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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="clearstream" data-source="post: 9248904" data-attributes="member: 71699"><p>What I've seen in a few groups is puzzlement when moves nearly but not quite cover the action. From Avatar</p><p></p><p>When you assess a situation, roll with Creativity.</p><p style="margin-left: 20px">On a 7–9, ask one question.</p><p>On a 10+, ask two.</p><p style="margin-left: 40px">• What here can I use to __________?</p> <p style="margin-left: 40px">• Who or what is the biggest threat?</p> <p style="margin-left: 40px">• What should I be on the lookout for?</p> <p style="margin-left: 40px">• What’s my best way out/in/through?</p> <p style="margin-left: 40px">• Who or what is in the greatest danger</p> <p style="margin-left: 20px">Take +1 ongoing when acting on the answers.</p><p></p><p>That's a bit like Read a Sitch. In Avatar it applies when you - "gather specific or useful information during a tense moment". Avatar has this general rule - "If something isn’t a move, you don’t roll—either it happens or the GM makes their own move." And this one - "sometimes it’s your turn to speak without any player-facing move to guide you. Then, you need to say something to carry the story forward. When you do this, you are making a GM move...."</p><p></p><p>Sometimes it feels to the group like they are gathering specific/useful info in a tense moment, with meaningful stakes on the answer, but their questions aren't addressed by those listed for Assess. The way I see it most often played is that even though it doesn't fit the move, it doesn't trigger a GM move either: there's a bit of puzzlement and then folk shrug and add the question they do need to the player move.</p><p></p><p>In a way this pattern of</p><p></p><p style="margin-left: 20px">specific (playbooks) < general (basic moves) < turn to GM (GM moves)</p><p></p><p>Is not so different from</p><p></p><p style="margin-left: 20px">specific (explicitly covered by a mechanic like a feature or ability use) < general (within the scope of an ability) < turn to GM</p><p></p><p>seen in say PF, but without GM-moves to compel/constrain GM. It's often a bit uneven whether consequences are mandated in the text, too. From a design perspective, they're solving a problem that came into focus over time. You need a way to deal with</p><p></p><p style="margin-left: 20px">M fits a mechanic that does a thing > M fits a scope that encompasses this sort of thing > M has to be judged</p> <p style="margin-left: 20px"></p><p>Before anyone gets too excited, there are other differences that I'm overlooking to sketch the general structure. An underlying job done is fitting acts to norms. The general solution has three layers - it's this, it's in this scope, it's judged.</p><p></p><p>Anyway, I appreciate what you're saying and agree with your point. Drawing attention to the glitch I most often see, which is "this seems like it should but doesn't quite fit the move". And observing a commonality in the underlying job done.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9248904, member: 71699"] What I've seen in a few groups is puzzlement when moves nearly but not quite cover the action. From Avatar When you assess a situation, roll with Creativity. [INDENT]On a 7–9, ask one question.[/INDENT] On a 10+, ask two. [INDENT=2]• What here can I use to __________?[/INDENT] [INDENT=2]• Who or what is the biggest threat?[/INDENT] [INDENT=2]• What should I be on the lookout for?[/INDENT] [INDENT=2]• What’s my best way out/in/through?[/INDENT] [INDENT=2]• Who or what is in the greatest danger[/INDENT] [INDENT]Take +1 ongoing when acting on the answers.[/INDENT] That's a bit like Read a Sitch. In Avatar it applies when you - "gather specific or useful information during a tense moment". Avatar has this general rule - "If something isn’t a move, you don’t roll—either it happens or the GM makes their own move." And this one - "sometimes it’s your turn to speak without any player-facing move to guide you. Then, you need to say something to carry the story forward. When you do this, you are making a GM move...." Sometimes it feels to the group like they are gathering specific/useful info in a tense moment, with meaningful stakes on the answer, but their questions aren't addressed by those listed for Assess. The way I see it most often played is that even though it doesn't fit the move, it doesn't trigger a GM move either: there's a bit of puzzlement and then folk shrug and add the question they do need to the player move. In a way this pattern of [INDENT]specific (playbooks) < general (basic moves) < turn to GM (GM moves)[/INDENT] Is not so different from [INDENT]specific (explicitly covered by a mechanic like a feature or ability use) < general (within the scope of an ability) < turn to GM[/INDENT] seen in say PF, but without GM-moves to compel/constrain GM. It's often a bit uneven whether consequences are mandated in the text, too. From a design perspective, they're solving a problem that came into focus over time. You need a way to deal with [INDENT]M fits a mechanic that does a thing > M fits a scope that encompasses this sort of thing > M has to be judged[/INDENT] [INDENT][/INDENT] Before anyone gets too excited, there are other differences that I'm overlooking to sketch the general structure. An underlying job done is fitting acts to norms. The general solution has three layers - it's this, it's in this scope, it's judged. Anyway, I appreciate what you're saying and agree with your point. Drawing attention to the glitch I most often see, which is "this seems like it should but doesn't quite fit the move". And observing a commonality in the underlying job done. [/QUOTE]
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