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<blockquote data-quote="Manbearcat" data-source="post: 8661473" data-attributes="member: 6696971"><p>I’m just going to do some SWAG math here. In the last 11 years:</p><p></p><p>* I’ve averaged GMing around 4 sessions of various AW and derivative games per month. So roughly 48 per year.</p><p></p><p>* Roughly 3 hours per session w/ 6-8 player/follower/cohort moves triggered and resolved per hour, so roughly 18-24 moves triggered and resolved per session (with then bunching up in particular conflicts); let’s call it 21.</p><p></p><p>11 * 48 * 21 = 11,088</p><p></p><p>So I’ve roughly framed and resolved over 11 k moves made. All of those moves feature:</p><p></p><p>* Player(s) with nearly unparalleled control over dictating the point of play and the specific generation of content (huge input on situation framing and on decision-space + the ability to outright generate gamestate-and-imagined-space changing content + narrowing or mitigating or shutting down my consequence-space).</p><p></p><p>* Every move made with a complete table-facing architecture from the <em>what</em> and <em>why</em> of framing > decision-space > <em>how</em> to marshal resources and <em>what</em> the immediate and downstream impacts of that marshaling would be (including liability assumed for Cohorts/Followers helping and the like) > target numbers > consequence-space (including the ability to lock in taking outcomes off the menu).</p><p></p><p>* Never a complaint about this pathological arresting of agency you’re concerned with. In fact…only ever the opposite * EXCEPT ONE SINGULAR INSTANCE IN A VERY SPECIFIC SITUATION WHERE THE GAME OF “SPINNING PLATES” PLAYERS MUST MANAGE NEGATIVELY IMPACTED A PLAYER COGNITIVELY BECAUSE OF PERSONAL DISPOSITION (it felt overwhelming and “spiral-ey”…which has nothing to do with task vs conflict resolution).</p><p></p><p></p><p>So no.</p><p></p><p>Just no.</p><p></p><p>What you are depicting above is either a very unique situation where games aren’t being run correctly (the fiction isn’t being aggressively followed and/or the rules/principles aren’t being observed and/or the conversation of play is not yielding anywhere near the transparency that it should) and/or ** the players are of a very particular cognitive orientation toward granularity of action resolution mechanics with no mental malleability or toggle (and again…amplified by improper play and lack of transparency in framing > decision-space > consequence-space).</p><p></p><p>TLDR - If a “Separate Them” or equivalent move is made (and holy crap are these rare cases) everyone_at_the_table knows that going in…and they know how to take that off the consequence-space menu.</p><p></p><p>EDIT - This actual player * and these conceptual players ** do not have overlap (I mean…the conceptual players may possess the quality of * but the real player * does not possess the quality of conceptual players **).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8661473, member: 6696971"] I’m just going to do some SWAG math here. In the last 11 years: * I’ve averaged GMing around 4 sessions of various AW and derivative games per month. So roughly 48 per year. * Roughly 3 hours per session w/ 6-8 player/follower/cohort moves triggered and resolved per hour, so roughly 18-24 moves triggered and resolved per session (with then bunching up in particular conflicts); let’s call it 21. 11 * 48 * 21 = 11,088 So I’ve roughly framed and resolved over 11 k moves made. All of those moves feature: * Player(s) with nearly unparalleled control over dictating the point of play and the specific generation of content (huge input on situation framing and on decision-space + the ability to outright generate gamestate-and-imagined-space changing content + narrowing or mitigating or shutting down my consequence-space). * Every move made with a complete table-facing architecture from the [I]what[/I] and [I]why[/I] of framing > decision-space > [I]how[/I] to marshal resources and [I]what[/I] the immediate and downstream impacts of that marshaling would be (including liability assumed for Cohorts/Followers helping and the like) > target numbers > consequence-space (including the ability to lock in taking outcomes off the menu). * Never a complaint about this pathological arresting of agency you’re concerned with. In fact…only ever the opposite * EXCEPT ONE SINGULAR INSTANCE IN A VERY SPECIFIC SITUATION WHERE THE GAME OF “SPINNING PLATES” PLAYERS MUST MANAGE NEGATIVELY IMPACTED A PLAYER COGNITIVELY BECAUSE OF PERSONAL DISPOSITION (it felt overwhelming and “spiral-ey”…which has nothing to do with task vs conflict resolution). So no. Just no. What you are depicting above is either a very unique situation where games aren’t being run correctly (the fiction isn’t being aggressively followed and/or the rules/principles aren’t being observed and/or the conversation of play is not yielding anywhere near the transparency that it should) and/or ** the players are of a very particular cognitive orientation toward granularity of action resolution mechanics with no mental malleability or toggle (and again…amplified by improper play and lack of transparency in framing > decision-space > consequence-space). TLDR - If a “Separate Them” or equivalent move is made (and holy crap are these rare cases) everyone_at_the_table knows that going in…and they know how to take that off the consequence-space menu. EDIT - This actual player * and these conceptual players ** do not have overlap (I mean…the conceptual players may possess the quality of * but the real player * does not possess the quality of conceptual players **). [/QUOTE]
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