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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Manbearcat" data-source="post: 7524188" data-attributes="member: 6696971"><p>This is Vincent Baker's Apocalypse World. What do you guys think about this GMing advice and how it relates to "fiction first" GMing?</p><p></p><p>* <strong><em>Make your move, but misdirect</em></strong>. Of course the real reason why you choose a move exists in the real world. Somebody has her character go someplace new, somebody misses a roll, somebody hits a roll that calls for you to answer, everybody’s looking to you to say something, so you choose a move to make. Real-world reasons. However, misdirect: pretend that you’re making your move for reasons entirely within the game’s action instead. Maybe your move is to separate them, for instance; never say “you missed your roll, so you two get separated.” Instead, maybe say “you try to grab his gun”—this was the PC’s move—“but he kicks you down. While they’re stomping on you, they drag Damson away.” The effect’s the same, they’re separated, but you’ve cannily misrepresented the cause. Make like it’s the game’s action that chooses your move for you. This is easy if you always choose a move that the game’s action makes possible.</p><p></p><p>* <strong><em>Make your move, but never speak its name</em></strong>. Maybe your move is to separate them, but you should never just say that. Instead, say how Foster’s thugs drags one of them off, and Foster invites the other to eat lunch with her. Maybe your move is to announce future badness, but for god sake never say the words “future badness.” Instead, say how this morning, filthy, stinking black smoke is rising from somewhere in the car yard, and I wonder what’s brewing over there? These two principles are cause and effect. The truth is that you’ve chosen a move and made it. Pretend, though, that there’s a fictional cause; pretend that it has a fictional effect. </p><p></p><p>* Together, the purpose of these two principles is to create an illusion for the players, not to hide your intentions from them. Certainly never to hide your NPCs’ actions, or developments in the characters’ world, from the players’ characters! No; always say what honesty demands. When it comes to what’s happening to and around the players’ characters, always be as honest as you can be.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7524188, member: 6696971"] This is Vincent Baker's Apocalypse World. What do you guys think about this GMing advice and how it relates to "fiction first" GMing? * [B][I]Make your move, but misdirect[/I][/B]. Of course the real reason why you choose a move exists in the real world. Somebody has her character go someplace new, somebody misses a roll, somebody hits a roll that calls for you to answer, everybody’s looking to you to say something, so you choose a move to make. Real-world reasons. However, misdirect: pretend that you’re making your move for reasons entirely within the game’s action instead. Maybe your move is to separate them, for instance; never say “you missed your roll, so you two get separated.” Instead, maybe say “you try to grab his gun”—this was the PC’s move—“but he kicks you down. While they’re stomping on you, they drag Damson away.” The effect’s the same, they’re separated, but you’ve cannily misrepresented the cause. Make like it’s the game’s action that chooses your move for you. This is easy if you always choose a move that the game’s action makes possible. * [B][I]Make your move, but never speak its name[/I][/B]. Maybe your move is to separate them, but you should never just say that. Instead, say how Foster’s thugs drags one of them off, and Foster invites the other to eat lunch with her. Maybe your move is to announce future badness, but for god sake never say the words “future badness.” Instead, say how this morning, filthy, stinking black smoke is rising from somewhere in the car yard, and I wonder what’s brewing over there? These two principles are cause and effect. The truth is that you’ve chosen a move and made it. Pretend, though, that there’s a fictional cause; pretend that it has a fictional effect. * Together, the purpose of these two principles is to create an illusion for the players, not to hide your intentions from them. Certainly never to hide your NPCs’ actions, or developments in the characters’ world, from the players’ characters! No; always say what honesty demands. When it comes to what’s happening to and around the players’ characters, always be as honest as you can be. [/QUOTE]
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