Ovinomancer
No flips for you!
To follow along, at no point in a Story Now game is it the player's responsibility to complicate the situation.
To follow along, at no point in a Story Now game is it the player's responsibility to complicate the situation.
we can see that your abilities are subject to your discretion as negotiated with via the GM, the limitation is thematic appropriateness-- your toolkit is intentionally fuzzy.Sometimes, the GM and the players have to talk a bit to get on the same page about the uncertainty. A PC wants to fly into space, and the GM feels that it’s uncertain if they can because they’ve never done it before. But the player’s always had it in their head that they can fly into space, should the need arise. The player and the GM have to quickly figure out if this is truly uncertain. The point of moves is to make us excited, interested, and surprised about what happens next, and if someone doesn’t feel excitement around the uncertainty, then it’s a good sign that either a move isn’t being triggered, or someone doesn’t fully understand the situation. Talk it out and find a place where you agree on the uncertainty, then make the move that makes sense. Or no move at all.
Here we establish that the rules don't really care much about the physical simulation of the action as problem solving, instead it wants players to engage with the game world's emotional push and pull and their arc of personal development, again direct storytelling over the simulation of a reality in which the players just make physical choices.MASKS doesn’t pay close attention to physical harm, though. How much physical harm can an invulnerable space alien take before they go out? How much punishment can the utterly human bowman take? MASKS isn’t about that—in MASKS, their responses to getting punched are far more important. The alien gets Angry. The bowman gets Afraid.
If we're playing to find out what the character's tools to solve problems are, the nature of what's in that toolbox is pretty open to freeform problem solving, a game that isn't trying to be low power could easily invent convoluted knock-off effects from their powers like the Flash's 'Speed Force' which allow them a fairly unconstrained toolbox with which to solve problems.Abilities don’t clearly state exactly what you can or can’t do: after all, if your ability is super speed, that doesn’t tell you at all whether you can travel at 600 miles per hour, or break the sound barrier, or vibrate your molecules through a wall. Abilities give you a clearer picture of your character at the start of play and a jumping off point for figuring out what makes sense for your character’s specific capabilities. For example, someone whose abilities are martial arts and swords probably can’t run at 600 miles per hour, break the sound barrier, or vibrate their molecules through a wall. Yet. You’ll discover the specifics of your abilities through play at your table, through discussions with the GM, and through your own decisions. After all, you’re playing to find out!
If I used my Moment of Truth while we were fighting the Dragon in your example (depending on what the Ranger playbook would suggest that could entail) it wouldn't even be a problem to solve anymore (not that you can do that all the time, but I wanted to show the range.) Again though, the mechanic concerns story structure, not the simulation of the fictional world that the Game takes place in.You don’t have any decisions to make about your playbook’s Moment of Truth, but it’s good to familiarize yourself with it early. Your Moment of Truth is a script for a special instant when you get to seize control of the game’s conversation. Each playbook’s is a bit different, and gives you an idea for the kinds of thing you’re allowed to say when you trigger your Moment of Truth. You’re not mind-controlling anybody, so you probably can’t say what the other PCs or NPCs choose to do—but you can say largely everything else, including how you defeat them or how you change the world around you. It’s a moment when the spotlight’s on your character, and we’re all interested in seeing them be awesome—which means you get to say what happens in a much more direct fashion than at any other time in the game. You can’t trigger your Moment of Truth until you’ve unlocked it through advancement (page 115). Then, you can trigger it whenever you want, and during that scene you have full control of describing what your character does, for as long as you remain within your playbook’s script. After your Moment of Truth is over, you permanently lock one of your Labels—it will never change again (page 118). Your Moment of Truth tells you a lot about the key, critical moment for your playbook—what it looks like when everything comes to a head, and your character shows off the fullest extent of what they can do.
This sure seems like players creating complications to me, these only really work well if the players are interested in creating drama and tension themselves, rather than just doing their best to solve problems:To follow along, at no point in a Story Now game is it the player's responsibility to complicate the situation.
More broadly, I would note that the Games being discussed, DW and Torchbearer are Story-Now emulations of Dungeons and Dragons esque gameplay. They might have more of the 'playstyle' of the game they're emulating than other Story Now games necessarily do. They may also police tone more than masks does to try and keep the tone correct.Some of the basic moves help you clear conditions—comfort or support and defend, in particular. But the most straightforward way to clear conditions is to take a particular action to relieve that emotional state. The action varies depending on the specific condition. At the end of any scene in which you take the corresponding action, clear that condition.
• To clear Angry, hurt someone or break something important.
• To clear Afraid, run from something difficult.
• To clear Guilty, make a sacrifice to absolve your guilt.
• To clear Hopeless, fling yourself into easy relief.
• To clear Insecure, take foolhardy action without talking to your team.
Clearing Angry requires you to vent your anger, either on someone or on something. It’s not enough to just punch a bag—you have to take your anger out on someone, or something important. What’s important is different for every character, but the GM should ask if and why an object is important when the Angry character breaks it. Hurting someone doesn’t necessarily mean hurting them physically—yelling at them and hurting their feelings would do the trick, too. Clearing Afraid requires you to avoid or flee from a complicated, dangerous, or problematic situation. That could mean anything from running away from a villain to fleeing the room when someone wants to have a conversation about your recent actions. The key is avoidance—instead of confronting something, you’re running from it. Clearing Guilty requires you to pay some cost on behalf of others, those you feel you’ve wronged or let down. It doesn’t require them to actually absolve you of your guilt—just so long as you pay a price in an attempt to redeem yourself. This might be anything from standing alone against a dangerous villain so your teammates can escape to agreeing to follow the older heroes’ rules even when it’s easier not to. Clearing Hopeless requires you to seek the easiest and quickest way to relieve your feelings. Most likely, that means making stupid decisions in pursuit of stupid fun. It could be anything from finding some cheap booze and getting drunk to making out with the wrong person. Clearing Insecure means following your worst, most impulsive instincts without consulting anybody first. You feel doubtful of your own abilities, so you’re proving yourself by following your own plan without talking to anyone first. That could be anything from deciding to attack the bad guy while the rest of your team waits in stealth to agreeing to give up the crucial component
1) No, sadly TTRPGs are time consuming to learn, my experience with narrative emphasis is mainly Masks: A New Generation as well as reading through Monster of the Week, Kids on Brooms, Blades in the Dark, and using the techniques discussed in 4e's DMG 2 at various times.@The-Magic-Sword
I'll get a response up to you this evening, but a few questions so I can appropriately frame a response:
1) Do you have any experience with any explicitly Story Now games that aren't Superhero genre? Particularly Apocalypse World (as Baker's work is the authority on PBtA agenda, principles, procedures) or Dogs in the Vineyard (Baker's other seminal work)? That would help this conversation immensely because I can use that game to compare/contrast as not all Story Games are the same in terms of nuts-and-bolts (Torchbearer is very different from My Life With Master is very different from Dungeon World is very different from Dogs in the Vineyard is very different from Blades in the Dark).
2) Do you have any excerpts from your play of Masks (running it or playing it is fine) that we could post-mortem? Play excerpt post-mortems are infinitely more helpful to discuss this kind of stuff.
Wow I can't believe this discussion which was pretty well ran through in the GM notes thread has now jumped to a new thread. We do have a lot of new discussers though so maybe it can be interesting.