4:15 p.m. Pacific Standard Time, January 5th 2065.
How's that?
Seems a bit soon for me.
4:15 p.m. Pacific Standard Time, January 5th 2065.
How's that?
Hmm. Given that it's 40 years from now, it's entirely possible I may stop posting before that date.![]()
Here's how I look at this "real life agency" thing.Saying I prefer a process because it feels more like real life (to me) and thus helps me suspend suspension of disbelief is fine.
Using like real life as a unexamined standard that should apply to all roleplaying games and basically telling everyone who plays differently that their play is lacking is a big problem.
A bigger problem still is using it as a limiter for terms like agency (wherein agency that exceeds real life agency no longer qualifies as agency) specifically because it moralizes what play experiences and desires are valid.
Same here, which makes it a fine date because I know I very likely won't have to worry about it.Hmm. Given that it's 40 years from now, it's entirely possible I may stop posting before that date.![]()
Given that the setting is established, especially at crucial moments and in crucial respects, by the players answering questions - about what their PCs know, remember and experience - I don't see how you can possibly say that the GM embodies the setting.The MC is the one portraying the environment, the NPCs, etc. How is that not embodying the setting? This comes across like you hold an incredibly non-standard/peculiar understanding of the word "embody". Which, frankly, a lot of the disagreement in this thread seems to stem from.
And then it goes on. Do you think that asking the players questions and building on the answers, in the way the AW rules describe, is a traditional technique?Literally the first line in your excerpt is: "Apocalypse World divvies the conversation up in a strict and pretty traditional way."
I have never read or played Year Zero games. I know that "neo trad" games are characterised - maybe by Härenstam? (I'm thinking of this blog) - as adopting "indie" techniques but somewhat repurposing them. But I don't know how Year Zero games have the GM go about either framing scenes, or establishing consequences. So I don't know to what extent they default to GM-driven or player-driven RPGing.So Tomas Härenstam defined Mutant: Year Zero as neo-trad, right? I don't know if you consider that distinct enough from trad, but if not, similar appears in other Year Zero games. For example, from Tales from the Loop (various salient parts from different subsections):
I don't think anyone is objecting to the spirit of what you're saying, but translated to the game, there's no reason any of those consequences have to be connected to the task resolution roll upon which we are basing our arguments. They can instead be handled by other diegetic mechanics, if needed.As someone who doesn't drive for medical reasons... this is ridiculous. Without the ability to drive, you get cut off from so many things. You have to shell out more money in order to get necessities delivered. If you need to get places, you have to hope you can get rides. You have to hope you can pay for the rides. You may not be able to get jobs, or you may lose a job, because you can't get there via public transportation or they require you to drive (my last job decided, towards the end, to turn line staff into drivers--although fortunately I didn't lose the job because of my non-driving). People in general look down on you when they earn you can't drive. In game terms, this might be even be disad on some Charisma rolls, meaning you may never be able to go on that date.
So yes. If you fail your test, it has direct consequences both immediate and long-lasting. These things would not be consequences if you could drive.
As I've already posted, my friend and I can all get together and choose to raffle something that one of us owns. That would be a lottery where the participants set the stakes. It still wouldn't mean that the winner decided that they got what they wanted.It's different if you break it into two steps.
The step that's common to both is the randomness of whether the bettor (or dice-roller) wins or loses.
The step that's different is that in one the bettor also gets to declare what the stakes are, where in the other the stakes are set externally, usually by whoever is running the lottery.
Well, we're not off to a great start. I have literally never used the word "owns", except to tell you I haven't used the word, and this particular instance goes beyond misrepresenting my words into outright gaslighting. I refer you to post 15,098:You use the word 'owns' and I have kind of just accepted that,
This consistent factual misrepresentation when you try to make your point does nothing to engender a good faith discussion. Quite the opposite.Okay, but I never said anything about it being owned?
Again, I refer you to post 15,098:Instead, the GM in AW is RESPONSIBLE for certain things. He doesn't own the setting in the sense that we talk about owning property or even rights in our modern capitalist liberal society. Instead he owns the RESPONSIBILITY TO HANDLE those things.
I said the setting was the purview (i.e. responsibility) of the GM.
This is really where I see the difference. Narrativism allows for/requires increased transparency that a. enables author and director stances more readily than trad (just to pre-empt: I think all stances are utilised across all playstyles and by different persons in different proportions), and b. trad-leaning individuals find uncomfortable. I expect this is where the mischaracterisation of "writer's room" comes from.it is often considered bad form for the players to know or act on information that wasn't diegetically arrived at (this often creates problems and conflicts with notions of skilled play, but that's another topic). Narrativist play doesn't really give this notion a lot of credence. Some Narrativist games may allow for a certain degree of GM holding of information, but in general this isn't a feature of such play.
I was the GM, so I can tell you why I introduced a Strange Runes Scene Distinction: because I thought it would be fun and interesting.The farrier is a normal feature in a medieval settlement; it makes sense that there would be one, so having the GM--or even a player--create on the fly doesn't bother people. It would be weirder if the location didn't have one, unless you could justify; e.g., the village is too small and everyone goes to the next village a few miles down the road for all their horseshoeing needs.
But the runes are, for the most part, not a normal feature, unless it's been established that runes are a commonly used decoration. Why did the GM say there were runes there? Almost certainly because they have some meaning.
I was the GM. I didn't decide what the runes said. The player didn't decide either; they declared an action (which included a hope as to what the runes said) and then succeeded on their action. Thus, as per the rules of the game, it was established that the runes revealed a way out.Why do they have meaning? Because the GM decided they do. But then you have the players deciding what that meaning is.
Yes, I know - you said he was practising components of those other spells and working on combining them to create the new spell. My point is that - as per your own post - this is not something that is actually played out at the table or even established at all. Rather, is something that you retrofit in once the player has decided, at level-up time, what spell their PC will learn.He was practicing other spells that enabled him to learn how to construct the new spell..