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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: 8700354" data-attributes="member: 82106"><p>I think this is where the nut of the whole thing is, there can't just be a scene "you are standing outside a door." There MUST be some sort of conflict, some pressure on the PC to act or not act, something that must be decided by HOW they act. So, the example is incomplete and cannot be adjudicated as is! </p><p></p><p>But this is great stuff because it shows how PbtA cannot do 'environmental exploration', it is ONLY about narrative development. The GM should never frame a scene without some sort of pressure which can either blow up, develop, or be resolved by the action that is about to take place. So, basically if the GM tells the player "OK, there's a door, but you hear some motorcycles coming up the access road!" now you have a scene (it may be a bit weak, although that depends on the larger context). Now, if the player is going to resolve the problem of avoiding contact with whomever is coming by going through the door, we now have a conflict that dice can resolve! Maybe the door is locked and thus the PC fails to open it, Canute's Biker Gang comes up the drive, they have spotted you! Now, maybe he gets a chance to try picking the lock or flee, etc. </p><p></p><p>Honestly, I don't think there was any substantive disagreement about how PbtAs work, but there can be more than one answer to things sometimes, like depending on the granularity that the GM feels is appropriate for resolution. This is a pretty common theme in narrative story games, particularly of this type where the situations are very loosely drawn.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8700354, member: 82106"] I think this is where the nut of the whole thing is, there can't just be a scene "you are standing outside a door." There MUST be some sort of conflict, some pressure on the PC to act or not act, something that must be decided by HOW they act. So, the example is incomplete and cannot be adjudicated as is! But this is great stuff because it shows how PbtA cannot do 'environmental exploration', it is ONLY about narrative development. The GM should never frame a scene without some sort of pressure which can either blow up, develop, or be resolved by the action that is about to take place. So, basically if the GM tells the player "OK, there's a door, but you hear some motorcycles coming up the access road!" now you have a scene (it may be a bit weak, although that depends on the larger context). Now, if the player is going to resolve the problem of avoiding contact with whomever is coming by going through the door, we now have a conflict that dice can resolve! Maybe the door is locked and thus the PC fails to open it, Canute's Biker Gang comes up the drive, they have spotted you! Now, maybe he gets a chance to try picking the lock or flee, etc. Honestly, I don't think there was any substantive disagreement about how PbtAs work, but there can be more than one answer to things sometimes, like depending on the granularity that the GM feels is appropriate for resolution. This is a pretty common theme in narrative story games, particularly of this type where the situations are very loosely drawn. [/QUOTE]
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Help Me Get "Apocalypse World" and PbtA games in general.
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