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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8025413" data-attributes="member: 7016699"><p>It'll be far easier for me to reply to both these at once, so ... that's what I'm doing. This isn't an attack (or even really a defense) but I notice and find it interesting that you both picked up on the same two things. In a way, I'm glad, because it makes it easier to respond to both of you at once, both logisitically and psychologically. [USER=6696971]@Manbearcat[/USER] I honestly do not understand what you mean by "machinery of provocation" in this context, but I'll try to explain my reasoning and if that's not what you're looking for we can figure out what words will convey what you want to me?</p><p></p><p>Yes, the primary example of not honoring success is, as [USER=42582]@pemerton[/USER] deduced, the play example of Marie the Brainer, from the section "Rules of Play: Moves Snowball" which my pdf shows as being page 152 of the MC's Playbook (from the 1E stuff available for free, the file says it's 1E-1up). What I see as "success not being honored" is that the PC managed a full hit--a 10 on the roll--and didn't even get part of the result they were looking for. There's the description of when the same character sends people out to bring back Joe's Girl and they break her in the bringing back, but there's no action resolution described there, just the GM being a dick. Heck, you could argue it's a principle of the game--Respond with fuckery and intermittent rewards; if success isn't always going to succeed, where's the agency?</p><p></p><p>An example of GM move demonstrating planning? "Announce future badness." (I'm looking at "Your Moves" on page 116 of the same pdf.) If it's going to be bad in the future you're kinda saying there's nothing the PCs can do about it. I'm not saying it's bad, and I'm not saying there's more Force in it than there is in, say, D&D 5E; I'm saying it's the same.</p></blockquote><p></p>
[QUOTE="prabe, post: 8025413, member: 7016699"] It'll be far easier for me to reply to both these at once, so ... that's what I'm doing. This isn't an attack (or even really a defense) but I notice and find it interesting that you both picked up on the same two things. In a way, I'm glad, because it makes it easier to respond to both of you at once, both logisitically and psychologically. [USER=6696971]@Manbearcat[/USER] I honestly do not understand what you mean by "machinery of provocation" in this context, but I'll try to explain my reasoning and if that's not what you're looking for we can figure out what words will convey what you want to me? Yes, the primary example of not honoring success is, as [USER=42582]@pemerton[/USER] deduced, the play example of Marie the Brainer, from the section "Rules of Play: Moves Snowball" which my pdf shows as being page 152 of the MC's Playbook (from the 1E stuff available for free, the file says it's 1E-1up). What I see as "success not being honored" is that the PC managed a full hit--a 10 on the roll--and didn't even get part of the result they were looking for. There's the description of when the same character sends people out to bring back Joe's Girl and they break her in the bringing back, but there's no action resolution described there, just the GM being a dick. Heck, you could argue it's a principle of the game--Respond with fuckery and intermittent rewards; if success isn't always going to succeed, where's the agency? An example of GM move demonstrating planning? "Announce future badness." (I'm looking at "Your Moves" on page 116 of the same pdf.) If it's going to be bad in the future you're kinda saying there's nothing the PCs can do about it. I'm not saying it's bad, and I'm not saying there's more Force in it than there is in, say, D&D 5E; I'm saying it's the same. [/QUOTE]
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