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Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7074683" data-attributes="member: 6696971"><p>What I meant was that in the course of a session or a campaign, the aggregate spread of Move outcomes will create a neat bell curve with 7-9 being the most prolific result. 7-9 is the lifeblood of the game because that is how play snowballs. It keeps things in conflict with interesting, dynamic things occurring and corresponding decisions by the players to be made. Imagine if whatever D&D you're used to playing had an exciting Complications Deck that changed the situation dynamically on the heavy bulk of successful rolls you made. You draw a card and something interesting happens where a new branch on a decision tree emerges, you have to deal with a new problem, decide on a trade-off, pay a cost for a benefit etc. That is the deal.</p><p></p><p>And I don't want to get into subjective vs objective DCs, but yes, like 4e the system's target numbers don't move. 6- and you fail and mark xp. 7-9 (as above). 10+ and you get what you want. </p><p></p><p>Finally, the players have a staggering amount of agency in the game. Just to start with your question, yes a player's choices significantly affect both the trajectory of play and their odds of success on any given move:</p><p></p><p>1) PC build choices from Class/Race, Ability Score allocation, which AS to improve when you level, Moves selected (and oftentimes the nature of those moves), Alignment, Bonds. </p><p></p><p>2) The GM and the players build the map and setting together both before play and during. This is both informal and formal (there are lots of moves that trigger players having the ability to introduce setting elements).</p><p></p><p>3) The players, of course, choose the content that they want the game to be about and the GM obliges them.</p><p></p><p>4) The players make an enormous amount of strategic resource decisions that significantly affect the course of play. Each major resource has Uses (typically n/5 avaialble); Rations, Coin, Ammo, Adventuring Gear, Preparation, Bag of Books, Salves/Bandages, among them.</p><p></p><p>5) The players have a ton of tactical resource decisions to make at the Move level (that often interface with 4 above) to improve their chances; Spending Hold, Preparation, Adventuring Gear, Ammo, Bag of Books, Companion/Cohort resources (such as Armor and Sentry), and other specifics at the class level.</p><p></p><p>6) The players choose how they strategically deal with situations and, of course, make Moves at the tactical level which engage their PC build resources that affect the potential outcome of any given roll.</p><p></p><p>7) The fundamental resolution mechanics coupled with the play Agenda and GMing principles creates a very broad and diverse decision tree for players to engage with (at the Move level) that significantly affect the overall trajectory of play, the strategic trajectory of play, and the RIGHT NOW of the fiction.</p><p></p><p>8) The ethos and relationship system (your relationship with other players and other NPCs including managing your Companions/Cohorts - managing Loyalty and paying Costs) of play is significantly integrated into the entirety of play (its not bolted on) and creates long-term and short term feedbacks.</p><p></p><p>Anyway, that is enough of a digression. Hopefully that, along with what [MENTION=23935]Nagol[/MENTION] posted, helps.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7074683, member: 6696971"] What I meant was that in the course of a session or a campaign, the aggregate spread of Move outcomes will create a neat bell curve with 7-9 being the most prolific result. 7-9 is the lifeblood of the game because that is how play snowballs. It keeps things in conflict with interesting, dynamic things occurring and corresponding decisions by the players to be made. Imagine if whatever D&D you're used to playing had an exciting Complications Deck that changed the situation dynamically on the heavy bulk of successful rolls you made. You draw a card and something interesting happens where a new branch on a decision tree emerges, you have to deal with a new problem, decide on a trade-off, pay a cost for a benefit etc. That is the deal. And I don't want to get into subjective vs objective DCs, but yes, like 4e the system's target numbers don't move. 6- and you fail and mark xp. 7-9 (as above). 10+ and you get what you want. Finally, the players have a staggering amount of agency in the game. Just to start with your question, yes a player's choices significantly affect both the trajectory of play and their odds of success on any given move: 1) PC build choices from Class/Race, Ability Score allocation, which AS to improve when you level, Moves selected (and oftentimes the nature of those moves), Alignment, Bonds. 2) The GM and the players build the map and setting together both before play and during. This is both informal and formal (there are lots of moves that trigger players having the ability to introduce setting elements). 3) The players, of course, choose the content that they want the game to be about and the GM obliges them. 4) The players make an enormous amount of strategic resource decisions that significantly affect the course of play. Each major resource has Uses (typically n/5 avaialble); Rations, Coin, Ammo, Adventuring Gear, Preparation, Bag of Books, Salves/Bandages, among them. 5) The players have a ton of tactical resource decisions to make at the Move level (that often interface with 4 above) to improve their chances; Spending Hold, Preparation, Adventuring Gear, Ammo, Bag of Books, Companion/Cohort resources (such as Armor and Sentry), and other specifics at the class level. 6) The players choose how they strategically deal with situations and, of course, make Moves at the tactical level which engage their PC build resources that affect the potential outcome of any given roll. 7) The fundamental resolution mechanics coupled with the play Agenda and GMing principles creates a very broad and diverse decision tree for players to engage with (at the Move level) that significantly affect the overall trajectory of play, the strategic trajectory of play, and the RIGHT NOW of the fiction. 8) The ethos and relationship system (your relationship with other players and other NPCs including managing your Companions/Cohorts - managing Loyalty and paying Costs) of play is significantly integrated into the entirety of play (its not bolted on) and creates long-term and short term feedbacks. Anyway, that is enough of a digression. Hopefully that, along with what [MENTION=23935]Nagol[/MENTION] posted, helps. [/QUOTE]
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