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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: 8699829" data-attributes="member: 16814"><p>If there's no pressure at the moment, then we're not really in the anticipated loop for play. So the GM is having to correct for this by effectively reframing in the moment to create that loop. This is, to me, an example of GM error being corrected.</p><p></p><p>You just switched to having the PCs sweated to salvage this gyrocopter, which now implies there is some pressure, and we should have some reason that starting the gyrocopter is worthy of some kind of move?</p><p></p><p>Let's look at how we get to the door, then. What situations invoke the door? We have a scene, let's say in a building, with a door, but the door is scenery at this moment -- described because it makes sense, but not part of the immediate situation. Let's add that situation -- the PC is in a gunfight with some rival gangers. For reasons, the PC wants to escape and so the player declares that the PC is gonna burst through the door to escape to the outside! Yay! The GM cannot declare that 'nope, sorry, the door is locked.' This is improper. Instead, we have an action that clearly invokes a move (Act Under Fire at a minimum), and we have to resolve that, and only if that gives the GM the space can they now block the move. The GM doesn't have the authority to just declare the door looked.</p><p></p><p>Alternatively, if, for whatever reason, we're in a conflict neutral framing and a PC goes to open the door, we need to look at this. If we're in a situation where the door leads somewhere no one knows, then this is really just an invitation to frame a new scene. Blocking this framing with a locked door is, again, not indicated because it's not following the principles of play. If we do know were the door goes, like to the outside, we're in the same boat -- blocking this action isn't indicated by the principles of play. This is because blocking the action with a locked door is really just keeping everything in this conflict neutral framing. Not what you're supposed to be doing at all.</p><p></p><p>Other alternatively, if we go back to the first example but add that the location is the fortified bunker of the rival gangers, and the door leads further in, then we've established some fictional framing about doors here that does allow the GM to pay off a hard move if the player offers a golden opportunity -- like declaring an action that interacts with the door in a way that stands athwart the established fiction that this is a fortified bunker that would have things like heavy, locked doors. The GM can pay this off.</p><p></p><p>So, either we've already established some fiction about the door, or we're engaged in resolving a move when the game calls for it. None of these things are the GM just declaring the door locked. The GM has to have some prompt or authority in the system to do so. In AW, that authority is in setting the stage -- ie, describing the scene -- and when a move triggers that gives them the authority. The mention that the GM should be making a move when the action lulls or the players luff one up is part of this -- this is a subset of the golden opportunity on the latter, and then need to reframe because things have resolves whatever current conflict was up into a new conflict for the former.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8699829, member: 16814"] If there's no pressure at the moment, then we're not really in the anticipated loop for play. So the GM is having to correct for this by effectively reframing in the moment to create that loop. This is, to me, an example of GM error being corrected. You just switched to having the PCs sweated to salvage this gyrocopter, which now implies there is some pressure, and we should have some reason that starting the gyrocopter is worthy of some kind of move? Let's look at how we get to the door, then. What situations invoke the door? We have a scene, let's say in a building, with a door, but the door is scenery at this moment -- described because it makes sense, but not part of the immediate situation. Let's add that situation -- the PC is in a gunfight with some rival gangers. For reasons, the PC wants to escape and so the player declares that the PC is gonna burst through the door to escape to the outside! Yay! The GM cannot declare that 'nope, sorry, the door is locked.' This is improper. Instead, we have an action that clearly invokes a move (Act Under Fire at a minimum), and we have to resolve that, and only if that gives the GM the space can they now block the move. The GM doesn't have the authority to just declare the door looked. Alternatively, if, for whatever reason, we're in a conflict neutral framing and a PC goes to open the door, we need to look at this. If we're in a situation where the door leads somewhere no one knows, then this is really just an invitation to frame a new scene. Blocking this framing with a locked door is, again, not indicated because it's not following the principles of play. If we do know were the door goes, like to the outside, we're in the same boat -- blocking this action isn't indicated by the principles of play. This is because blocking the action with a locked door is really just keeping everything in this conflict neutral framing. Not what you're supposed to be doing at all. Other alternatively, if we go back to the first example but add that the location is the fortified bunker of the rival gangers, and the door leads further in, then we've established some fictional framing about doors here that does allow the GM to pay off a hard move if the player offers a golden opportunity -- like declaring an action that interacts with the door in a way that stands athwart the established fiction that this is a fortified bunker that would have things like heavy, locked doors. The GM can pay this off. So, either we've already established some fiction about the door, or we're engaged in resolving a move when the game calls for it. None of these things are the GM just declaring the door locked. The GM has to have some prompt or authority in the system to do so. In AW, that authority is in setting the stage -- ie, describing the scene -- and when a move triggers that gives them the authority. The mention that the GM should be making a move when the action lulls or the players luff one up is part of this -- this is a subset of the golden opportunity on the latter, and then need to reframe because things have resolves whatever current conflict was up into a new conflict for the former. [/QUOTE]
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