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"I make a perception check."
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<blockquote data-quote="Celebrim" data-source="post: 8720623" data-attributes="member: 4937"><p>Generally speaking, as a DM I rarely need to know the exact things the PC's hands are doing, only the fictional positioning. Where is the character? What are they touching? What are they concentrating on. I'll assume they are expertly doing whatever it is that they do provided I know where they are in the fictional space. </p><p></p><p>Imagine it as if I needed them to be a script writer and I'm the movie director, and they need to provide me only with enough details that I can imagine and film the scene. The player is narrating something here that I and everyone at the table can then see and imagine. Ideally, we create a shared imaginary space where everyone's picture of what is going on is very similar, and it's in that shared space that the game is taking place.</p><p></p><p>One disadvantage of Moves (propositions which are stated only as rules actions rather than imagined actions) is that a Move typically leaves it entirely up to the GM to narrate and describe what the character is doing as a result of a Move. This can become rather sterile in that if the GM doesn't narrate that action and all the interaction is with the rules you end up with a very vague, little shared, and perhaps absent imaginary space. And if the GM does do all the narration, then the players are reduced to a level of interaction with the imaginary space that is only a little different than a Choose Your Own Adventure Book. </p><p></p><p>Which is why games that do prioritize Moves over players narrating what they do (PbtA games for example) still strongly encourage the player declaring the Move to declare exactly what it is they do just for the purposes of adding color and participating in the game. It's just stronger play as a player to do so and it's more broadly useful to different types of games to learn to do it, even if you can in theory get away with just offering up a Move.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8720623, member: 4937"] Generally speaking, as a DM I rarely need to know the exact things the PC's hands are doing, only the fictional positioning. Where is the character? What are they touching? What are they concentrating on. I'll assume they are expertly doing whatever it is that they do provided I know where they are in the fictional space. Imagine it as if I needed them to be a script writer and I'm the movie director, and they need to provide me only with enough details that I can imagine and film the scene. The player is narrating something here that I and everyone at the table can then see and imagine. Ideally, we create a shared imaginary space where everyone's picture of what is going on is very similar, and it's in that shared space that the game is taking place. One disadvantage of Moves (propositions which are stated only as rules actions rather than imagined actions) is that a Move typically leaves it entirely up to the GM to narrate and describe what the character is doing as a result of a Move. This can become rather sterile in that if the GM doesn't narrate that action and all the interaction is with the rules you end up with a very vague, little shared, and perhaps absent imaginary space. And if the GM does do all the narration, then the players are reduced to a level of interaction with the imaginary space that is only a little different than a Choose Your Own Adventure Book. Which is why games that do prioritize Moves over players narrating what they do (PbtA games for example) still strongly encourage the player declaring the Move to declare exactly what it is they do just for the purposes of adding color and participating in the game. It's just stronger play as a player to do so and it's more broadly useful to different types of games to learn to do it, even if you can in theory get away with just offering up a Move. [/QUOTE]
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"I make a perception check."
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