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Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7070609" data-attributes="member: 6696971"><p>hawkeyefan, right on the cusp of bed, so let me try to clarify right quick.</p><p></p><p></p><p></p><p>So there is a suite of Basic Moves common to all player characters. Defy Danger is one of them. It is the equivalent of a D&D Saving Throw. You roll dice when you <strong><em>act despite an imminent threat</em></strong> or <strong><em>suffer a calamity</em></strong> and we need to find out what happens. </p><p></p><p>Player Character moves all have names (whether that be specific to your Class/Race playbook or just a Basic Move). For instance, the Barbarian has:</p><p></p><p></p><p></p><p>These moves occur when their trigger (the bolded is Defy Danger's trigger) happens within the fiction.</p><p></p><p>GM moves don't have names. We just make soft moves (these are (a) scene openers or (b) triggered on a 7-9 PC move outcome) and hard moves (triggered on a 6- PC move outcome or when a player, through their PC, ignores or doesn't handle a soft move where I've telegraphed some impending threat or danger). Soft moves present hard choices, offer hard bargains, or put folks in tough spots. Hard moves are immediate and irrevocable consequences (like falling from the sled into the glacial crevasse's icy river and waking up in the pitch-black basement of Earthmaw and freezing to death...with terrible denizens about).</p><p></p><p>And the GM doesn't use judgement in the classical sense. This gets into the "principled GMing" that [MENTION=16586]Campbell[/MENTION] spoke of. Dungeon World GMing has a very specific Agenda and a system of Principles to guide GMs in their moves. I've spoken about them above (as has Campbell), but have a look <a href="http://www.dungeonworldsrd.com/gamemastering/" target="_blank">here</a> here if you want to have a refresher. It is short and light reading.</p><p></p><p></p><p></p><p>The reason why you feel I'm assuming manipulation of the roll results in the 5e description is because I intended it that way (I said as much in that post). I'm trying to provide a contrast between Storyteller GMing which features Illusionism, classic Refereeing, and Principled "Story Now"/"Play to Find out" GMing. We've already covered the latter two with B/X and DW so I'm using 5e for Storyteller GMing which features Illusionism.</p><p></p><p>I also caveated that I know 5e doesn't have to be GMed in this fashion (I know for a fact that it doesn't have to be as when I fill in for another GM every 6 weeks or so, I don't run it that way). It just "plays nice with it" due to a number of features of the system (and its general GM mandate).</p><p></p><p></p><p></p><p>I'm trying to stay away from the big picture stuff and just focus on the nuts and bolts of the play excerpt (not how we got to that point in the overall game). The actual play conversation and how player action declarations > resolution mechanics > and GMing get us from "here" to "there."</p><p></p><p>But if you want further context for things, here you go:</p><p></p><p>There is no side trek here. I was forced to make a Hard Move due to a Scout move (one of the Undertake a Perilous Journey roles) that was a 6 or less. I followed the play agenda, the fiction, and my principles and introduced the glacial crevasse hazard where the sled was falling in. The Hard Move I made would fall under the rubric of "use a monster, danger, or location move."</p><p></p><p>This snowballed in a dramatic way. The Elf PC helped save everyone else, (the sled was pulled out of the hazard), but he ultimately fell into the drink and emptyied out in Earthmaw's basement (after a Defy Danger - Strength move resulted in another 6-). </p><p></p><p>This sort of thing isn't a "side quest". This is just the sort of "play to find out" snowballing of events that generates emergent story in Powered By the Apocalypse games. The PCs were going to Earthmaw (a place that was generated on the play map as a result of a 10+ Spout Lore move by this same Elf PC) to Resupply (a move), to attempt to locate some refugee families from the ruined settlement of World's End Bluff, and to hopefully gain audience with the Ancient Blizzard Dragon Averandox (NPC generated as a result of that same Spout Lore move) about some stuff. </p><p></p><p>GMs in Dungeon World don't prepare metaplot. They make a map with blanks and prepare 1 or 2, what is called <strong>Fronts</strong>. These are a collection of threats, and ill omens that are there to provide obstacles and dangers to the PCs. They fill their lives with danger and interpose themselves between the PCs and their goals. You make the very low resolution map (again...lots of blanks to be filled out during play) and the Fronts after character creation.</p><p></p><p>Everything else is generated during play through the basic play procedures and following the games Agenda and GMing principles. </p><p></p><p>So at the start of play we had a few adventuring sites/locales including the eerily quiet settlement (World's End Bluff) in the highlands that the PCs were going to.</p><p></p><p>As far as <strong>Fronts </strong>go, I had Apocalypse Cult (<em>impulse</em>; to bring about the end of the world) and Otherworldly Aboleths (<em>impulse</em>; to change everything and pave the way for The Mother).</p><p></p><p>[HR][/HR]</p><p></p><p>Hopefully that clarifies a bit. Again, I'm just trying to focus here on specific stuff; the play excerpt, the GMing styles, and how "here" to "there" emerges as a result of the play conversation and the varying procedures I outlined. If that doesn't change your analysis/response, then I'll answer the rest of your post tomorrow or the next day. If it does, I'll respond to your next post.