Does anyone GM posting in this thread that, other than you?
This is me reflecting back how I read some of the participants in this thread writing. If you think this is misrepresenting it, this is giving you an opportunity to clarify any misunderstandings.
(I assume that you do it. If you don't, then what makes you think anyone else does?)
I absolutely do not do it. I assume people are honest in what they are writing, and from what they were writing I pointed out that it seem to me like at least someone are doing it.
Intent + task is core to Burning Wheel. It's not part of Apocalypse World.
This is one of the things that make conversation about this entire topic rather hopeless. On one hand people try to say something about the general "fail forward" principle, but then it turn out that there are always some "authoritative"
implementation of fail forward that doesn't conform to some detail in the proposed general statement about "fail forward". This lead to it being impossible to talk about "fail forward" as a concept, as it start seeming to be plain ill defined.
As for the example from Move Snowball, what is the reason that Marie is being attacked by Plover and co? Do you know - have you read the example?
I have not read anything beyond what you posted, the hard moves of
announcing future badness and
Putting her on the spot appear to be clearly anchored in the character. The grenade is anchored in the fiction established, but I fail to see how it is likely to be anchored in the character. It is likely a perfectly appropriate AW move. Especially when taking into account that it appeared the defence of FF that this was meant to address was only meant to be valid for BW, not AW (see below).
The issue at hand though was that you appeared my claim about railroading not being true due to
For instance, the instruction to the BW GM is, in narrating failure, to focus on intent. And this sits within the general instruction that the GM is to present situations ("frame scenes') that put pressure on the player-authored PC priorities.
Which I read as a wider claim that other games had
similar mechanisms to protect against the kind of railroading phenomenon I pointed out. If it was only pointing out that BW and BW alone might have found a clever way around the railroading problem I proposed might be relevant for naïve FF, then my comment was not valid for the BW exactly because it counters the inherent problem with naïve FF. Being aware of the problem with naïve FF might still be of value; and I guess you would be happy about being able to promote about how cleverly BW has worked around this issue.
In one example, instead of finding the looked-for mace, the PCs finds the black arrows. In the other, the PC acquires the angel feather that he needs, but it is cursed.
Ok, so it is ok that the situation change is
mainly about information as long as there are some "material" change. I guess to the group the fact they now has some black arrows is completely secondary with regard to the situation change compared to the information they got on the brother. It sound a bit like "it is ok, that you narrate that the thief can't open the lock (no retry)" as long as you remember to add "However while working the lock you discovered a silver coin someone had lost in the grass beside the door" (material change). I also struggle a bit to see how the angel feather come into play here. My understanding is that the feather was already established as acquirable before the roll. The only thing I can see
the roll provided was the
information that this feather indeed was helpful, alongside
the complicating information that it was cursed.
Principles are not for the purpose of preventing abuse - they are for *achieving a certain sort of play experience.
Ok, so these are not protections against abusive game. Rather they are made for achieving a certain sort of play experience. And if my
hypothesis that this play experience it achieves is indeed having inherent abusive traits, that is just the principles working as they should?
A GM-driven game of the sort I take your "trad" principle to point to is not the sort of play experience I am looking for in RPGing.
No, that is fine. There are even people that want to feel abused (not saying that is true for you though), so tastes clearly vary.
Otherwise, the "issue at hand" was this:
How do these mooted episodes of play conform to "being a fan of the players' characters"? At least as far as the strong character is concerned, it seems to be about making him seem ridiculous.
It is the
Player that decided that the character like kicking down doors in "inappropriate" scenes. That is one of his signature traits (could for instance be their way of managing anger, or to assert "dominance trough" over those around him when his ego feels threatened). And the player has defining power over the character. As a GM you are bound to be fan of this character no matter how ridiculous you find him, I guess? So what is a cooler fan move to do than getting him into trouble with the authorities when they are acting out but once in a while fail their strength check?
Have you read the examples of play in the AW rulebook - of which there are many? And the statements and explications of the principles? Do you think that your example conforms to them?
No, I haven't. As I started this post with, I am reflecting back what people say about it. I would think people like you knowing the rules would be very happy to clear up my misunderstandings. I have tried to formulate anything related to AW as questions. If I have failed and given impression that I make hard claims about that system I sincerely and deeply apologize.
I have only read excerpts from the AW rulebook. I have absolutely no interest in buying AW, as I know it is not a good game from me. This because I find the entire
setting premise of the game repulsive. I however find the
structure it pioneered highly interesting, and I am still optimistic the PbtA core philosophy could be employed in a way to make games I would
really enjoy (though I have still to find such a game).
But to your last question - I have still seen any principle in AW that is broken in my principle. But as I haven't read the book that is not to say there might not be one. I would be really happy if you enlighten me, as that would help me better understand how the designer has managed to counter the design issue I have recognized, and do not see how to easily resolve.