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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="deleuzian_kernel" data-source="post: 8698642" data-attributes="member: 7036985"><p>Right, we are totally seeing eye to eye here. I'm not suggesting that players get to narrate their successes without triggering moves just by sheer force of confidence in their actions. I know that's not what you [USER=7028554]@Grendel_Khan[/USER] are saying, but I just wanted to clarify for the benefit of other readers.</p><p></p><p>I think it's a matter of how direct and effective is their action upon the fiction; how much of an <em>author</em> they get to be. When you ask for permission, you are leaving much of the authorship up to the GM. They have to interpret more of your intent and try to process your action from an imperfect point-of-view. They might even get it wrong.</p><p></p><p>Imagine that in a given game you are a badass, thug-looking character just arriving at a neighboring town's tavern wanting to establish dominance over the locale by intimidating both patrons and staff. You plan on doing that by taking what you believe its rightfully yours, no matter what.</p><p></p><p>Imagine you ask a trad GM "Ok, can I start walking up to the bar?". The GM's response could be "As you start walking up to the bar, suddenly someone intercepts you and says: 'Hey, who tf are you? What do are you doing in our town?'." Suddenly, we've arrived at a confrontation that is happening on equal footing between you and the guy who intercepted you, perhaps not leaving you where you expected. The GM has determined most of the details of how this standoff is meant to go from now on, and they did so without a perfect understanding of the entirety of your intent. You've left how it goes up to them.</p><p></p><p>Let's contrast that with a game that lends more of this narrational authority to players. You say "I walk up to the bar, sit down. Reach over the counter for a glass and a bottle of whiskey. I start pouring over the glass while keeping an eye out to whoever dares starts walking up to me." That's a very different confrontation, that puts your character in a different position and perhaps closer to the kind of struggle you wanted to setup in the first place. You are in control. The GM now plays based on what <strong>you</strong> have determined the situation is now. Who will challenge you now?</p><p>[HR][/HR]</p><p></p><p></p><p></p><p>Great answer! Usually trad game designs hold you accountable to a different (non-explicit) set of agendas, that do not promote or care for equal collaboration as authors with regards to how the story <em>goes</em>. The GM is a primary author of the story and they have a lot of incentives not to take your declarations as <strong>binding</strong>. It's a different kind of collaboration!</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8698642, member: 7036985"] Right, we are totally seeing eye to eye here. I'm not suggesting that players get to narrate their successes without triggering moves just by sheer force of confidence in their actions. I know that's not what you [USER=7028554]@Grendel_Khan[/USER] are saying, but I just wanted to clarify for the benefit of other readers. I think it's a matter of how direct and effective is their action upon the fiction; how much of an [I]author[/I] they get to be. When you ask for permission, you are leaving much of the authorship up to the GM. They have to interpret more of your intent and try to process your action from an imperfect point-of-view. They might even get it wrong. Imagine that in a given game you are a badass, thug-looking character just arriving at a neighboring town's tavern wanting to establish dominance over the locale by intimidating both patrons and staff. You plan on doing that by taking what you believe its rightfully yours, no matter what. Imagine you ask a trad GM "Ok, can I start walking up to the bar?". The GM's response could be "As you start walking up to the bar, suddenly someone intercepts you and says: 'Hey, who tf are you? What do are you doing in our town?'." Suddenly, we've arrived at a confrontation that is happening on equal footing between you and the guy who intercepted you, perhaps not leaving you where you expected. The GM has determined most of the details of how this standoff is meant to go from now on, and they did so without a perfect understanding of the entirety of your intent. You've left how it goes up to them. Let's contrast that with a game that lends more of this narrational authority to players. You say "I walk up to the bar, sit down. Reach over the counter for a glass and a bottle of whiskey. I start pouring over the glass while keeping an eye out to whoever dares starts walking up to me." That's a very different confrontation, that puts your character in a different position and perhaps closer to the kind of struggle you wanted to setup in the first place. You are in control. The GM now plays based on what [B]you[/B] have determined the situation is now. Who will challenge you now? [HR][/HR] Great answer! Usually trad game designs hold you accountable to a different (non-explicit) set of agendas, that do not promote or care for equal collaboration as authors with regards to how the story [I]goes[/I]. The GM is a primary author of the story and they have a lot of incentives not to take your declarations as [B]binding[/B]. It's a different kind of collaboration! [/QUOTE]
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