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The GM is Not There to Entertain You
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<blockquote data-quote="aramis erak" data-source="post: 8662286" data-attributes="member: 6779310"><p>When coming from the Wargame tradition, the mechanics of wargames are a list of allowed actions; if there's a referee, they get to pick which of the allowed fits the action if one goes "off the list"... anything that has no fit. doesn't happen.</p><p></p><p>Meanwhile, AWE's list is 1+moves entries: the moves list, and "Anything else that makes sense - Autosuccess"</p><p></p><p>Most RPG GMs I've seen run run things somewhere closer to wargame tradition than AWE's "Anything but the moves is say-yes"</p><p></p><p>There also is a subset of the OSR that runs D&D as if it's AWE...</p><p></p><p>But it's a wide spectrum.</p><p></p><p>The similarity is in play process. Crerate assets to use, then use them.</p><p>The plot point economy works very differently, but the basic cycle of "If you can't gank them yourself, build some assets, and then try again."</p><p>While it has no compels, it does have tagging complications for use in your pool. Compels aren't entirely needed; Distinctions as disads is equivalent and voluntary...</p><p></p><p>Both are built around building assets from existing ones, & using those, and flexing the expendable meta-point pool to pull off a number of related stunts, to go beyond the stated distinctions.</p><p></p><p>It's also worth noting that MHRP is NOT the archetypical Cortex Plus; the prototypical is Smallville; MHRP is the breakout, but Firefly was, while just as good, seriously different in the details, but nearly identical in process... MHRP is closer due to</p><p></p><p>If I'd not played Fate first, I'd not have found MHR nor Firefly nearly as intuitive. They're different, but in the details, not in the mindset.</p><p>If I'd not fought to understand AW itself, I'd have had a hard time with Sentinel Comics, since it's related (distantly - the quickstart set includes the thank-yous.)</p><p></p><p>Not to everyone. In order to grasp what was being meant, I had to ask for help. That help came from Luke Crane and Thor Olavsruud. On their forums.</p><p></p><p>False on several levels, the simplest of which is that prep is a form of play, usually unique to the GM.</p><p>Then, there's the function of solo-play, where one runs the game as both player and GM. Very common in the PBTA space.</p><p>There's also the solitare modules (esp. TFT, T&T, LAW) - but that's play sans GM, really.</p><p>There also is the tangible element: those books still constitute a game even if unused.</p><p></p><p>There is the implied social contract as an aspect of selection of a ruleset. Which is a powerful lever. Not quite Archimedies' level of lever, but still a psychological lever of much utility. </p><p></p><p>WHile I agree that it's bad GMing to abuse it, especially with Gygax's rule 0,</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8662286, member: 6779310"] When coming from the Wargame tradition, the mechanics of wargames are a list of allowed actions; if there's a referee, they get to pick which of the allowed fits the action if one goes "off the list"... anything that has no fit. doesn't happen. Meanwhile, AWE's list is 1+moves entries: the moves list, and "Anything else that makes sense - Autosuccess" Most RPG GMs I've seen run run things somewhere closer to wargame tradition than AWE's "Anything but the moves is say-yes" There also is a subset of the OSR that runs D&D as if it's AWE... But it's a wide spectrum. The similarity is in play process. Crerate assets to use, then use them. The plot point economy works very differently, but the basic cycle of "If you can't gank them yourself, build some assets, and then try again." While it has no compels, it does have tagging complications for use in your pool. Compels aren't entirely needed; Distinctions as disads is equivalent and voluntary... Both are built around building assets from existing ones, & using those, and flexing the expendable meta-point pool to pull off a number of related stunts, to go beyond the stated distinctions. It's also worth noting that MHRP is NOT the archetypical Cortex Plus; the prototypical is Smallville; MHRP is the breakout, but Firefly was, while just as good, seriously different in the details, but nearly identical in process... MHRP is closer due to If I'd not played Fate first, I'd not have found MHR nor Firefly nearly as intuitive. They're different, but in the details, not in the mindset. If I'd not fought to understand AW itself, I'd have had a hard time with Sentinel Comics, since it's related (distantly - the quickstart set includes the thank-yous.) Not to everyone. In order to grasp what was being meant, I had to ask for help. That help came from Luke Crane and Thor Olavsruud. On their forums. False on several levels, the simplest of which is that prep is a form of play, usually unique to the GM. Then, there's the function of solo-play, where one runs the game as both player and GM. Very common in the PBTA space. There's also the solitare modules (esp. TFT, T&T, LAW) - but that's play sans GM, really. There also is the tangible element: those books still constitute a game even if unused. There is the implied social contract as an aspect of selection of a ruleset. Which is a powerful lever. Not quite Archimedies' level of lever, but still a psychological lever of much utility. WHile I agree that it's bad GMing to abuse it, especially with Gygax's rule 0, [/QUOTE]
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