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Reading through Dungeon World, questions for GMs, RE: Initiating a GM "move"
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<blockquote data-quote="pemerton" data-source="post: 7140824" data-attributes="member: 42582"><p>[MENTION=85870]innerdude[/MENTION]</p><p></p><p>I'm not actually a DW GM, and so can't give answers based on DW experience. So I'll just reply to your last question, based on my experiences with BW and the non-combat aspects of 4e.</p><p></p><p>This issue of <em>fairly adjudicating the fiction</em> is an important element in BW and 4e (especially the non-combat/improv parts of 4e). My general advice would be:</p><p></p><p style="margin-left: 20px">* If the players have a firm view of how the fiction works (eg how magic portals work; how to build a "tank trap" that will slow goblin warg riders; etc) then let them run with it and adjudicate in accordance with "say 'yes' or roll the dice". Instead of blocking the player idea at the conception/framing stage, let the failure results do that. (And of course let them have their successes if they get them.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If you, as GM, have some idea about a nice twist you would like to have happen, <em>use that as your consequence for failure</em>. You don't need to fiat to get it in there, because in these sorts of games failure results <em>will</em> come up.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If you have to narrate a failure, and you didn't have some preconceived idea, poke your player, but in a nice way. What I mean by that is that you should go to something they care about, but don't wreck it or invalidate it. Make them realise that it was <em>worthwhile</em> for them to engage with that bit of the fiction (eg you <em>noticed</em> they have some family in their PC backstory) and make a threat to that part of the focus of play. Instead of backstory, this can be as simple as putting some bit of gear (the "pudding diving rod", or a shield or weapon) into jeopardy.</p><p></p><p>Summarising the above (and you probably don't need to be told this, but I'll say it anyway): reverse all the traditional ideas (from Gygax, KotDT, GM advice books etc) that suggest players need to be kept on a tight leash or they'll wreck the place. Give the players free rein, and let their PCs and their "stuff" be the focus; but use those failure results to push back and make them wish they'd rolled better.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7140824, member: 42582"] [MENTION=85870]innerdude[/MENTION] I'm not actually a DW GM, and so can't give answers based on DW experience. So I'll just reply to your last question, based on my experiences with BW and the non-combat aspects of 4e. This issue of [I]fairly adjudicating the fiction[/I] is an important element in BW and 4e (especially the non-combat/improv parts of 4e). My general advice would be: [indent]* If the players have a firm view of how the fiction works (eg how magic portals work; how to build a "tank trap" that will slow goblin warg riders; etc) then let them run with it and adjudicate in accordance with "say 'yes' or roll the dice". Instead of blocking the player idea at the conception/framing stage, let the failure results do that. (And of course let them have their successes if they get them.) * If you, as GM, have some idea about a nice twist you would like to have happen, [I]use that as your consequence for failure[/I]. You don't need to fiat to get it in there, because in these sorts of games failure results [I]will[/I] come up. * If you have to narrate a failure, and you didn't have some preconceived idea, poke your player, but in a nice way. What I mean by that is that you should go to something they care about, but don't wreck it or invalidate it. Make them realise that it was [I]worthwhile[/I] for them to engage with that bit of the fiction (eg you [I]noticed[/I] they have some family in their PC backstory) and make a threat to that part of the focus of play. Instead of backstory, this can be as simple as putting some bit of gear (the "pudding diving rod", or a shield or weapon) into jeopardy.[/indent] Summarising the above (and you probably don't need to be told this, but I'll say it anyway): reverse all the traditional ideas (from Gygax, KotDT, GM advice books etc) that suggest players need to be kept on a tight leash or they'll wreck the place. Give the players free rein, and let their PCs and their "stuff" be the focus; but use those failure results to push back and make them wish they'd rolled better. [/QUOTE]
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