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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="pemerton" data-source="post: 8507399" data-attributes="member: 42582"><p>I'm becoming increasingly interested in the PbtA structure of alternating between GM soft moves (when everyone looks at the GM to see what happens next, including many player action declarations), player moves (which occur when but only when a particular sort of fictional trigger occurs, which ought to be thematically salient if the game has been properly designed), and GM hard moves (which occur on failed player-side moves, or when everyone looks at the GM to see what happens next <em>having handed a golden opportunity on a silver platter</em>).</p><p></p><p>I don't think this is the only possible approach; but it really foregrounds the process of pushing things toward some sort of crunch point.</p><p></p><p>In non-PbtA, scene-framed play, something is definitely wrong if the GM is saying 'yes' too much of the time. Just as the PbtA GM's soft moves should be channelling things towards player move-invoking action declarations, so a scene-framing GM's scene should be channelling things towards player action declarations that put something at stake and hence generate a demand that the dice be rolled.</p><p></p><p>Hanging around in the zone of inconsequential action declarations is really a sign of degeneracy of some sort, at least in the context of "story now" play (maybe in some highly performative neotrad play it makes sense, as that zone creates a safe space for players to show off their character conceptions).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8507399, member: 42582"] I'm becoming increasingly interested in the PbtA structure of alternating between GM soft moves (when everyone looks at the GM to see what happens next, including many player action declarations), player moves (which occur when but only when a particular sort of fictional trigger occurs, which ought to be thematically salient if the game has been properly designed), and GM hard moves (which occur on failed player-side moves, or when everyone looks at the GM to see what happens next [i]having handed a golden opportunity on a silver platter[/i]). I don't think this is the only possible approach; but it really foregrounds the process of pushing things toward some sort of crunch point. In non-PbtA, scene-framed play, something is definitely wrong if the GM is saying 'yes' too much of the time. Just as the PbtA GM's soft moves should be channelling things towards player move-invoking action declarations, so a scene-framing GM's scene should be channelling things towards player action declarations that put something at stake and hence generate a demand that the dice be rolled. Hanging around in the zone of inconsequential action declarations is really a sign of degeneracy of some sort, at least in the context of "story now" play (maybe in some highly performative neotrad play it makes sense, as that zone creates a safe space for players to show off their character conceptions). [/QUOTE]
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Roleplaying in D&D 5E: It’s How You Play the Game
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