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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8112794" data-attributes="member: 82106"><p>You cannot, by design, 'break' Dungeon World, for example (it and Apocalypse World are both PbtA games, so the core concept is the same). The whole game simply works as a self-contained process. The GM 'colors in a piece of the map', that is a scene is framed in which the PCs are present, and then makes a move. GM moves can be either "hard" (IE something attacks you) or "soft" such as "Reveal an Unpleasant Truth". The PCs now have something to deal with, and it must certainly engage them as characters (this is a part of the principles of GMing in DW). The game provides a bunch of hooks, each character is THE <classname>, and has several 'bonds' which are things they value, abhor, people they owe, whatever. So it is not hard for the GM to engage at least one PC with a given move.</p><p></p><p>Once the GM makes his move, it is up to the players to make their own in response. There is a short list of moves you can make, with many of them requiring certain fictional positioning (IE you can only 'Carouse' when you reach a suitable location and no immediate action is in progress). In some cases a player may not really have a choice, some overwhelming danger appears, they are going to make a 'Defy Danger' move, the only question being what fiction (and thus ability score) will they choose? Usually though there are choices. The GM says "some orcs appear a bit down the corridor", you could choose to Spout Lore about orcs "look, those orcs are marked with the red eye, we are friendly with their chief", or "Fire Missiles", or "Hack and Slash", or "Parley", etc. Individual characters might have unique moves, "Cast Charm Monster", or whatever. </p><p>So, you could try to do something that "isn't covered by the rules" but it must be, because it is SOME sort of 'move'. If the wizard say's he's "Hiding in Shadows" he doesn't have a move for that. He can declare that fictional action, but it either has no mechanical consequence, or perhaps it could be cast in terms of "Defy Danger" or something like that, depending on the situation. There is always some kind of check made, and since the DW moves are defined more in terms of what they accomplish vs HOW, or in terms of a general process, you can't really get "outside the rules."</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8112794, member: 82106"] You cannot, by design, 'break' Dungeon World, for example (it and Apocalypse World are both PbtA games, so the core concept is the same). The whole game simply works as a self-contained process. The GM 'colors in a piece of the map', that is a scene is framed in which the PCs are present, and then makes a move. GM moves can be either "hard" (IE something attacks you) or "soft" such as "Reveal an Unpleasant Truth". The PCs now have something to deal with, and it must certainly engage them as characters (this is a part of the principles of GMing in DW). The game provides a bunch of hooks, each character is THE <classname>, and has several 'bonds' which are things they value, abhor, people they owe, whatever. So it is not hard for the GM to engage at least one PC with a given move. Once the GM makes his move, it is up to the players to make their own in response. There is a short list of moves you can make, with many of them requiring certain fictional positioning (IE you can only 'Carouse' when you reach a suitable location and no immediate action is in progress). In some cases a player may not really have a choice, some overwhelming danger appears, they are going to make a 'Defy Danger' move, the only question being what fiction (and thus ability score) will they choose? Usually though there are choices. The GM says "some orcs appear a bit down the corridor", you could choose to Spout Lore about orcs "look, those orcs are marked with the red eye, we are friendly with their chief", or "Fire Missiles", or "Hack and Slash", or "Parley", etc. Individual characters might have unique moves, "Cast Charm Monster", or whatever. So, you could try to do something that "isn't covered by the rules" but it must be, because it is SOME sort of 'move'. If the wizard say's he's "Hiding in Shadows" he doesn't have a move for that. He can declare that fictional action, but it either has no mechanical consequence, or perhaps it could be cast in terms of "Defy Danger" or something like that, depending on the situation. There is always some kind of check made, and since the DW moves are defined more in terms of what they accomplish vs HOW, or in terms of a general process, you can't really get "outside the rules." [/QUOTE]
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