pemerton said:
I'll make such a prediction now: most RPGers who are familiar only with D&D and D&D-like games will struggle at the idea of framing situations, and resolving actions, without resort to a map-and-key.
Why do you think that is?
If you're asking,
what is the evidence for my prediction? the answer is the many, many posts and threads I've read on these boards, over decades, which illustrate the proposition. The details can take different forms - "Schroedinger's <whatever>", "quantum ogre", "living, breathing world", treating "sandbox" and "railroad" (ie two different approaches to the use of a map-and-key) as establishing a spectrum for all of RPGing, etc, etc, etc - but they all point in the same direction.
If you're asking
what explains the struggle these RPGers will have with the idea of framing situations, and resolving actions, without resort to a map-and-key, that is harder. The most immediate reason that I would conjecture is that D&D leans very very heavily into map-and-key resolution except for some elements of combat resolution; but the way the combat resolution is presented and typically thought of (which is basically in accordance with wargame norms) makes it very very hard to see how those non-map-and-key elements might be generalised. This is compounded by the relative lack of importance of the fiction to D&D combat resolution
except to the extent that the fiction is mediated via map-and-key (eg the positions of the combatants on a grid or other diagram).
Look at Apocalpse World as
@Campbell has neatly summarised it:
The vast majority of the principles are going to be observed simply by observing the basic play loop.
- When players look to you to find out what happens next make a GM move that follows. If they have not presented, you with a golden opportunity or rolled 6- on a previous move make a soft move (provide them with an opportunity to pursue something they want or threaten something they value). Otherwise make a hard move (irrevocable change to the fiction).
- Ask the specific player the move was directed at What do you?
- If the player's declared action fits a defined move execute those mechanics. Otherwise make a GM Move that follows.
The soft move / hard move dynamics plus
be a fan of the player characters covers like 90% of it. That other 10% is going to be an important part of what distinguishes Apocalypse World from say Dungeon World, but most of the time if you internalize the play loop play will function just fine.
Two things that stand out, for someone who is familiar primarily with map-and-key resolution:
There is no provision for relying on the map-and-key to sidestep
the player's declared action fits a defined move; and there is no provision for
making a hard move because that's what the map-and-key tell you to do.
This is the fundamental difference between AW threats and fronts, and D&D map-and-key. As I posted upthread, I predict - based on the sort of experience I've mentioned in this post - that many RPGers whose familiarity is mostly with D&D struggle to accept these features of the AW "play loop".
Blades is specific in its play loop and guidance to a degree that, imo, makes it very hard for a lot of GMs to wrap their heads around, especially if it's your first storygame. When I first tried it about 5 years ago I was genuinely repulsed, and even years later it took me running Brindlewood Bay, and getting a handle on success-with-consequences being the default result, before I could work out how Blades both encourages and channels chaos in specific ways and phases.
I don't know how close BitD/FittD is to AW as sketched by
@Campbell and elaborated on by me.
I'm curious if your challenge in coming to it connected at all to the absence of reliance on map-and-key ("notes") at key moments, which is a hallmark of both framing and resolution in much D&D but is foreign to AW and (I suspect) to BitD.
I can’t speak for
@Campbell, but I view them as a fundamental part of the basic play loop rather than being “just” a constraint. They’re making a trade-off. It’s true you are giving up the ability to decide how a situation will play out, but in response you get to say
whatever follows when you do get to say something. There’s no need to play nice and hold back.
I agree they're fundamental. I don't have a strong view on how helpful the notion of "play loop" ultimately is, but if we're going to use it, it then seems pointless to posit additional constraints as (i) external to it and yet (ii) fundamental to play. If they're fundamental then they're not external to the play loop, they're (at least partly) constitutive of it.
The bit about holding back is interesting. I think it can be teased apart in this way: I can (and do) play RPGs in which there is no "hidden gameboard", no map-and-key determining framing and resolution, and yet still have trouble bringing home hard consequences. The fact that the players bought into it doesn't, for me, necessarily make it easier.