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<blockquote data-quote="pemerton" data-source="post: 8417673" data-attributes="member: 42582"><p>[USER=6915329]@Faolyn[/USER], I think you would make more progress if you framed your remarks in terms of <em>the play at the table.</em></p><p></p><p>I mean, you say <em>maybe they hear people talking about it</em>. I assume the "they" there is the PCs. So <em>how are you envisaging that this bit of fiction is established at the table?</em> Who do you imagine is saying what. Is it <em>a player </em>saying it? Perhaps in response to the GM asking the question <em>So, what did you hear when you were in the marketplace this morning?</em> [USER=99817]@chaochou[/USER] gave an example of this upthread - the player of a Hocus responds to a question from the GM by saying that people they know (maybe their cult followers?) are being killed.</p><p></p><p>Or are you imagining that the GM is saying it? Well, then, in what context? What aspect of game play prompted the GM to tell the players that their PCs hear this thing? (Upthread you complained about the GM taking it as uncontroversial that Keeler would be walking by her armoury paying attention to what her gang members are doing? What assumption are you making about the PCs' behaviour such that they hear "people" - which people? - talking about something?)</p><p></p><p></p><p>I'm not entirely sure what you mean by <em>how I want the story to go down</em>. That sounds like a pre-authored plot. AW has no systems or principles to support that - something like CoC or Gumshoe or even Fate might work better if that's what you're looking for.</p><p></p><p></p><p>I don't know - you tell me! I mean, you're asking how AW works and I'm telling you. Mostly by reciting salient bits of the rulebook and providing a few imagined examples.</p><p></p><p>If you don't want to <em>ask provocative questions and build on the answer</em>, then you'll need to make a different move.</p><p></p><p></p><p>As I've posted several times now in reply to you, not every action declaration triggers a player-side move. If the player describes their PC <em>talking to someone </em>but with no threat (ie not going aggro) and no offer (ie not seducing or manipulating) then there is no player-side move triggered. And the GM's job is simply to make a move - typically a soft move, but maybe a hard move if the player provides a perfect opportunity on a golden plate. The relevant pages of the rulebook for these purposes are pp 117 and 198-99.</p><p></p><p>AW is not the only RPG in which not every action declaration triggers a player side move. Eg imagine, in D&D, a character sleeping in an upstairs inn room. The GM tells the player that it's morning and the PC wakes up. The player says <em>OK, I walk downstairs to see what's happening in the common room</em>. In D&D, unless something unusual is going on, that does not require any sort of check. The GM just responds by saying what happens next.</p><p></p><p>So if the AW PC just wanders around talking to people but making neither threats nor offers then the GM responds by saying what happens next. The difference from D&D is that the AW GM is doing that in accordance with the principles (including saying <em>what honesty and prep demand</em>) and is making moves - some obvious ones in this case being <em>announcing badness</em>, either offscreen or future, and <em>offering opportunities with a cost</em>. It's likely that those moves will then prompt further action declarations from the player. And at a certain point, if the GM is making moves in accordance with the principles, it is likely that conflict will break out because eventually the player will try and stop some threatened badness, or will try and seize an opportunity. At which point a player-side move will be triggered and the dice will be rolled.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8417673, member: 42582"] [USER=6915329]@Faolyn[/USER], I think you would make more progress if you framed your remarks in terms of [I]the play at the table.[/I] I mean, you say [I]maybe they hear people talking about it[/I]. I assume the "they" there is the PCs. So [I]how are you envisaging that this bit of fiction is established at the table?[/I] Who do you imagine is saying what. Is it [I]a player [/I]saying it? Perhaps in response to the GM asking the question [I]So, what did you hear when you were in the marketplace this morning?[/I] [USER=99817]@chaochou[/USER] gave an example of this upthread - the player of a Hocus responds to a question from the GM by saying that people they know (maybe their cult followers?) are being killed. Or are you imagining that the GM is saying it? Well, then, in what context? What aspect of game play prompted the GM to tell the players that their PCs hear this thing? (Upthread you complained about the GM taking it as uncontroversial that Keeler would be walking by her armoury paying attention to what her gang members are doing? What assumption are you making about the PCs' behaviour such that they hear "people" - which people? - talking about something?) I'm not entirely sure what you mean by [I]how I want the story to go down[/I]. That sounds like a pre-authored plot. AW has no systems or principles to support that - something like CoC or Gumshoe or even Fate might work better if that's what you're looking for. I don't know - you tell me! I mean, you're asking how AW works and I'm telling you. Mostly by reciting salient bits of the rulebook and providing a few imagined examples. If you don't want to [I]ask provocative questions and build on the answer[/I], then you'll need to make a different move. As I've posted several times now in reply to you, not every action declaration triggers a player-side move. If the player describes their PC [I]talking to someone [/I]but with no threat (ie not going aggro) and no offer (ie not seducing or manipulating) then there is no player-side move triggered. And the GM's job is simply to make a move - typically a soft move, but maybe a hard move if the player provides a perfect opportunity on a golden plate. The relevant pages of the rulebook for these purposes are pp 117 and 198-99. AW is not the only RPG in which not every action declaration triggers a player side move. Eg imagine, in D&D, a character sleeping in an upstairs inn room. The GM tells the player that it's morning and the PC wakes up. The player says [I]OK, I walk downstairs to see what's happening in the common room[/I]. In D&D, unless something unusual is going on, that does not require any sort of check. The GM just responds by saying what happens next. So if the AW PC just wanders around talking to people but making neither threats nor offers then the GM responds by saying what happens next. The difference from D&D is that the AW GM is doing that in accordance with the principles (including saying [I]what honesty and prep demand[/I]) and is making moves - some obvious ones in this case being [I]announcing badness[/I], either offscreen or future, and [I]offering opportunities with a cost[/I]. It's likely that those moves will then prompt further action declarations from the player. And at a certain point, if the GM is making moves in accordance with the principles, it is likely that conflict will break out because eventually the player will try and stop some threatened badness, or will try and seize an opportunity. At which point a player-side move will be triggered and the dice will be rolled. [/QUOTE]
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