Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8936994" data-attributes="member: 42582"><p>A post from [USER=99817]@chaochou[/USER] in the "theory thread" thread prompted some reflections from me that I'll drop in here.</p><p></p><p>They're also relevant to map-and-key resolution.</p><p></p><p>The thoughts are about the "evaluative orientation" or "normativity" of the fiction. By this I'm not meaning "Is it good or bad from an objective moral sense?" (eg paladins vs assassins). I'm meaning its orientation towards protagonist goals and desires.</p><p></p><p>I'll come into this topic by referring back to "reading a person" in Apocalypse World. As I pointed out, that move allows asking questions which the controller of the read character has to answer. Here's a bit more rules text (all quoted from p 201 of the rulebook):</p><p></p><p style="margin-left: 20px">you might already know the answers to these questions, you might not. Either way, once you’ve said them you’ve committed to them and they’re true. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">“Dude, sorry, no way” is a legit answer to “how could I get your character to __?”</p><p></p><p>Now let's look at that last one. For whom is it a legit answer? It's fine for one player, playing their PC, to respond to another player who is playing their PC in this way. But is it fine for the GM?</p><p></p><p>When the GM answers a "read a person' question, they're making a move. And unless the player has failed a roll (ie 6 down), which if they're asking a "read a person" question they haven't; or unless the player has handed the GM a golden opportunity on a plate, which if their PC is just talking to a guard who has come up to ask them their business, they havn't; then the GM's move should be soft, not hard.</p><p></p><p>Now what makes a move soft or hard is context-sensitive, but "Dude, sorry, no way I can help you get into the warehouse unannounced" looks like it could be pretty hard as a move, because <em>given what we already know the player is hoping to achieve</em> it's an irrevocable shutting off of one avenue of possibility.</p><p></p><p>The general point here is that <em>what is an acceptable thing for the GM to say about the fiction</em>, in AW, is conditioned by how it bears upon what the players want for their PCs. This is express in some of the labels for GM moves ("Announce future badness", "Put them in a spot", etc) but is also implicit in the whole contrast between soft and hard moves - a hard move is <em>irrevocable</em> (p 117), but what counts as salient irrevocability is obviously relevant to what the players want for their PCs.</p><p></p><p>This is what I mean by the "evaluative" or "normative" orientation of the fiction. AW isn't the only RPG in which this is a thing - eg it's also a thing in Burning Wheel, although the technical devices that are used are different. Likewise in HeroWars/Quest. And in other RPGs too.</p><p></p><p>Map and key play, on the other hand, is most naturally suited to "neutral" fiction - because so much framing and consequence, in map-and-key play, is settled by decisions made ahead of time (ie when the map is drawn and the key written).</p><p></p><p>Torchbearer is an interesting hybrid in this respect, because it uses map-and-key as a type of base or foundation, but the method of "twists" for failure is where the GM is able to respond to what the players want for their PCs by introducing non-neutral stuff.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8936994, member: 42582"] A post from [USER=99817]@chaochou[/USER] in the "theory thread" thread prompted some reflections from me that I'll drop in here. They're also relevant to map-and-key resolution. The thoughts are about the "evaluative orientation" or "normativity" of the fiction. By this I'm not meaning "Is it good or bad from an objective moral sense?" (eg paladins vs assassins). I'm meaning its orientation towards protagonist goals and desires. I'll come into this topic by referring back to "reading a person" in Apocalypse World. As I pointed out, that move allows asking questions which the controller of the read character has to answer. Here's a bit more rules text (all quoted from p 201 of the rulebook): [indent]you might already know the answers to these questions, you might not. Either way, once you’ve said them you’ve committed to them and they’re true. . . . “Dude, sorry, no way” is a legit answer to “how could I get your character to __?”[/indent] Now let's look at that last one. For whom is it a legit answer? It's fine for one player, playing their PC, to respond to another player who is playing their PC in this way. But is it fine for the GM? When the GM answers a "read a person' question, they're making a move. And unless the player has failed a roll (ie 6 down), which if they're asking a "read a person" question they haven't; or unless the player has handed the GM a golden opportunity on a plate, which if their PC is just talking to a guard who has come up to ask them their business, they havn't; then the GM's move should be soft, not hard. Now what makes a move soft or hard is context-sensitive, but "Dude, sorry, no way I can help you get into the warehouse unannounced" looks like it could be pretty hard as a move, because [i]given what we already know the player is hoping to achieve[/i] it's an irrevocable shutting off of one avenue of possibility. The general point here is that [i]what is an acceptable thing for the GM to say about the fiction[/i], in AW, is conditioned by how it bears upon what the players want for their PCs. This is express in some of the labels for GM moves ("Announce future badness", "Put them in a spot", etc) but is also implicit in the whole contrast between soft and hard moves - a hard move is [i]irrevocable[/i] (p 117), but what counts as salient irrevocability is obviously relevant to what the players want for their PCs. This is what I mean by the "evaluative" or "normative" orientation of the fiction. AW isn't the only RPG in which this is a thing - eg it's also a thing in Burning Wheel, although the technical devices that are used are different. Likewise in HeroWars/Quest. And in other RPGs too. Map and key play, on the other hand, is most naturally suited to "neutral" fiction - because so much framing and consequence, in map-and-key play, is settled by decisions made ahead of time (ie when the map is drawn and the key written). Torchbearer is an interesting hybrid in this respect, because it uses map-and-key as a type of base or foundation, but the method of "twists" for failure is where the GM is able to respond to what the players want for their PCs by introducing non-neutral stuff. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
Top