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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 9248880" data-attributes="member: 6696971"><p>I'm going to engage with this, if you don't mind. I think you might be looking at how these games work through the wrong lens. There isn't something like <em>an inventory of doors to choose from</em> (your (3) question). Landscape threats/obstacles such as doors serve a specific purpose; <em>to bar the way.</em> So whatever attached fiction is necessary to <em>bar the way,</em> that is your door (or whatever).</p><p></p><p>Here is a collection of thoughts on the subject:</p><p></p><p>1) The <strong>Bend Bars/Lift Gates</strong> (which is Hulk Smash themed and about dealing with inanimate objects as situation-framed obstacles or complications from resolution) move of Fighters is both much more potent and thematically capable than Defy Danger-Str (acting despite imminent threat by powering through). That is by design.</p><p></p><p>2) Since this is an AW thread, if this was AW, the inanimate object or door would be a <strong>Landscape Threat</strong> where the <strong>impulse </strong>is either "to bar access" or "to bar egress" (depending how the situation is oriented) and the move the GM is making is <em>bar the way</em>. This is no different in DW.</p><p></p><p>3) Inanimate-objects-as-obstacles (doors, etc) don’t exist in “Cleric-ey” games as they might in “Fighter-ey” games. In the former, they probably don’t exist as an obstacle at all (maybe as consequence of resolution that follows the fiction but rarely, if ever, as an obstacle to frame a situation around) and in the latter, they exist as a lever to pull to do your specific job as a GM; Fill the characters lives with adventure and danger, be a fan of the characters (which means the game follows their thematically-embedded breadcrumbs), give an opportunity that fits the class' abilities and that lets you possibly show a downside of their class/abilities and turn their move back on them.</p><p></p><p>4) In the off chance an inanimate-object-as-obstacle like a door (a Landscape Threat that <em>bars the way</em>) is chosen by a GM in a Cleric-featured game, one of the following is going to happen downrange of that:</p><p></p><p>* The GM has a custom move for this particular, framed obstacle. When do x, roll y, and stuff happens. Stuff follows several schemes in Dungeon World. Could be a pick 1 or 2 (and if you don't pick 1 it happens). Could be a pick 1 and if you don't get a 10 + then this complication happens. Could be other forms.</p><p></p><p>* The player describes the trigger to Cast a Spell and we consult the move and then the spells text. An easy one for this is the Cleric Rote Guidance where the player is looking for counsel from their deity. So if they get a 7-9, the counsel happens with a complication chosen by the player from the Cast a Spell menu. If the player chooses danger/unwanted attention, then the GM makes a fitting move. What the player is signaling in this situation is one of two things; (1) introduce another obstacle archetype to me GM...not of the landscape variety...my deity gives me the deets so frame that thing up and lets have at it or (2) I want my deity to say something interesting to me about this situation (as if I made the Spout Lore move and rolled a 7-9) so I can load out my potential lines of play with that info so get to it.</p><p></p><p>* Alternatively, same as above but perhaps there are corpses around and the Cleric uses Cast a Spell to animate a corpse to break the door down. The Cleric chooses to give the undead +2 in Strength for Defy Danger - Strength (and such moves). So instead of rolling their own crappy +0 (or maybe even -1) Strength to DD and potentially facing the fallout/consequences of the door being smashed, now (a) they increase their prospects immensely and (b) use their undead ally to suffer in their stead should a consequence be-a-comin'.</p><p></p><p>* The Cleric risks it for the biscuit by powering through; they shoulder the door (triggering DD - Str...which they likely aren't good at) and things are apt to go awry (but perhaps not).</p><p></p><p>* The Cleric uses Adventuring Gear to lever it with a crowbar (allowing access to DD-Int, which they very likely have a +1 in, with take +1). Then we resolve DD-Int, same as ever.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9248880, member: 6696971"] I'm going to engage with this, if you don't mind. I think you might be looking at how these games work through the wrong lens. There isn't something like [I]an inventory of doors to choose from[/I] (your (3) question). Landscape threats/obstacles such as doors serve a specific purpose; [I]to bar the way.[/I] So whatever attached fiction is necessary to [I]bar the way,[/I] that is your door (or whatever). Here is a collection of thoughts on the subject: 1) The [B]Bend Bars/Lift Gates[/B] (which is Hulk Smash themed and about dealing with inanimate objects as situation-framed obstacles or complications from resolution) move of Fighters is both much more potent and thematically capable than Defy Danger-Str (acting despite imminent threat by powering through). That is by design. 2) Since this is an AW thread, if this was AW, the inanimate object or door would be a [B]Landscape Threat[/B] where the [B]impulse [/B]is either "to bar access" or "to bar egress" (depending how the situation is oriented) and the move the GM is making is [I]bar the way[/I]. This is no different in DW. 3) Inanimate-objects-as-obstacles (doors, etc) don’t exist in “Cleric-ey” games as they might in “Fighter-ey” games. In the former, they probably don’t exist as an obstacle at all (maybe as consequence of resolution that follows the fiction but rarely, if ever, as an obstacle to frame a situation around) and in the latter, they exist as a lever to pull to do your specific job as a GM; Fill the characters lives with adventure and danger, be a fan of the characters (which means the game follows their thematically-embedded breadcrumbs), give an opportunity that fits the class' abilities and that lets you possibly show a downside of their class/abilities and turn their move back on them. 4) In the off chance an inanimate-object-as-obstacle like a door (a Landscape Threat that [I]bars the way[/I]) is chosen by a GM in a Cleric-featured game, one of the following is going to happen downrange of that: * The GM has a custom move for this particular, framed obstacle. When do x, roll y, and stuff happens. Stuff follows several schemes in Dungeon World. Could be a pick 1 or 2 (and if you don't pick 1 it happens). Could be a pick 1 and if you don't get a 10 + then this complication happens. Could be other forms. * The player describes the trigger to Cast a Spell and we consult the move and then the spells text. An easy one for this is the Cleric Rote Guidance where the player is looking for counsel from their deity. So if they get a 7-9, the counsel happens with a complication chosen by the player from the Cast a Spell menu. If the player chooses danger/unwanted attention, then the GM makes a fitting move. What the player is signaling in this situation is one of two things; (1) introduce another obstacle archetype to me GM...not of the landscape variety...my deity gives me the deets so frame that thing up and lets have at it or (2) I want my deity to say something interesting to me about this situation (as if I made the Spout Lore move and rolled a 7-9) so I can load out my potential lines of play with that info so get to it. * Alternatively, same as above but perhaps there are corpses around and the Cleric uses Cast a Spell to animate a corpse to break the door down. The Cleric chooses to give the undead +2 in Strength for Defy Danger - Strength (and such moves). So instead of rolling their own crappy +0 (or maybe even -1) Strength to DD and potentially facing the fallout/consequences of the door being smashed, now (a) they increase their prospects immensely and (b) use their undead ally to suffer in their stead should a consequence be-a-comin'. * The Cleric risks it for the biscuit by powering through; they shoulder the door (triggering DD - Str...which they likely aren't good at) and things are apt to go awry (but perhaps not). * The Cleric uses Adventuring Gear to lever it with a crowbar (allowing access to DD-Int, which they very likely have a +1 in, with take +1). Then we resolve DD-Int, same as ever. [/QUOTE]
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