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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="Aldarc" data-source="post: 9249610" data-attributes="member: 5142"><p>"To do it, do it" is IMHO more about the player side of things, namely answering the question, "How do I use or trigger my Moves?" I see "say yes or roll the dice" as being more about the GM side of things. However, I think that this adage must be further contextualized within PbtA and similar games. It's really more, "don't call for a roll if the move doesn't apply." The effect is that this looks like "say yes" for everything else. </p><p></p><p>A move must be used if the GM feels that a move has been triggered by the player's play and the player follows through with it. The Move provides the pertinent criteria, but whether or not that criteria has been met is likely the GM's call. </p><p></p><p>Let's say that a player swings their sword at a dragon. In D&D thinking, that's a straight-up attack roll. The player will often roll if they have a chance to succeed or not. In PbtA thinking, the GM may decide that the player doesn't trigger Hack & Slash because their attack with that sword has no chance to cut through the dragon's hide. This is quite explicit in Dungeon World: </p><p></p><p>Who do you think is empowered and instructed to make that judgment call about whether the sword can harm the dragon if not the GM? </p><p></p><p>And here is an example of play from the Avatar Legends core rulebook that is very much reliant on the GM making a judgment call about whether a Move is triggered: </p><p></p><p>So the GM determines that the Plead Move is not triggered and so they narrate this without calling for a Move. </p><p></p><p></p><p>I think that if you read the rules for many of these games, you will find that they very much do talk about "judging whether this is actually the sort of situation which is best served by rolling the dice." <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>A common mistake, as you say here, is rolling too often. But that common mistake often stems from not recognizing that Moves aren't skills and GMs should only be invoking the Move if the situation applies. I mentioned before in another thread about climbing a mountain in Dungeon World. I have seen many DW GMs calling for a "Defy Danger" roll as if (a) it were a skill check, and (b) Defy Danger was the general "athletics" skill. However, you only roll Defy Danger if "you act despite an imminent threat or suffer a calamity." If that doesn't apply when climbing the mountain, then the Move should not be triggered. The GM declares that the PCs make it up the mountain. Why are we rolling that? We shouldn't be. That's not what the Move actually covers. This is from Apocalypse World: </p><p></p><p>This goes back to the earlier point about "say yes or roll the dice."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9249610, member: 5142"] "To do it, do it" is IMHO more about the player side of things, namely answering the question, "How do I use or trigger my Moves?" I see "say yes or roll the dice" as being more about the GM side of things. However, I think that this adage must be further contextualized within PbtA and similar games. It's really more, "don't call for a roll if the move doesn't apply." The effect is that this looks like "say yes" for everything else. A move must be used if the GM feels that a move has been triggered by the player's play and the player follows through with it. The Move provides the pertinent criteria, but whether or not that criteria has been met is likely the GM's call. Let's say that a player swings their sword at a dragon. In D&D thinking, that's a straight-up attack roll. The player will often roll if they have a chance to succeed or not. In PbtA thinking, the GM may decide that the player doesn't trigger Hack & Slash because their attack with that sword has no chance to cut through the dragon's hide. This is quite explicit in Dungeon World: Who do you think is empowered and instructed to make that judgment call about whether the sword can harm the dragon if not the GM? And here is an example of play from the Avatar Legends core rulebook that is very much reliant on the GM making a judgment call about whether a Move is triggered: So the GM determines that the Plead Move is not triggered and so they narrate this without calling for a Move. I think that if you read the rules for many of these games, you will find that they very much do talk about "judging whether this is actually the sort of situation which is best served by rolling the dice." 🤷♂️ A common mistake, as you say here, is rolling too often. But that common mistake often stems from not recognizing that Moves aren't skills and GMs should only be invoking the Move if the situation applies. I mentioned before in another thread about climbing a mountain in Dungeon World. I have seen many DW GMs calling for a "Defy Danger" roll as if (a) it were a skill check, and (b) Defy Danger was the general "athletics" skill. However, you only roll Defy Danger if "you act despite an imminent threat or suffer a calamity." If that doesn't apply when climbing the mountain, then the Move should not be triggered. The GM declares that the PCs make it up the mountain. Why are we rolling that? We shouldn't be. That's not what the Move actually covers. This is from Apocalypse World: This goes back to the earlier point about "say yes or roll the dice." [/QUOTE]
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