deleuzian_kernel
Adventurer
I'm gonna push back just a tiny bit on this particular issue. We're not fully disagreeing, but not fully agreeing either:Well.... I quoted @Manbearcat from early in the thread. It seems that there are 'non-move things' which GMs do in AW (PbtAs generally) which don't really have the theoretical status of moves... OTOH, @andreszarta fairly convincingly argues that there is no 'scene framing' as such in AW (and this may differ from other later PbtA games, which sometimes specifically use this kind of terminology and process description).
So, its a bit ambiguous. Is it a 'move' every time the GM in AW describes some new fiction? I'm not sure it is all that productive a discussion overall, and not really answerable. I think its better to consider that when Vince wrote AW (and certainly the authors of DW state this) the idea of 'GM moves' was described as "doing what GM's normally do." It isn't really correct for us to think of these things in terms of it being a move or not a move, etc. GMs do what GMs do, and PbtA can describe these things as moves, but the more important concept is that the GM is following the agenda, principles of play, and techniques and process in order to actually play (or not) the game as it was envisaged, or maybe in a different way.
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I think its better to consider that when Vince wrote AW (and certainly the authors of DW state this) the idea of 'GM moves' was described as "doing what GM's normally do."
I'm not gonna speak about how Dungeon World thinks about this. Different game, possibly different goals.
I think there is some oversight in suggesting that Vincent wrote AW with the idea that 'GM Moves' is just doing what GM's normally do. Here's an interesting thread about that: anyway: The MC, a GM
Vincent:
I hope to win them over with the quality of the tools it provides."MCing" is a way to GM that I didn't invent, I'm just explaining it and providing some good tools for it. I expect lots of people, encountering the game, to say "but this is just how you GM any game." I hope to win them over with the quality of the tools it provides—and just wait until you see them, they are some high-quality tools—but still some people won't be impressed. That's fine too. They don't need it.
Vincent and Meguey didn't just reframe with different words all the stuff GMs normally do. They created different tools for that type of stuff. Tools have specific functions to solve specific problems.
MC Moves are a tool that helps us achieve our Agenda and Principles of play. We may play without them if we want, but we would be missing out.
Vincent actually calls it out here: anyway: Concentric Game Design
Forget your MC moves? That's cool. You're missing out, but as long as you remember your agenda and most of your principles and what to always say, you'll be okay.
MC moves exist at the second layer of AW's structure. You can ignore and fall back to "The Conversation", just like @AbdulAlhazred says, and you will be ok. You'll be missing out on some great tools to achieve your Agenda and Principles, but you are free to substitute if you have a better solution in mind.
I wouldn't, however, agree with @AbdulAlhazred in that it isn't correct for us to think in terms of things said being a move or not a move.
After all, MC moves are the one tool Vincent and Meguey provide us with to solve the problem of: "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" It's their solution to "Should I be thinking about what each of my contributions means in terms of the game's structure? Are there certain things that I shouldn't say?" They release you from a lot of the cognitive effort that monitoring your own contributions to the fiction would normally take.
They are an immensely important part of the game unless we decide not to use them, but then we have to solve the question of "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" for ourselves with a different tool or directive.
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