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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Campbell" data-source="post: 8025498" data-attributes="member: 16586"><p>A couple things :</p><p></p><p>Apocalypse World does not utilize intent. When you do something that triggers the move it happens. The rules tell us what happens. They do not tell us if you achieved your intent. </p><p></p><p>Much like <strong>go aggro </strong>which it is based on <strong>direct-brain whisper projection </strong>represents a threat to do violence when your character is fully committed to do so. On a 10+ the person you are threatening gets a split second to either give in or force your hand and suck it up (meaning violence happens). In this Marie is saying <em>follow me </em>with an implied <em>or else</em>. They choose <em>the else</em>. That is what success means in this instance.</p><p></p><p>The reason you<strong> announce future badness</strong> is so players have an opportunity to do something about it. The MC in Apocalypse World is basically sparring with the players. You make threats and follow through based on the fiction when things do not go their way. You should have a pretty good idea about the sort of consequences that are possible. Now the GM does have the latitude to certain things about the way things go down when you roll a 6-. It's not really a game about micro-fiction. We kind of just hit the highlights.</p><p></p><p>If you look at the MC moves and assume an MC is just using them as their whims dictate I can see how you could draw the conclusion that it is a game that is highly susceptible to GM Force. Doing that is literally against the rules though. The game provides the GM/MC with tremendous latitude, but only to do certain things. Your agenda, the things you always say, and your principles are meant to be binding. They are like rules.</p><p></p><p>I do agree that games that resolve player intent (Burning Wheel, Blades in the Dark) rather than tell you what happens (Apocalypse World, D&D spells/combat) have a higher amount of player agency over the shared fiction. I have a fairly strong preference for games that tells you what happens despite this. In a future post I will go into why.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8025498, member: 16586"] A couple things : Apocalypse World does not utilize intent. When you do something that triggers the move it happens. The rules tell us what happens. They do not tell us if you achieved your intent. Much like [B]go aggro [/B]which it is based on [B]direct-brain whisper projection [/B]represents a threat to do violence when your character is fully committed to do so. On a 10+ the person you are threatening gets a split second to either give in or force your hand and suck it up (meaning violence happens). In this Marie is saying [I]follow me [/I]with an implied [I]or else[/I]. They choose [I]the else[/I]. That is what success means in this instance. The reason you[B] announce future badness[/B] is so players have an opportunity to do something about it. The MC in Apocalypse World is basically sparring with the players. You make threats and follow through based on the fiction when things do not go their way. You should have a pretty good idea about the sort of consequences that are possible. Now the GM does have the latitude to certain things about the way things go down when you roll a 6-. It's not really a game about micro-fiction. We kind of just hit the highlights. If you look at the MC moves and assume an MC is just using them as their whims dictate I can see how you could draw the conclusion that it is a game that is highly susceptible to GM Force. Doing that is literally against the rules though. The game provides the GM/MC with tremendous latitude, but only to do certain things. Your agenda, the things you always say, and your principles are meant to be binding. They are like rules. I do agree that games that resolve player intent (Burning Wheel, Blades in the Dark) rather than tell you what happens (Apocalypse World, D&D spells/combat) have a higher amount of player agency over the shared fiction. I have a fairly strong preference for games that tells you what happens despite this. In a future post I will go into why. [/QUOTE]
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