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Help Me Get "Apocalypse World" and PbtA games in general.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8700239" data-attributes="member: 82106"><p>Not sure if this whole debate got resolved at some point, but Dungeon World DEFINITELY comes down on your side of this. For example, the GM is perfectly within his rights to say an action isn't possible, and explain why. The text mentions a GM stating that a character can't hack & slash a goblin that is gnawing on his leg with his halberd, it is just not possible! There's no requirement that the GM explicate every one of these constraints in the fiction, nor describe every single detail of every situation (IE that the dragon's scales are invulnerable to a mere human with a sword). That doesn't mean the GM can 'say no', it means that no move was triggered! If the player says "I open the door" and the GM's response is that it is locked, well, the ball is still in the player's court, they could bash it open, or pick the lock. This kind of 'exploration of circumstance' can happen, it is just not intended to support some kind of 'GM guided experience' where you constantly ask if you can do stuff. At least in DW there's also the question of who gets to decide if something is 'bad play' or not, and its table consensus. If the table thinks the GM was violating the principles/agenda of play by declaring the door locked, then there's a difference of opinion at the table.</p><p></p><p>On the whole though, the GM should stick to things that are established by the structure of play, so the door is locked because the player was owed a move by the GM and this is it. Or maybe the player ASKED, and the GM answered (which is just "they looked at you to see what happens next" effectively). IMHO this is where things get down to GMing skill in PbtAs, you have to judge what it is that follows faithfully and what is you getting in the way of playing to find out.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8700239, member: 82106"] Not sure if this whole debate got resolved at some point, but Dungeon World DEFINITELY comes down on your side of this. For example, the GM is perfectly within his rights to say an action isn't possible, and explain why. The text mentions a GM stating that a character can't hack & slash a goblin that is gnawing on his leg with his halberd, it is just not possible! There's no requirement that the GM explicate every one of these constraints in the fiction, nor describe every single detail of every situation (IE that the dragon's scales are invulnerable to a mere human with a sword). That doesn't mean the GM can 'say no', it means that no move was triggered! If the player says "I open the door" and the GM's response is that it is locked, well, the ball is still in the player's court, they could bash it open, or pick the lock. This kind of 'exploration of circumstance' can happen, it is just not intended to support some kind of 'GM guided experience' where you constantly ask if you can do stuff. At least in DW there's also the question of who gets to decide if something is 'bad play' or not, and its table consensus. If the table thinks the GM was violating the principles/agenda of play by declaring the door locked, then there's a difference of opinion at the table. On the whole though, the GM should stick to things that are established by the structure of play, so the door is locked because the player was owed a move by the GM and this is it. Or maybe the player ASKED, and the GM answered (which is just "they looked at you to see what happens next" effectively). IMHO this is where things get down to GMing skill in PbtAs, you have to judge what it is that follows faithfully and what is you getting in the way of playing to find out. [/QUOTE]
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