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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="Ovinomancer" data-source="post: 8698942" data-attributes="member: 16814"><p>Um, no. This is all kinds of turned around. I'm not at all clear how it's determined that your assurance isn't sufficient (this seems like the exact kind of blocking move by the GM I'm talking about) but you're explicitly talking about the fallout of a 7-9 move but putting in an action declaration between the resolution of that 7-9 (you failed to deal with the soft move, so a hard move should follow) and the situation.</p><p></p><p>That scene if framed in as the initial situation from a bit of free play -- you're asking what the player is doing because you want to frame in the consequence that they've earned. So you ask what they're doing, they tell you, and you frame in the scene. The PC 100% walks out to their car, and this this problem happens. This is not at all in the same class as what I'm talking about, which is that you frame the scene, the player declares actions, and then you block those actions by use of unrevealed fiction. Here, the player is 100% walking to the car, and can continue to do so, but there's a problem introduce that they need to deal with that's a direct result of prior play, and known that there's going to be a problem coming.</p><p></p><p>"Say yes or roll the dice" is a nice shortcut. If we want to tease this out in AW, you need to consider the agenda of play and the principles and best practices for the GM. These all clearly point to not blocking actions using secret information, but only doing so through use of the mechanics. The door cannot be locked just because the GM has a note they haven't revealed. The door can only be locked if it's framed in as part of the situation and has stakes, or if it's part of another move that has a payoff consequence that the GM chooses to be the door being locked. Like an act under fire to scamper to safety through the door at the end of the room going to a 7-9 and the GM saying that you get to the door, but it's locked, and now you're in the open and the badguys are drawing down on you. Bad spot, hard to get out of, what do you do. There's no point in play of AW where the GM has the authority to just declare a thing blocks your action after you've declared it. </p><p></p><p>What you seem to confuse above is the GM asking questions and using answers, which is a different thing from action declaration. When the GM is asking questions, it can absolutely be used to determine the lead in to a new situation, which is what the example you present is doing. The player isn't declaring an action to go to their car in the face of a threat or situation, it's a stakeless action -- we're out of the normal loop already.</p><p></p><p>Yup, this is what I'm referencing in my response to [USER=467]@Reynard[/USER].</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8698942, member: 16814"] Um, no. This is all kinds of turned around. I'm not at all clear how it's determined that your assurance isn't sufficient (this seems like the exact kind of blocking move by the GM I'm talking about) but you're explicitly talking about the fallout of a 7-9 move but putting in an action declaration between the resolution of that 7-9 (you failed to deal with the soft move, so a hard move should follow) and the situation. That scene if framed in as the initial situation from a bit of free play -- you're asking what the player is doing because you want to frame in the consequence that they've earned. So you ask what they're doing, they tell you, and you frame in the scene. The PC 100% walks out to their car, and this this problem happens. This is not at all in the same class as what I'm talking about, which is that you frame the scene, the player declares actions, and then you block those actions by use of unrevealed fiction. Here, the player is 100% walking to the car, and can continue to do so, but there's a problem introduce that they need to deal with that's a direct result of prior play, and known that there's going to be a problem coming. "Say yes or roll the dice" is a nice shortcut. If we want to tease this out in AW, you need to consider the agenda of play and the principles and best practices for the GM. These all clearly point to not blocking actions using secret information, but only doing so through use of the mechanics. The door cannot be locked just because the GM has a note they haven't revealed. The door can only be locked if it's framed in as part of the situation and has stakes, or if it's part of another move that has a payoff consequence that the GM chooses to be the door being locked. Like an act under fire to scamper to safety through the door at the end of the room going to a 7-9 and the GM saying that you get to the door, but it's locked, and now you're in the open and the badguys are drawing down on you. Bad spot, hard to get out of, what do you do. There's no point in play of AW where the GM has the authority to just declare a thing blocks your action after you've declared it. What you seem to confuse above is the GM asking questions and using answers, which is a different thing from action declaration. When the GM is asking questions, it can absolutely be used to determine the lead in to a new situation, which is what the example you present is doing. The player isn't declaring an action to go to their car in the face of a threat or situation, it's a stakeless action -- we're out of the normal loop already. Yup, this is what I'm referencing in my response to [USER=467]@Reynard[/USER]. [/QUOTE]
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