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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="kenada" data-source="post: 9199773" data-attributes="member: 70468"><p>I think I understand your issue, especially with the rest of your reply. The MC in Apocalypse World is not supposed to be framing neutral situations. It’s made explicit in the agenda that you’re supposed to make their lives not boring. This also leads to zooming in and out as necessary with time handled pretty fluidly. Based on your comments about turn structure, I assume you prefer a style where that is handled more discretely.</p><p></p><p>Apocalypse World is a game that is designed to focus on the PCs and exploring their dangerous lives. I think what you describe is a valid issue for you, but I also think the game is doing what it was designed to do. It’s also perfectly fine not to be interested in that or want that out of a game.</p><p></p><p></p><p>As noted above, I think what you’re seeing is an intentional part of the design.</p><p></p><p></p><p>My homebrew system is designed to support “campaign as science experiment”. The players indicate at the beginning what they want to accomplish in the campaign, and then we play to find out whether they do. The referee is just supposed to be playing the world though, so neutral play is possible. Rewards are based on accomplishing player- and group-set goals. For example, one <a href="https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/page-14#post-8999754" target="_blank">session</a> was mostly downtime where Deirdre (the barbarian) wanted to brag to people about their adventures while Dingo (the thief) set up a prank.</p><p></p><p>Something I should note is I still use degrees of success as inspired by Apocalypse World and have some influence from games like that. The reason is to constrain the referee, so I can’t use my conception of the situation to negate the PCs’ actions. If the PCs get success, I have to respect that even when adding consequences (per <a href="https://www.enworld.org/threads/whats-your-sweet-spot-for-a-skill-system.696411/post-9194935" target="_blank">here</a>). For example, <a href="https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/post-8955689" target="_blank">tricking the dragon</a> into eating a poisoned corpse is the kind of gambit that one unintentionally undermine by deciding things about the dragon that would make it not fall for the trick.</p><p></p><p></p><p>I think PbtA games are the sort where you have to buy in with what they are about because play is intentionally about exploring that and putting your character to the test.</p><p></p><p></p><p>This is what the Moves and Dice has to say about moves (Apocalypse World 2e, p. 10; emphasis mine):</p><p></p><p style="margin-left: 20px">The rules for moves is <strong>to do it, do it</strong>. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Usually it’s unambiguous: “dammit, I guess I crawl out there. I try to keep my head down. I’m doing it under fire?” “Yep.” But there are two ways they sometimes don’t line up, and it’s your job as MC to deal with them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">First is when a player says only that her character makes a move, without having her character actually take any such action. For instance: “I go aggro on him.” Your answer then should be “cool, what do you do?” “I seize the radio by force.” “Cool, what do you do?” “I try to fast talk him.” “Cool, what do you do?”</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Second is when a player has her character take action that counts as a move, but doesn’t realize it, or doesn’t intend it to be a move. For instance: “I shove him out of my way.” Your answer then should be “cool, you’re going aggro?” “I pout. ‘Well if you really don’t like me…’” “Cool, you’re trying to manipulate him?” “I squeeze way back between the tractor and the wall so they don’t see me.” “Cool, you’re acting under fire?”</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is if you do it, you do it, so make with the dice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is <strong>if you do it, you do it</strong>, so make with the dice.</p><p></p><p>Note the second reason to ask. The player is not committed to a move if they don’t want to make it, but they can’t have their character do something that would trigger a move without triggering the move. Expecting to act a certain way and not have a move trigger would be like declaring in D&D that you are casting <em>fireball</em> without a <em>fireball</em> spell subsequently going off. Of course, you could back out and not cast the spell, but there is no casting a spell without casting the spell.</p><p></p><p>Apocalypse World is structured this way to take how the status quo changes out of the MC’s hands. It does that in two ways, first by having rolls trigger by moves, the MC doesn’t get to say when they happen. If you do it, you do it (and have to roll). The second is that by prescribing when the roll happens, the MC can’t decide whether you success or miss based on a preconceived notion of what should happen.