Ovinomancer
No flips for you!
Sure!Let's drop the "you said, I said" argument for good, please.
Oh, you mean I should drop it while you keep doing it. That's disappointing, thought there might be some movement here.You are accusing me of misquoting you because I use the word only when referring to the times when it's ok for the MC to declare door to be locked. I thought it was implied that I've had already accepted your only other case (the roll) so I understood we had moved on from it.
Oh, you're still on it. I mean, I recognized this, called it out in the post you're quoting, but here you are, telling me this is what you're saying about what I'm saying while telling me to stop talking about who said what. It's an interesting approach -- what did you give it as odds for success?Drop the word "only" then. My position still remains that those TWO are not just the sole TWO ways. I'm amazed we couldn't jump over this fence faster. You are insisting on a very minuscule artifact of online communication.
Oh, you're talking to a moment when the PC just luff one up and don't really do anything. Yeah, that's another moment where you get to deliver on your promises with as hard a move as you'd like. This, though, is just another way of saying that the players have offered a golden opportunity by ignoring a promised consequence, so we aren't covering new ground here. Is this your argument? That a subset of the thing I've already acknowledged wasn't specifically called out, even though it's absolutely part of the thing I've already acknowledged, and have from the start?There is ABSOLUTELY no difference between the kinds of moves that an MC is allowed to make in response to a 6-, vs the kinds of moves an MC gets to make when the player looks at them expectantly. Why? Because they are exactly the same thing with regards to the rules of the conversation. When a player rolls a 6-, it coincides with them also looking at you expectantly to see what happens next.
Tomato, tomato. This is a quibble about vocabulary and not actual meaning.Single basic moves in Apocalypse World say: "On a miss, be prepared for the worst." Nowhere in the book does it say "When a player rolls a 6-, you get to make a move." Other PbtA games have adopted that convention, but AW2 only treats a 6- to be a golden opportunity, nothing too different if one were to arise in the fiction without the need of a move.
Yes, this is part of the framing conversation. The GM is having the conversation with the player to establish the framing by agreeing where the problem may be. If the PC decides to keep looking for another way in, this doesn't offer anything. It's the GM's invitation to say "is this the conflict you're looking for?"From AW2 book, page 88 & 89.
I've covered this. Often framing is a discussion.
Um, yes, when it's time for you to talk is a pretty key phrase that you seem to be glossing over. When the GM gets to talk is not whenever the GM wants, but when the play tells him to talk. That's in scene framing, or in reframing, and in narrating results from moves. Nothing here gives the GM the authority to just declare a door locked because the GM thinks it should be locked.Then on threat moves, Vincent and Meguey add (page 114):
The GM doesn't have a turn, really. There's no "okay, it's my turn" in the rules. The GM speaks when the system says they do. That's framing and in resolving actions and then in reframing. You're drifting pretty wide from the simple example I gave -- that a GM cannot just say a door is locked because they decide it's locked but only when they're framing the scene or when a move outcome gives them the opportunity to make it part of their move. There isn't some other moment in the game where it's the GM's turn to just do whatever -- if you think there is, show it to me. The GM gets to make moves at pretty specific points -- and the system generates those points with awesome regularity, but even then the GM is constrained to the principles of play and to follow the fiction. Nothing here gives the GM the plenipotentiary power to just declare things locked because a player tries to open a door.The only thing that sort of modulates the difference between what happens after a miss, vs you speaking on your turn, is the hardness of the move you decide to make, and that is a matter of personal interpretation and taste. That's a completely different conversation, though, do you want to talk about hardness?
I feel like you're looking for some narrow crack to declare victory in the discussion rather that actually discussing how the game works. What is the victory condition here, for you? What allows you to feel like you've gotten what you want from this discussion? Mine is the recognition that AW doesn't work like Trad games, and what's trivially obviously the GM's authority in a Trad game is glaringly not in AW.
I've covered what's going on here.Now, if you accept that there is no difference between the nature of the moves that happen as a result of a miss and the moves that result from players waiting for you to say what happens, beyond hardness (and if you don't please quote the text), then any move that I could make when I roll a 6- is valid when the player asks "I open the door, what happens?"
I've given you the example on #85.
There was no action, yet, the GM and player were still negotiating the scene framing. It's the GM's job, but it's not unilateral, there's a conversation. The player indicated that they wanted an alternate way into the fortress. We've established that it's a fortress, which entails lots of tropes. The GM offers a door as a possibility to frame the conflict, the player accepts, and the GM frames the conflict as "here's you alternate way in, but it's locked tight, what do you do?" Like most examples that you can pull out for AW, these toy examples are too light in other details. The door being locked, for instance, is dreadful as a conflict unless there's something pressuring the PC, which is not in the example. What happens if the PC keeps looking for another way in? There's no established threat for the GM to pay off as a golden opportunity, so the best they could do here would be to frame another conflict with a better opening soft move. A locked door is a terrible soft move on it's own, as this example shows.A door didn't exist when the action began. When the action began it was very possible that neither the MC nor the involved players knew that they would be searching for a side door. The MC doesn't even know what Dremmer's Place even looks like.
I don't know who. your. period. talking. to. with. this. I haven't said anything at all about fictional positioning. Heck, in this example we know it's a fortress, which carries locked side doors as a default to the already established fiction. Which is exactly what I'm talking about when I say "part of framing."It was only after moving to a position where a door now exists, by someone declaring "I want to search for a side door" that the player can say "I open it". Fictional. Positioning.
Yup.Who determined that there was a side door? The MC. Why did get make to make that decision? Because it's their job.
Yeah, that's part of framing. It's establishing the conflict. We know there isn't a conflict already because the player can just waltz around looking for doors without having a golden opportunity hit him in the head. The establishing of the door is exactly the kind of initial framing I'm talking about -- where we're moving into the play loop from some free play prior position, or after we've resolved a previous conflict and we're reframing into a new one. The is also "ask questions, use answers." The GM wants the PCs to have input for how they tackle the fortress, so asked them, considers is, and uses that to frame in the new situation. The door is established as part of that framing, along with the fiction inputs of it being a door into the fortress. I think play is pretty dull here in the examples that this is done and then we have some exploratory "tell me more" stuff. The GM should have framed this in already into conflict, or added something to drive play. As it is, it's pretty conflict neutral and, I think, a pretty bad example.Page 81:
"I go looking for a side door."
The player looks at the MC to see what happens. The MC considers...then makes a move: • Present a guardian (Landscape)
"Yup, there's a door. Big, metallic, with a bit of rust on the hinges."
There is a door now. Does the GM have to determine whether the door is locked or not? Do they have to even say it? Nope! Not at all. Not part of the rules, not part of the situation yet. Just a damn door for now.
"I open the door."
The player looks at the MC to see what happens. The MC considers...then makes a move: • Bar the way (Landscape).