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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: 8701640" data-attributes="member: 7036985"><p>I'm gonna push back just a tiny bit on this particular issue. We're not fully disagreeing, but not fully agreeing either:</p><p></p><p></p><p>I'm not gonna speak about how Dungeon World thinks about this. Different game, possibly different goals.</p><p></p><p>I think there is some oversight in suggesting that Vincent wrote AW with the idea that 'GM Moves' is just doing what GM's normally do. Here's an interesting thread about that: <a href="http://lumpley.com/index.php/anyway/thread/509" target="_blank">anyway: The MC, a GM</a></p><p></p><p>Vincent:</p><p></p><p><em>I hope to <strong>win</strong> <strong>them</strong> over with</em><strong><em> the quality of the tools it provides. </em></strong></p><p></p><p>Vincent and Meguey didn't just reframe with different words all the stuff GMs normally do. They created different tools for that type of stuff. Tools have specific functions to solve specific problems.</p><p></p><p>MC Moves are a tool that helps us achieve our Agenda and Principles of play. We may play without them if we want, but we would be missing out.</p><p></p><p>Vincent actually calls it out here: <a href="http://lumpley.com/index.php/anyway/thread/594" target="_blank">anyway: Concentric Game Design</a></p><p></p><p></p><p>[ATTACH=full]254817[/ATTACH]</p><p>MC moves exist at the second layer of AW's structure. You can ignore and fall back to "The Conversation", just like [USER=82106]@AbdulAlhazred[/USER] says, and you will be ok. You'll be missing out on some great tools to achieve your Agenda and Principles, but you are free to substitute if you have a better solution in mind.</p><p></p><p>I wouldn't, however, agree with [USER=82106]@AbdulAlhazred[/USER] in that it isn't correct for us to think in terms of things said being a move or not a move.</p><p></p><p>After all, MC moves are the one tool Vincent and Meguey provide us with to solve the problem of: "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" It's their solution to "Should I be thinking about what each of my contributions means in terms of the game's structure? Are there certain things that I shouldn't say?" They release you from a lot of the cognitive effort that monitoring your own contributions to the fiction would normally take.</p><p> </p><p>They are an immensely important part of the game <strong>unless </strong>we decide not to use them, but then we have to solve the question of "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" for ourselves with a different tool or directive.</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 8701640, member: 7036985"] I'm gonna push back just a tiny bit on this particular issue. We're not fully disagreeing, but not fully agreeing either: I'm not gonna speak about how Dungeon World thinks about this. Different game, possibly different goals. I think there is some oversight in suggesting that Vincent wrote AW with the idea that 'GM Moves' is just doing what GM's normally do. Here's an interesting thread about that: [URL='http://lumpley.com/index.php/anyway/thread/509']anyway: The MC, a GM[/URL] Vincent: [I]I hope to [B]win[/B] [B]them[/B] over with[/I][B][I] the quality of the tools it provides. [/I][/B] Vincent and Meguey didn't just reframe with different words all the stuff GMs normally do. They created different tools for that type of stuff. Tools have specific functions to solve specific problems. MC Moves are a tool that helps us achieve our Agenda and Principles of play. We may play without them if we want, but we would be missing out. Vincent actually calls it out here: [URL='http://lumpley.com/index.php/anyway/thread/594']anyway: Concentric Game Design[/URL] [ATTACH type="full" alt="PbtA-2017-07-08-6.jpg"]254817[/ATTACH] MC moves exist at the second layer of AW's structure. You can ignore and fall back to "The Conversation", just like [USER=82106]@AbdulAlhazred[/USER] says, and you will be ok. You'll be missing out on some great tools to achieve your Agenda and Principles, but you are free to substitute if you have a better solution in mind. I wouldn't, however, agree with [USER=82106]@AbdulAlhazred[/USER] in that it isn't correct for us to think in terms of things said being a move or not a move. After all, MC moves are the one tool Vincent and Meguey provide us with to solve the problem of: "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" It's their solution to "Should I be thinking about what each of my contributions means in terms of the game's structure? Are there certain things that I shouldn't say?" They release you from a lot of the cognitive effort that monitoring your own contributions to the fiction would normally take. They are an immensely important part of the game [B]unless [/B]we decide not to use them, but then we have to solve the question of "How do I contribute meaningfully to the fiction while pursuing my agendas and principles?" for ourselves with a different tool or directive. [/QUOTE]
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