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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: 8698977" data-attributes="member: 7036985"><p>I have only read Brindlewood Bay's text so I'm not prepared to deeply answer your question.</p><p></p><p>Jason Cordova's unique brand of PbtA does not, necessarily, follow from every single PbtA principle laid out by other games. For instance it has Keeper Reactions instead of GM Moves, and those reactions are merely suggestions that should be added to all the logical reactions you could come up based on the situation. Apocalypse World GM Moves are more directive and provocative in that respect.</p><p></p><p>However, this is what it says about reactions:</p><p></p><p></p><p>If you felt that your reaction of having the door be locked was interesting, I don't see how you are not playing by the rules. I also don't think you would be blocking or negating the player's intent if they were to just declare "I open the door". After all, their declaration implies the task of determining whether or not the door is locked. I spoke about why I think this is so on post #66.</p><p></p><p>How is this different from trad? In this particular case, not that much! Perhaps the difference is that a trad GM would say "It's locked" because it's prep notes say its locked, while the game clearly states your reactions should follow from your principles and you've decided this is what needs to happen next. This is why the door example is kind of pointless to me. </p><p></p><p>When I originally brought up this notion of player authority, it was more to help dispel this notion that the GM gets to decide "how much or how little of your action" does in fact occur like in more traditional games, and because of this players have been taught to ask "for permission" to have something happen. That <strong>doesn't</strong> mean, though, that I'm suggesting that player intent <strong>always</strong> has to be granted to the full extent of their declared action. If something in the world stands in the way of the full completion of their declaration, then of course play resumes only from that point on. You take what the player gives you and respond with a move <strong>that follows logically</strong> from what has been established: A door in a seemingly abandoned lighthouse, obviously locked. </p><p></p><p>What matters is that your response comes <strong>when it's your turn to say something</strong> (they look at you to tell them what happens) and <strong>it follows from what they've declared</strong>. Trad GM's could conceivably say: Right! But before you have a chance to open the door, you hear someone scream at the top of the lighthouse. That's a move that doesn't follow.</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8698977, member: 7036985"] I have only read Brindlewood Bay's text so I'm not prepared to deeply answer your question. Jason Cordova's unique brand of PbtA does not, necessarily, follow from every single PbtA principle laid out by other games. For instance it has Keeper Reactions instead of GM Moves, and those reactions are merely suggestions that should be added to all the logical reactions you could come up based on the situation. Apocalypse World GM Moves are more directive and provocative in that respect. However, this is what it says about reactions: If you felt that your reaction of having the door be locked was interesting, I don't see how you are not playing by the rules. I also don't think you would be blocking or negating the player's intent if they were to just declare "I open the door". After all, their declaration implies the task of determining whether or not the door is locked. I spoke about why I think this is so on post #66. How is this different from trad? In this particular case, not that much! Perhaps the difference is that a trad GM would say "It's locked" because it's prep notes say its locked, while the game clearly states your reactions should follow from your principles and you've decided this is what needs to happen next. This is why the door example is kind of pointless to me. When I originally brought up this notion of player authority, it was more to help dispel this notion that the GM gets to decide "how much or how little of your action" does in fact occur like in more traditional games, and because of this players have been taught to ask "for permission" to have something happen. That [B]doesn't[/B] mean, though, that I'm suggesting that player intent [B]always[/B] has to be granted to the full extent of their declared action. If something in the world stands in the way of the full completion of their declaration, then of course play resumes only from that point on. You take what the player gives you and respond with a move [B]that follows logically[/B] from what has been established: A door in a seemingly abandoned lighthouse, obviously locked. What matters is that your response comes [B]when it's your turn to say something[/B] (they look at you to tell them what happens) and [B]it follows from what they've declared[/B]. Trad GM's could conceivably say: Right! But before you have a chance to open the door, you hear someone scream at the top of the lighthouse. That's a move that doesn't follow. [/QUOTE]
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