Yep. Like the player deciding what makes sense for their character.Sometimes people will be too scared to kill someone, sometimes they won't be.
Hmm. If only there was some way to resolve such uncertainties!
Yep. Like the player deciding what makes sense for their character.Sometimes people will be too scared to kill someone, sometimes they won't be.
Hmm. If only there was some way to resolve such uncertainties!
@zakael19 I will try to get back to your posts but my initial impression is a thing like clocks might be more used as a tool by a typical living sandbox GM. I have developed dozens of methods for handling things like factions for example but I tend not to formalize everything. I have a box of tools and I tweak them anytime I use them. Sometimes I don’t use them. So for instance a sect trying to take over a city in a campaign, that is a problem I need to figure out how to address. I usually at baseline will deal with it through opposed dice pools with other factions. But I might just decide in some casss. In others I might break it up into increments of successes based on missions and goals they are engaged in. Or I might shift it all to a shake up table. I would say the tools in a given campaign for me are always different
Our mental and physical states are nothing but chemical and electrical actions in the first place. Real things can have real effects on us; imaginary things can have real effects on us. The brain and even the body isn't magically able to tell the difference between real and false. The world would be a very different place if it could.These aren't cases of imaginary things having real effects. These are actual things - mental and/or bodily states - having real effects.
As I said, Galadriel, the Millennium Falcon, Conan, dragons, unicorns, superheroes, etc - these things do not have real effects. They can't - because they don't exist!
I'm not sure why you feel the need to repeat my point back to me.
But multiple posters in this thread, when it is suggested to them that the world did it really means the GM made a decision about what happened in the fiction, reject that suggestion.
Presumably, as you say, they don't think that the imaginary thing has real causal power. But there is an extreme reluctance to actually speak about the GM making a decision.
I think @thefutilist was pointing to how clocks are used in AW front/threat design (and I think DW is similar): as part of their binding prep, the GM establishes how a particular threat will play out - this is described over 6 steps, which are given "clock" settings (3 o'clock, 6 o'clock, then 9, 10. 11 and 12 o'clock). From p 143:
A countdown clock is a reminder to you as MC that your threats have impulse, direction, plans, intentions, the will to sustain action and to respond coherently to others’.When you create a threat, if you have a vision of its future, give it a countdown clock. You can also add countdown clocks tothreats you’ve already created.Around the clock, note some things that’ll happen:• Before 9:00, that thing’s coming, but preventable. What are the clues? What are the triggers? What are the steps?• Between 9:00 and 12:00, that thing is inevitable, but there’s still time to brace for impact. What signifies it?• At 12:00, the threat gets its full, active expression. What is it?
As you play, advance the clocks, each at their own pace, by marking their segments.
This has to be read together with some principles and moves (pp 115, 120):
Sometimes, disclaim decision-making. In order to play to find out what happens, you’ll need to pass decision-making off sometimes. Whenever something comes up that you’d prefer not to decide by personal whim and will, don’t. The game gives you four key tools you can use to disclaim responsibility . . .You can (3)** create a countdown**. See the countdown section in the fronts chapter, page 143. Just sketch a quick countdownclock. . . . This leaves it in your hands, but gives you a considered and concrete plan, instead of leaving it to your whim. . . .Make a threat move (from one of your fronts).
So, when the rules/procedures tell the GM to make a move, and they have to make a move that follows from the fiction, one thing they can do is make a move that advances the threat clock. This brings some vision of the threat's future closer to realisation. And as @thfutilist said, the details are pinned down in advance.
EDIT: pipped to the post by @thefutilist, just upthread.
Or you're also misunderstanding what people are saying.It’s a cop out . It’s disclaiming decision making after play by blaming it on “the world” rather than disclaiming it during play by relying on dice or some similar procedure.
It’s BS.
Wow. Way to ruin a joke.Exit light, enter night; take my hand, we're off to Never-Never Land.
But Never-Never Land does not exist any more than the Forgotten Realms do, or the current King of France, or unicorns, or my beloved dragons. We can hold beliefs about them, and those beliefs can matter quite a lot. The beliefs can cause many things. But the lands and kings and beasts themselves have no more existence than the number which is simultaneously greater than seven and less than four.
Micah said this a few pages back.It is completely pointless to say "Galadriel isn't out there casting magic" because nobody, except possibly someone with a very specific type of mental illness, is claiming that she is. Nobody. You were completely misunderstanding what other people are saying and refusing to admit that.
A table does not make a decision. A person reading the table does.If I decide to use a table to determine a world effect, in accordance with guidelines as to when said table should be used, I decided to use the table. But the table made the decision that affects play and the setting.
It is not BS. Just a different way of playing and thinking about the game.
The world doesn’t change because I, the referee, decide it does. It changes because something in the world logically follows from something else. That distinction matters.
I think @AlViking's idea of things here is probably more the norm for sandboxes. Setting fidelity is usually pretty important. I am not saying if you add orcs because players want them, it suddenly isn't a sandbox. I just think his thinking probably reflects a majority
Ahh. It's only a model if you write it down. Oh, wait.I've never heard of a GM running a model. And on its own, imagining isn't modelling.
And falling damage models(predicts what happens) falling and hitting the ground really hard. D&D sword swings model what happens when a sword hits the body. And on and on. They are really simple models, but they are designed to predict what will happen about what we know of these things.As best I can tell, the language of simulation/model comes from wargaming. But some wargames do aspire to be simulations, or at least simple models. And they have the correctness conditions that are necessary for something to count as a model or a simulation - for instance, a wargame that models the D-Day landings should, when played and given the appropriate inputs, reliably produce outcomes that reflect what we actually know about how the D-Day landings played out.