Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Recurring silly comment about Apocalypse World and similar RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9250939" data-attributes="member: 42582"><p>This varies across systems, and can vary within systems.</p><p></p><p>The "official" Burning Wheel rule is that the consequence is stated in advance of the roll - not to give the player a chance to back out, but to give the player sufficient context to decide how many resources to throw into the test. But Luke Crane, in his commentary in the Adventure Burner (reproduced for Gold edition in The Codex), talks about how, in his own play, he has relaxed this rule because often - even typically - the consequences are implicit in the situation, and so don't need to be spelled out to be known.</p><p></p><p>When I GM BW, and other RPGs using a similar approach (eg 4e D&D out of combat, Prince Valiant, and Torchbearer 2e) I use a similar method to what Crane describes in his commentary: I aspire for consequences to be implicit in the situation (because of its vibrancy, the players' sense of stakes, the overall trajectory of things); but sometimes its not. When its not, I will sometimes make consequences clear, but - especially in Torchbearer, which doesn't emphasise GM transparency quite as strongly - may spring a surprise on a failure. Even when it's a surprise, though, I want it to be <em>retrospectively</em> an evident result of the established fiction. (Like "Of course the GM hit me there - it's where my PC is vulnerable, given the fiction and my PC's goals/aspirations/orientation/trajectory.)</p><p></p><p>Apocalypse World doesn't have a rule about stating consequences, and doesn't use framing in the way BW does (eg it has no notion of "obstacle", which is key to BW and TB2e). But the soft/hard move structure picks up this slack - the hard moves drive home what the soft moves have set up. If no soft move has taken place, then there is not even the context for a player declaring an action that triggers a player-side move (eg there will be no pressure such that a PC is <em>acting under fire</em>) nor for the player otherwise handing the GM an opportunity on a plate (and thus licensing a hard move even if no dice have been rolled).</p><p></p><p>My view in any of these systems is that, if a consequence is experienced as having come out of the blue, even in retrospect, then that is a weakness of GMing. Not a fatal one - GMs make mistakes all the time; it's a tricky gig! - but something to try and avoid in future.</p><p></p><p>This might sound a bit like "telegraphing" in map-and-key, exploration-ish play. One difference is the methodology for establishing consequences (see [USER=6696971]@Manbearcat[/USER]'s post about paladins upthread, and my reply). Another is that, in map-and-key telegraph-y play, the players aim to identify possible consequences so they can avoid them. In Burning Wheel consequences can't be avoided, because every time something of thematic significance is at stake the dice must be rolled, and many of those rolls (in my experience half, even more perhaps) will fail. AW uses its 6-. 7-9, 10+ structure so failure rates can't be directly compared to BW, but it is still quite different from the idea, in exploration-ish play, of trying to minimise failure chances, avoid rolls with a high chance of failure, etc.</p><p></p><p>In BW, TB2e and DW this also gets linked to PC advancement: in DW, a 6- result awards XP; in BW, advancing abilities requires (inter alia) testing against near-impossible or literally impossible obstacles; in TB2e, advancing abilities requires failed as well as successful tests.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9250939, member: 42582"] This varies across systems, and can vary within systems. The "official" Burning Wheel rule is that the consequence is stated in advance of the roll - not to give the player a chance to back out, but to give the player sufficient context to decide how many resources to throw into the test. But Luke Crane, in his commentary in the Adventure Burner (reproduced for Gold edition in The Codex), talks about how, in his own play, he has relaxed this rule because often - even typically - the consequences are implicit in the situation, and so don't need to be spelled out to be known. When I GM BW, and other RPGs using a similar approach (eg 4e D&D out of combat, Prince Valiant, and Torchbearer 2e) I use a similar method to what Crane describes in his commentary: I aspire for consequences to be implicit in the situation (because of its vibrancy, the players' sense of stakes, the overall trajectory of things); but sometimes its not. When its not, I will sometimes make consequences clear, but - especially in Torchbearer, which doesn't emphasise GM transparency quite as strongly - may spring a surprise on a failure. Even when it's a surprise, though, I want it to be [I]retrospectively[/I] an evident result of the established fiction. (Like "Of course the GM hit me there - it's where my PC is vulnerable, given the fiction and my PC's goals/aspirations/orientation/trajectory.) Apocalypse World doesn't have a rule about stating consequences, and doesn't use framing in the way BW does (eg it has no notion of "obstacle", which is key to BW and TB2e). But the soft/hard move structure picks up this slack - the hard moves drive home what the soft moves have set up. If no soft move has taken place, then there is not even the context for a player declaring an action that triggers a player-side move (eg there will be no pressure such that a PC is [I]acting under fire[/I]) nor for the player otherwise handing the GM an opportunity on a plate (and thus licensing a hard move even if no dice have been rolled). My view in any of these systems is that, if a consequence is experienced as having come out of the blue, even in retrospect, then that is a weakness of GMing. Not a fatal one - GMs make mistakes all the time; it's a tricky gig! - but something to try and avoid in future. This might sound a bit like "telegraphing" in map-and-key, exploration-ish play. One difference is the methodology for establishing consequences (see [USER=6696971]@Manbearcat[/USER]'s post about paladins upthread, and my reply). Another is that, in map-and-key telegraph-y play, the players aim to identify possible consequences so they can avoid them. In Burning Wheel consequences can't be avoided, because every time something of thematic significance is at stake the dice must be rolled, and many of those rolls (in my experience half, even more perhaps) will fail. AW uses its 6-. 7-9, 10+ structure so failure rates can't be directly compared to BW, but it is still quite different from the idea, in exploration-ish play, of trying to minimise failure chances, avoid rolls with a high chance of failure, etc. In BW, TB2e and DW this also gets linked to PC advancement: in DW, a 6- result awards XP; in BW, advancing abilities requires (inter alia) testing against near-impossible or literally impossible obstacles; in TB2e, advancing abilities requires failed as well as successful tests. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Recurring silly comment about Apocalypse World and similar RPGs
Top