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7070609, member: 6696971"] hawkeyefan, right on the cusp of bed, so let me try to clarify right quick. So there is a suite of Basic Moves common to all player characters. Defy Danger is one of them. It is the equivalent of a D&D Saving Throw. You roll dice when you [B][I]act despite an imminent threat[/I][/B] or [B][I]suffer a calamity[/I][/B] and we need to find out what happens. Player Character moves all have names (whether that be specific to your Class/Race playbook or just a Basic Move). For instance, the Barbarian has: These moves occur when their trigger (the bolded is Defy Danger's trigger) happens within the fiction. GM moves don't have names. We just make soft moves (these are (a) scene openers or (b) triggered on a 7-9 PC move outcome) and hard moves (triggered on a 6- PC move outcome or when a player, through their PC, ignores or doesn't handle a soft move where I've telegraphed some impending threat or danger). Soft moves present hard choices, offer hard bargains, or put folks in tough spots. Hard moves are immediate and irrevocable consequences (like falling from the sled into the glacial crevasse's icy river and waking up in the pitch-black basement of Earthmaw and freezing to death...with terrible denizens about). And the GM doesn't use judgement in the classical sense. This gets into the "principled GMing" that [MENTION=16586]Campbell[/MENTION] spoke of. Dungeon World GMing has a very specific Agenda and a system of Principles to guide GMs in their moves. I've spoken about them above (as has Campbell), but have a look [URL="http://www.dungeonworldsrd.com/gamemastering/"]here[/URL] here if you want to have a refresher. It is short and light reading. The reason why you feel I'm assuming manipulation of the roll results in the 5e description is because I intended it that way (I said as much in that post). I'm trying to provide a contrast between Storyteller GMing which features Illusionism, classic Refereeing, and Principled "Story Now"/"Play to Find out" GMing. We've already covered the latter two with B/X and DW so I'm using 5e for Storyteller GMing which features Illusionism. I also caveated that I know 5e doesn't have to be GMed in this fashion (I know for a fact that it doesn't have to be as when I fill in for another GM every 6 weeks or so, I don't run it that way). It just "plays nice with it" due to a number of features of the system (and its general GM mandate). I'm trying to stay away from the big picture stuff and just focus on the nuts and bolts of the play excerpt (not how we got to that point in the overall game). The actual play conversation and how player action declarations > resolution mechanics > and GMing get us from "here" to "there." But if you want further context for things, here you go: There is no side trek here. I was forced to make a Hard Move due to a Scout move (one of the Undertake a Perilous Journey roles) that was a 6 or less. I followed the play agenda, the fiction, and my principles and introduced the glacial crevasse hazard where the sled was falling in. The Hard Move I made would fall under the rubric of "use a monster, danger, or location move." This snowballed in a dramatic way. The Elf PC helped save everyone else, (the sled was pulled out of the hazard), but he ultimately fell into the drink and emptyied out in Earthmaw's basement (after a Defy Danger - Strength move resulted in another 6-). This sort of thing isn't a "side quest". This is just the sort of "play to find out" snowballing of events that generates emergent story in Powered By the Apocalypse games. The PCs were going to Earthmaw (a place that was generated on the play map as a result of a 10+ Spout Lore move by this same Elf PC) to Resupply (a move), to attempt to locate some refugee families from the ruined settlement of World's End Bluff, and to hopefully gain audience with the Ancient Blizzard Dragon Averandox (NPC generated as a result of that same Spout Lore move) about some stuff. GMs in Dungeon World don't prepare metaplot. They make a map with blanks and prepare 1 or 2, what is called [B]Fronts[/B]. These are a collection of threats, and ill omens that are there to provide obstacles and dangers to the PCs. They fill their lives with danger and interpose themselves between the PCs and their goals. You make the very low resolution map (again...lots of blanks to be filled out during play) and the Fronts after character creation. Everything else is generated during play through the basic play procedures and following the games Agenda and GMing principles. So at the start of play we had a few adventuring sites/locales including the eerily quiet settlement (World's End Bluff) in the highlands that the PCs were going to. As far as [B]Fronts [/B]go, I had Apocalypse Cult ([I]impulse[/I]; to bring about the end of the world) and Otherworldly Aboleths ([I]impulse[/I]; to change everything and pave the way for The Mother). [HR][/HR] Hopefully that clarifies a bit. Again, I'm just trying to focus here on specific stuff; the play excerpt, the GMing styles, and how "here" to "there" emerges as a result of the play conversation and the varying procedures I outlined. If that doesn't change your analysis/response, then I'll answer the rest of your post tomorrow or the next day. If it does, I'll respond to your next post. [/QUOTE]
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