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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: 8699435" data-attributes="member: 16814"><p>Because you are playing to find out, both as a player and a GM. Also, the only things you're really worried about are things that matter to the conflict. You are not framing in conflict neutral things, so if you mention a door it's either going to be color or it's going to be necessary to the conflict. If it's color, we don't care about it right now. If it's necessary to the conflict, we do care, and it needs to be established as an obstacle (a locked door) that critical to the current conflict or an unknown that we will need to find out about. This is the establishing the door part of framing -- things are either established as an obstacle to play to take part in the conflict or they're things that may matter later and we don't know.</p><p></p><p>The we don't know is the critical thing -- we don't know if that door is locked or not. So how do we tell? It has to come up as part of play, which really means it has to feature in a player's action declaration. At the moment it does feature, we still don't know, and the GM doesn't have the authority in AW to decide how that door matters -- that's part of what finding out in play means. So that door is an enigma and the only tools we have to solve them are the play procedures -- the actions that trigger moves and then the fallout from those moves. The door can only be locked if we all discover it's locked at the same time through play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8699435, member: 16814"] Because you are playing to find out, both as a player and a GM. Also, the only things you're really worried about are things that matter to the conflict. You are not framing in conflict neutral things, so if you mention a door it's either going to be color or it's going to be necessary to the conflict. If it's color, we don't care about it right now. If it's necessary to the conflict, we do care, and it needs to be established as an obstacle (a locked door) that critical to the current conflict or an unknown that we will need to find out about. This is the establishing the door part of framing -- things are either established as an obstacle to play to take part in the conflict or they're things that may matter later and we don't know. The we don't know is the critical thing -- we don't know if that door is locked or not. So how do we tell? It has to come up as part of play, which really means it has to feature in a player's action declaration. At the moment it does feature, we still don't know, and the GM doesn't have the authority in AW to decide how that door matters -- that's part of what finding out in play means. So that door is an enigma and the only tools we have to solve them are the play procedures -- the actions that trigger moves and then the fallout from those moves. The door can only be locked if we all discover it's locked at the same time through play. [/QUOTE]
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