Well, I think it's an open question whether nothing happened in @thefutilist's conjectured episode of play:because of Principles of play. "Nothing" never happens.
At the beginning of the scene, we knew that (i) Spider has been enslaving people and (ii) that Grass is done with that. At the end of the scene, we know that (iii) Spider's practice of slavery is rooted in his conception of human beings, and that (iv) Grass is implacably opposed to slavery.Let’s say we’re at the third session and we’ve established that Spider wants to rebuild civilisation and he’s taking slaves to do so. Grass is a Savvy-head who works for Spider making tech stuff. Grass is also done with Spider taking slaves, So Grass goes to confront Spider:
Cue scene: Grass enters Spiders office to have it out.
<snip>
‘How could I get your character to give up slavery?’ The fiction is that Grass just comes out and asks.
<snip>
It comes to me that the spider would give up slavery if people could be trusted to act in their own best interests (according to the Spider), but they won’t and so he can’t.
So as MC I narrate Spider giving his spiel about the human condition. Then I spend my hold and turn their move back on them. What would cause Grass to see the necessity of slavery? Grass does the same procedure. Analyse the fiction and think about what Grass would actually say. In this case the player determines that Grass would never accept slavery.
So a conflict has been drawn out and crystallised, which before was only incipient.
This is interesting, because it shows that the development of the situation is only loosely connected to the deployment of the mechanics. The mechanics crystallise what is at issue between the characters. And here, the first concrete confrontation takes place, and prompt the GM to set up a clock or whatever method they use to handle the kidnapping.Grass isn’t done yet though. Grass lays down his demands ‘well if you’re going to carry this on then I’m not working for you.’ How does the GM resolve this. Same as earlier, analyse and inspiration, then ask what would Spider really do.
In this case they decide that the Spider is going to speak some naughty word and then kidnap Grass’ brother and force Grass to work for him. So the GM says ‘Spider nods sadly. Ok ok, I’ll work something out.’
Grass is satisfied, if only they’d rolled better on read a person they they could ask ‘is spider telling the truth’ or ‘what does spider intend to do.’
Which, now that I think about it, is a similar point to this one:
If the above example is ‘playing to find out’ using characters decisions with a sprinkle of formal mechanics, then what work are the principles and GM moves doing?
My view is that, very broadly speaking, they’re all set-up stuff that leads towards the narrativist moment. I don’t know if I’m generalising too much though.








