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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="pemerton" data-source="post: 9248787" data-attributes="member: 42582"><p>I infer that the answer to my question - are you arriving at your conclusion about the lack of rules by way of reading the rulebook - is NO.</p><p></p><p>So you are just conjecturing. And in a relatively hostile fashion at that - in the sense of, rather than asking "How do the AW rules address <XYZ>", you are asserting on the basis of nothing more than conjecture that "The AW rules fail to address XYZ."</p><p></p><p>[USER=6915329]@Faolyn[/USER] and I have already provided quite extensive extracts from the rulebook. The original versoiFrom a subsequent post that quotes from the rulebook in detail:</p><p>The post I've just quoted from also includes a lengthy illustrative example, written up by me, that includes some fairly low-stakes back-and-forth which at various points does not trigger player-side moves.</p><p></p><p>And in anticipation of you asserting that the rulebook doesn't tell anyone when to look to the GM, I reiterate this from p 109 (which is also found in the post I just quoted):</p><p></p><p style="margin-left: 20px">Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does <em>except</em> the players’ characters.</p><p></p><p>So if I declare an action like talking to a NPC, or opening a door, or whatever else, I have to look to the GM to find out what happens because <em>the GM's job is to say everything about the world, and what everyone in the whole damned world says and does, except for my character and the characters of my fellow players</em>.</p><p></p><p>Once you've read all this, please let me know what bit that you think is unclear.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9248787, member: 42582"] I infer that the answer to my question - are you arriving at your conclusion about the lack of rules by way of reading the rulebook - is NO. So you are just conjecturing. And in a relatively hostile fashion at that - in the sense of, rather than asking "How do the AW rules address <XYZ>", you are asserting on the basis of nothing more than conjecture that "The AW rules fail to address XYZ." [USER=6915329]@Faolyn[/USER] and I have already provided quite extensive extracts from the rulebook. The original versoiFrom a subsequent post that quotes from the rulebook in detail: The post I've just quoted from also includes a lengthy illustrative example, written up by me, that includes some fairly low-stakes back-and-forth which at various points does not trigger player-side moves. And in anticipation of you asserting that the rulebook doesn't tell anyone when to look to the GM, I reiterate this from p 109 (which is also found in the post I just quoted): [indent]Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does [I]except[/I] the players’ characters.[/indent] So if I declare an action like talking to a NPC, or opening a door, or whatever else, I have to look to the GM to find out what happens because [I]the GM's job is to say everything about the world, and what everyone in the whole damned world says and does, except for my character and the characters of my fellow players[/I]. Once you've read all this, please let me know what bit that you think is unclear. [/QUOTE]
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