This thread is prompted by RPGing with, and talking about RPGs with, @thefutilist. Those experiences have made me reflect on how I think about the relationship between GMing prep, and establishing stakes and consequences in the context of resolving the actions that players declare for their PCs.
There are a few ways into what it is that I'm thinking about. Here's one, from these pieces of advice from Magpie Games advice, about how the GM should make moves in Masks (which uses PbtA presentation and terminology):
thefutilist has criticised the approach and technique found in this example:
The "twisty-turny" character of the Magpie Games example is further underlined by some of the considerations that are referred to: drama and dramatic weight; and entertainment and surprise.
I think I agree with @thefutilist, but want to work through it a bit more.
There are a few ways into what it is that I'm thinking about. Here's one, from these pieces of advice from Magpie Games advice, about how the GM should make moves in Masks (which uses PbtA presentation and terminology):
Let’s say that I’m GMing and the Janus, a character named Grasshopper, has been making things difficult for criminal mastermind villain the Spider. Grasshopper is confronting the Spider in his office, and she’s trying to get a read on him. She gets a miss, though, so I’m allowed to make as hard a move as I choose. I could say, “The Spider smirks at you. Some of his goons enter, holding your brother—and they have a gun to his head.” I’m making the move “Capture someone” again, but this version is on the harder end of the spectrum—it implies that Grasshopper’s brother was captured off-screen, without the PCs having a chance to stop it. But this move also fits in with Masks’s principles, agendas, and the particular issues and GM moves associated with the Janus playbook. All that makes it a good move, well outside of whether or not it’s irrevocable. If I said, instead, “The Spider smirks at you. Some of his goons enter, holding your brother—and they have a gun to his head. The Spider nods, and one of the goons fires their gun at point blank. Your brother slumps to the ground,” then I’m not making a good move. This move is harder, more obviously irrevocable...but it violates one of the principles of the game, to make human life meaningful. . . .
We talk about harder and softer moves in terms of irrevocability to communicate to new GMs that, yes, you can make hard moves that make things happen without giving the PCs a chance to intervene right then and there. . . .
But making the move where the Spider reveals that he has captured her sister? That’s way harder—not in terms of irrevocability, but in terms of dramatic weight. Even I, as GM, am gonna feel that one—I like Grasshopper’s sister! I don’t want her to be in danger! But also I do, because I’m the audience to this story, too, and it’s the right hard move to make the scene dramatic and entertaining, especially in accordance with the principles, the agendas, and the Janus’s particular issues. So the principles and agendas of the game point GMs towards the interesting and hard dramatic moves, instead of simply couching things in terms of irrevocability. Which suggests that there are two ways we’ve been looking at and talking about hardness in our conversations throughout these books and across the Internet:
- Irrevocability, where a harder move greatly changes the world without opportunity for intervention.
- Drama, where a harder move hits them where it hurts. . . .
So if we understand that when a GM gets to make “as hard a move as they like,” the game means both that they get to make as irrevocable and as dramatic a move as they like, then two questions arise: How do you make dramatic hard moves, and how do you choose exactly how dramatic they should be? Let’s focus on the first question. First of all, it’s easy to keep pointing at the agendas, principles, and moves of the game as an answer. They’re going to tell you what is and isn’t dramatically appropriate in your game—for example . . ., in Masks it runs up against one of the principles of the game to make the move that the Spider murders your brother in cold blood. It seems like a dramatic move, and it is, but it’s dramatically inappropriate for Masks. After the agendas, principles, and moves of the game, look to these factors:
- The surprise of the move
- The target of the move
- The consequences of the move . . . .
So now, when you need to make a move, you have to figure out exactly how dramatically hard it should be. Just like with how irrevocably hard it should be, though, there’s no easy and fast answer. Not every move should be a surprise—sometimes, the best dramatic move for the moment is exactly what the PC fears and expects. Not every move should have an intensely dramatic target—sometimes, the best dramatic move for the moment is a direct move against the PC, or a general threat, or one that targets a tangential connection. . . .
Always remember that you have control over the irrevocability and drama of your moves—they’re your tools, the dials you twist, to help your game along.
thefutilist has criticised the approach and technique found in this example:
The criticism is that the GM's move, in this example, is not answering a stakes question. Rather, it is about introducing new stakes subsequent to the player declaring the action for their PC. Because of this, it "generates plot through twists and turns" rather than resolving conflict across a moral line (this phrase is borrowed from Vincent Baker).So to go back to the example of the Grasshopper confronting the Spider. Even if the player of the Grasshopper doesn’t know about the status of their brother. The stakes questions for the GM are different depending on when (in real time) he’d decided the Spider kidnapped her brother. So before the scene starts.
So making a move on a miss that involves retroactively deciding the brother has been kidnapped is adding more situation (and changing the stakes).
If you’re playing to find out which characters cross moral lines, then it has to follow causally from the means by which the characters act. Dropping in more negative situation means you’re no longer a mutual participant in resolving existing stakes questions. Instead you’re generating plot through twists and turns.
The "twisty-turny" character of the Magpie Games example is further underlined by some of the considerations that are referred to: drama and dramatic weight; and entertainment and surprise.
I think I agree with @thefutilist, but want to work through it a bit more.








