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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7559859" data-attributes="member: 6931283"><p>Now, that's a dirty word. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Force is a tool in a-many GMs' toolbox. And like any tool, it can be handled well and it can be handled awkwardly. Most importantly, I'd like you to recall what I said about MMI: when a GM abandons game world simulation, he does so out of meta-concerns. These may be well-founded or they might be capricious. </p><p></p><p></p><p>I think I am aware of it. There's no accounting for taste.</p><p></p><p></p><p>I think your explanation of PbtA conforms exactly with my own interpretation of it, which sees this family of RPGs for the most part as story-generation games (which is not to deny that they're RPGs; they are) with snowballing Moves as their building blocks.</p><p></p><p></p><p>I think I get that. My issue with PbtA is that I wouldn't want it to be my main game because I have preference for games who model the gaming-world in greater detail and thus giving more weight to certain parts of the narration. If the GM tells me in Shadowrun that the enemy orc is 7 meters away and running side-ways, I am aware of the definite mechanical implications of that. This is what I call the physics of a gaming world because, ironically, they impose a constraint on what the GM can do. </p><p>(Which, btw, a GM could overrule - in theory. But of course, the threat of players getting up and leaving might be quite real in such a case.)</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7559859, member: 6931283"] Now, that's a dirty word. ;) Force is a tool in a-many GMs' toolbox. And like any tool, it can be handled well and it can be handled awkwardly. Most importantly, I'd like you to recall what I said about MMI: when a GM abandons game world simulation, he does so out of meta-concerns. These may be well-founded or they might be capricious. I think I am aware of it. There's no accounting for taste. I think your explanation of PbtA conforms exactly with my own interpretation of it, which sees this family of RPGs for the most part as story-generation games (which is not to deny that they're RPGs; they are) with snowballing Moves as their building blocks. I think I get that. My issue with PbtA is that I wouldn't want it to be my main game because I have preference for games who model the gaming-world in greater detail and thus giving more weight to certain parts of the narration. If the GM tells me in Shadowrun that the enemy orc is 7 meters away and running side-ways, I am aware of the definite mechanical implications of that. This is what I call the physics of a gaming world because, ironically, they impose a constraint on what the GM can do. (Which, btw, a GM could overrule - in theory. But of course, the threat of players getting up and leaving might be quite real in such a case.) [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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