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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: 8939608" data-attributes="member: 42582"><p>Here's the core of the AW rules on GM moves (pp 109, 116-17):</p><p></p><p style="margin-left: 20px">Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does <em>except</em> the players’ characters. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [ie a GM move] and say it. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.</p><p></p><p>I'm not familiar with the details of BitD, but I would imagine it bears at least a passing resemblance.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8939608, member: 42582"] Here's the core of the AW rules on GM moves (pp 109, 116-17): [indent]Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does [i]except[/i] the players’ characters. . . . Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [ie a GM move] and say it. . . . Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense. Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion. However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable. When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too. But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.[/indent] I'm not familiar with the details of BitD, but I would imagine it bears at least a passing resemblance. [/QUOTE]
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