</p><p></p><p>Obviously, one can prefer that the GM be empowered to make those kinds of decisions. That’s a pretty core element to certain styles of play. Apocalypse World not only isn’t trying to do that, it doesn’t want to do it.</p><p> </p><p></p><p>I’m still not following how this is “genre emulation”. It’s about how authority is distributed at the table. Compared to games like D&D, the MC is constrained in certain ways and expected to be following their agenda and principles. The game is supposed to be about the lives of the PCs, and this helps keep it focused that way.</p><p></p><p></p><p>Stress is gained from various sources. Resisting is one. You can also get it from using flashbacks and from pushing to add dice to a roll. I believe certain advancements also come with stress costs. Stress is relieved during downtime by indulging your vice. During a scene, if you go over your limit, you’re taken out of the scene and gain a trauma (then your stress resets).</p><p></p><p>If you struggled with issues from your vice or trauma during a session, you get to mark (up to two) XP. That means you are not <em>obligated</em> to incorporate your trauma into play, but choosing not to incorporate means you are foregoing up to 25% of the possible XP you can earn in a session. Over the course of a campaign, that’s going to result in a character with lower action ratings and fewer advances compared to those who do.</p><p></p><p></p><p>Stress is a resource, but it’s limited. When you take harm (such as being shot), you can resist it like you would any other consequence. If your stress is high, you have to decide between risking a trauma or taking a harm. I’ve made that decision poorly before (I had no harm and wanted to avoid take any, which resulted in a terrible roll taking me out of the scene, leaving my character haunted.)</p><p></p><p>Harm in Blades in the Dark is broken down into tiers. Tiers 1 and 2 have space for two harm. Tier 3 has one. Taking tier 4 harm results in death. If a tier is full, the harm is taken at the higher tier. That means harm 4 usually comes from accumulating too much, but something especially dangerous could kill you outright (but you can resist it). The harm itself is free-form, but it imposes its penalty whenever it would come up for the roll.</p><p></p><p>For example, suppose I get shot in the hand. If I choose not to resist, that might be harm 2, “Wounded Hand”. That would mean any action roll using that hand takes −1d. If I resist, it would just be harm 1, “Grazed Hand”. I still have problems, but the result is reduced effect. If all my tier 1 and 2 boxes are full, and I don’t resist, then I’m going to be in worse shape. That might result in harm 3, “Mangled Hand”. In that case, I can only make an action roll involving that hand with help.</p><p></p><p>Note that the GM gets to decide the harm inflicted before the player resists. I have been in situations where I was looking at harm 3 and harm 4 from the initial framing of the consequences. My rival had thrown a massive bomb at me in the harm 3 case. If I do nothing, I’m taking a pretty nasty wound. I was able to resist it down to harm 2, but I was still pretty hurt afterward. The harm 4 was coming from a massive supernatural creature while I was in the ghost field with another character traveling somewhere. It saw us, and that was bad news.</p><p></p><p></p><p>Hopefully my explanation above helped clarify. Of course, it’s fine to not like moves. I don’t particular like the structure myself. (I especially don’t like how it’s used in Stonetop because Stonetop uses them for too many things. Even rolling with advantage is a move, which is absurd. Moves should trigger off of what you do in the fiction. They should not trigger off the things players do or even the GM. There are moves like that too.)</p><p></p><p></p><p>The way I handle crafting in my homebrew system is inspired by how Final Fantasy XIV implements crafting. You have a completion clock plus a quality clock and a durability clock. Making rolls reduces durability, and consequences on rolls can add to that. If you fill the completion clock, the item is created. If you also fill the quality clock, the item is HQ. Instead of making progress or working on quality, you may also choose to restore durability. There is space here for specialities to affect your ability to craft, but I haven’t explore it yet.</p><p></p><p>Crafting requires ingredients, which sometimes have to be worked themselves. You could take ore and turn it into HQ metal, which would start your quality clock higher. There are some other ideas like working certain materials might require specific sources (such as magic).</p><p></p><p>There are still a lot of details to work out and document. Crafting is normally done as a weekly downtime activity (downtime being something players elect to take while in town, which lasts one week for two activities), but certain things make more sense to take shorter increments. I also want to support making quantities and stopping part of the way through. Dingo wants to make fire arrows, and he gets a few done then struggles. He should be able to take what he has without fully filling the progress clock.</p></blockquote><p></p>
