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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="pemerton" data-source="post: 8936935" data-attributes="member: 42582"><p>The action declaration I imagined was checking out the warehouse security "without being caught or shot".</p><p></p><p>A guard asking you your business is not being shot. It's not being caught (as in captured). It's not even being caught (as in having one's cover blown). I reiterate: a Stormtrooper asked Ben and Luke what their business was. This did not result in them being shot, or captured, or having their cover blown.</p><p></p><p>Having a chance to seduce or bribe or intimidate or read a guard isn't negative, in my view.</p><p></p><p>Here is the mechanical framework for that last possibility:</p><p></p><p style="margin-left: 20px">When you <strong>read a person</strong> in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting</p> <p style="margin-left: 20px">with them, spend your hold to ask their player questions, 1 for 1:</p><p style="margin-left: 20px">• is your character telling the truth?</p> <p style="margin-left: 20px">• what’s your character really feeling?</p> <p style="margin-left: 20px">• what does your character intend to do?</p> <p style="margin-left: 20px">• what does your character wish I’d do?</p> <p style="margin-left: 20px">• how could I get your character to __?</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Reading a person is an investment in time. It means studying them carefully through the whole conversation, noticing changes in their tone, the movements of their eyes and hands, their most fleeting expressions. In play, have the player roll this move only (a) when the interaction is genuinely charged, and (b) when you’re going to play the interaction through.</p><p></p><p>So the GM has put the player in a spot - a guard is talking to them - but has also provided the player with an opportunity - to talk to the guard and learn, for instance, "How could I get your character to let me into the warehouse unannounced?"</p><p></p><p>It seems to me that you are assuming that the GM has a permission to make a hard move more-or-less at will. (Eg as in most approaches to AD&D play.) But as per the "play loop" that [USER=16586]@Campbell[/USER] posted upthread, the GM in Apocalypse World does not enjoy any such permission.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8936935, member: 42582"] The action declaration I imagined was checking out the warehouse security "without being caught or shot". A guard asking you your business is not being shot. It's not being caught (as in captured). It's not even being caught (as in having one's cover blown). I reiterate: a Stormtrooper asked Ben and Luke what their business was. This did not result in them being shot, or captured, or having their cover blown. Having a chance to seduce or bribe or intimidate or read a guard isn't negative, in my view. Here is the mechanical framework for that last possibility: [indent]When you [b]read a person[/b] in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1: [indent]• is your character telling the truth? • what’s your character really feeling? • what does your character intend to do? • what does your character wish I’d do? • how could I get your character to __?[/indent] Reading a person is an investment in time. It means studying them carefully through the whole conversation, noticing changes in their tone, the movements of their eyes and hands, their most fleeting expressions. In play, have the player roll this move only (a) when the interaction is genuinely charged, and (b) when you’re going to play the interaction through.[/indent] So the GM has put the player in a spot - a guard is talking to them - but has also provided the player with an opportunity - to talk to the guard and learn, for instance, "How could I get your character to let me into the warehouse unannounced?" It seems to me that you are assuming that the GM has a permission to make a hard move more-or-less at will. (Eg as in most approaches to AD&D play.) But as per the "play loop" that [USER=16586]@Campbell[/USER] posted upthread, the GM in Apocalypse World does not enjoy any such permission. [/QUOTE]
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