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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Nagol" data-source="post: 7097111" data-attributes="member: 23935"><p>Moves on the GM's part aren't like chess moves -- singular actions corresponding to well-defined rules. Moves are simply the GM injecting action into the situations. I think this is one of the dirty secrets of the game. It's not that you shouldn't name your moves because that would bring the players out of the situation: you shouldn't name your moves because trying to restrict yourself to the categorisation is too limiting.</p><p></p><p></p><p></p><p>Multiple might occur, but some may be mutually exclusive or dependent on not-success on the player's part. For example, the guard turns to run, but the GM decides to put player A on the spot and says he is in position to take a shot to stop him (perhaps because that is where the player placed the character specifically, perhaps because the character hasn't had a chance to do much recently, perhaps because any other reason the GM might decide to make that call). If the player succeeds (either by rolling 10+ or dropping the guard) then the guard doesn't manage to get out the door and change the situation. Any other result and the GM will cue advancing threat, change of environment, or both.</p><p></p><p></p><p></p><p>It depends on the genre and experience at the table. It provides an experience more akin to some types of movie (James Bond) or book (Harry Dresden) where the protagonists are rarely given a moment's peace once a situation starts. Other games types allow more introspection and player-controlled tempo.</p><p></p><p></p><p></p><p>The GM has a lot of power to wield. There are other types of overreach in DW but they tend to boil down to the same soft move or hard move choice:</p><p>For example, <strong>"One day, Alice *Pow* to the moon"</strong> The player gets a partial success and is given a choice: take a loss now (hp, ammo whatever -- a hard move) OR increase the danger (soft move designed to make a later hard move more punishing). The player chooses danger (or perhaps the GM didn't even offer the choice -- he simply picked the soft move himself). The danger level visibly increases (his sword begins to burn with a sickly green glow) , but miraculously the players manage to stop the bad guy before anyone is struck by that extra danger. Every. Stinking. Time. The GM is playing the soft move option as a safety valve; he offers the choice when he is pretty certain the players will negate the extra danger before it will come into play and thus prevent the loss the hard move would inflict.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7097111, member: 23935"] Moves on the GM's part aren't like chess moves -- singular actions corresponding to well-defined rules. Moves are simply the GM injecting action into the situations. I think this is one of the dirty secrets of the game. It's not that you shouldn't name your moves because that would bring the players out of the situation: you shouldn't name your moves because trying to restrict yourself to the categorisation is too limiting. Multiple might occur, but some may be mutually exclusive or dependent on not-success on the player's part. For example, the guard turns to run, but the GM decides to put player A on the spot and says he is in position to take a shot to stop him (perhaps because that is where the player placed the character specifically, perhaps because the character hasn't had a chance to do much recently, perhaps because any other reason the GM might decide to make that call). If the player succeeds (either by rolling 10+ or dropping the guard) then the guard doesn't manage to get out the door and change the situation. Any other result and the GM will cue advancing threat, change of environment, or both. It depends on the genre and experience at the table. It provides an experience more akin to some types of movie (James Bond) or book (Harry Dresden) where the protagonists are rarely given a moment's peace once a situation starts. Other games types allow more introspection and player-controlled tempo. The GM has a lot of power to wield. There are other types of overreach in DW but they tend to boil down to the same soft move or hard move choice: For example, [B]"One day, Alice *Pow* to the moon"[/B] The player gets a partial success and is given a choice: take a loss now (hp, ammo whatever -- a hard move) OR increase the danger (soft move designed to make a later hard move more punishing). The player chooses danger (or perhaps the GM didn't even offer the choice -- he simply picked the soft move himself). The danger level visibly increases (his sword begins to burn with a sickly green glow) , but miraculously the players manage to stop the bad guy before anyone is struck by that extra danger. Every. Stinking. Time. The GM is playing the soft move option as a safety valve; he offers the choice when he is pretty certain the players will negate the extra danger before it will come into play and thus prevent the loss the hard move would inflict. [/QUOTE]
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