move-triggering actions</em>. The player-side moves thus become one key component of the play-to-find-out apparatus. The other key component is the rule about when a GM can make a hard move in the absence of a 6- roll (namely, when a player hands a golden opportunity by proceeding in disregard of a prior soft move).</p><p></p><p>When I used to play a lot of RM, we rolled the dice every time that the rules called for it. But the difference from "if you do it, you do it" was that - at least in principle - <em>everything</em> is a player-side move, and thus those moves do no work in channelling play in a particular thematic direction. And also, because rolling the dice in every moment of play is impractical, (i) it slows play down, and (ii) it pushes play a bit more towards the 5e D&D model of only rolling when there is a chance of failure, with the result shifting of responsibility for outcomes onto the GM.</p><p></p><p>As I think I posted upthread, I think the earliest RPG to use a type of "if you do it, you do it" approach in the context of rules deliberately designed to focus on the thematic sort of stuff is Classic Traveller (1977). I don't want to exaggerate this - the probabilities are not as elegant as Apocalypse World, and there is little sense of a soft/hard move escalation except in the subsystem for wearing vacc suits. But I do think that it is somewhere in the neighbourhood.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9151241, member: 42582"] A further comment or two on "If you do it, you do it". The departure from "Say 'yes' or roll the dice" means that the connection between (i) [I]stakes[/I] and [I]player intent for their PC in a scene[/I], and (ii) the invocation of the resolution process, is less intimate than in a RPG that uses the "say 'yes' or roll the dice". There is no "saying yes": even if the player declares that they are seizing some trivial thing from a minor character by force, the dice have to be rolled and there is thus the possibility of a hard move from the GM (if the roll fails). So instead of looking first to stakes/intent, we look first to types of behaviour - and [I]all[/I] seizings-by-force become laden with stakes. [USER=16586]@Campbell[/USER] has often posted about this feature of the game, and was the first person I read who clearly articulated the contrast with "say 'yes' or roll the dice". A second difference is from systems (such as 5e D&D) that require the GM to first determine whether there is a chance of failure, and then call for a roll based on that judgement. This imposes a certain responsibility for outcomes directly onto the GM. "If you do it, you do it" removes any such responsibility from the GM [I]in the context of the player-side-move-triggering actions[/I]. The player-side moves thus become one key component of the play-to-find-out apparatus. The other key component is the rule about when a GM can make a hard move in the absence of a 6- roll (namely, when a player hands a golden opportunity by proceeding in disregard of a prior soft move). When I used to play a lot of RM, we rolled the dice every time that the rules called for it. But the difference from "if you do it, you do it" was that - at least in principle - [I]everything[/I] is a player-side move, and thus those moves do no work in channelling play in a particular thematic direction. And also, because rolling the dice in every moment of play is impractical, (i) it slows play down, and (ii) it pushes play a bit more towards the 5e D&D model of only rolling when there is a chance of failure, with the result shifting of responsibility for outcomes onto the GM. As I think I posted upthread, I think the earliest RPG to use a type of "if you do it, you do it" approach in the context of rules deliberately designed to focus on the thematic sort of stuff is Classic Traveller (1977). I don't want to exaggerate this - the probabilities are not as elegant as Apocalypse World, and there is little sense of a soft/hard move escalation except in the subsystem for wearing vacc suits. But I do think that it is somewhere in the neighbourhood. [/QUOTE]
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