[QUOTE="kenada, post: 9199773, member: 70468"] I think I understand your issue, especially with the rest of your reply. The MC in Apocalypse World is not supposed to be framing neutral situations. It’s made explicit in the agenda that you’re supposed to make their lives not boring. This also leads to zooming in and out as necessary with time handled pretty fluidly. Based on your comments about turn structure, I assume you prefer a style where that is handled more discretely. Apocalypse World is a game that is designed to focus on the PCs and exploring their dangerous lives. I think what you describe is a valid issue for you, but I also think the game is doing what it was designed to do. It’s also perfectly fine not to be interested in that or want that out of a game. As noted above, I think what you’re seeing is an intentional part of the design. My homebrew system is designed to support “campaign as science experiment”. The players indicate at the beginning what they want to accomplish in the campaign, and then we play to find out whether they do. The referee is just supposed to be playing the world though, so neutral play is possible. Rewards are based on accomplishing player- and group-set goals. For example, one [URL='https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/page-14#post-8999754']session[/URL] was mostly downtime where Deirdre (the barbarian) wanted to brag to people about their adventures while Dingo (the thief) set up a prank. Something I should note is I still use degrees of success as inspired by Apocalypse World and have some influence from games like that. The reason is to constrain the referee, so I can’t use my conception of the situation to negate the PCs’ actions. If the PCs get success, I have to respect that even when adding consequences (per [URL='https://www.enworld.org/threads/whats-your-sweet-spot-for-a-skill-system.696411/post-9194935']here[/URL]). For example, [URL='https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/post-8955689']tricking the dragon[/URL] into eating a poisoned corpse is the kind of gambit that one unintentionally undermine by deciding things about the dragon that would make it not fall for the trick. I think PbtA games are the sort where you have to buy in with what they are about because play is intentionally about exploring that and putting your character to the test. This is what the Moves and Dice has to say about moves (Apocalypse World 2e, p. 10; emphasis mine): [INDENT]The rules for moves is [B]to do it, do it[/B]. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.[/INDENT] [INDENT][/INDENT] [INDENT]Usually it’s unambiguous: “dammit, I guess I crawl out there. I try to keep my head down. I’m doing it under fire?” “Yep.” But there are two ways they sometimes don’t line up, and it’s your job as MC to deal with them.[/INDENT] [INDENT][/INDENT] [INDENT]First is when a player says only that her character makes a move, without having her character actually take any such action. For instance: “I go aggro on him.” Your answer then should be “cool, what do you do?” “I seize the radio by force.” “Cool, what do you do?” “I try to fast talk him.” “Cool, what do you do?”[/INDENT] [INDENT][/INDENT] [INDENT][I]Second is when a player has her character take action that counts as a move, but doesn’t realize it, or doesn’t intend it to be a move. For instance: “I shove him out of my way.” Your answer then should be “cool, you’re going aggro?” “I pout. ‘Well if you really don’t like me…’” “Cool, you’re trying to manipulate him?” “I squeeze way back between the tractor and the wall so they don’t see me.” “Cool, you’re acting under fire?”[/I][/INDENT] [INDENT][/INDENT] [INDENT]You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is if you do it, you do it, so make with the dice.[/INDENT] [INDENT][/INDENT] [INDENT]You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is [B]if you do it, you do it[/B], so make with the dice.[/INDENT] Note the second reason to ask. The player is not committed to a move if they don’t want to make it, but they can’t have their character do something that would trigger a move without triggering the move. Expecting to act a certain way and not have a move trigger would be like declaring in D&D that you are casting [I]fireball[/I] without a [I]fireball[/I] spell subsequently going off. Of course, you could back out and not cast the spell, but there is no casting a spell without casting the spell. Apocalypse World is structured this way to take how the status quo changes out of the MC’s hands. It does that in two ways, first by having rolls trigger by moves, the MC doesn’t get to say when they happen. If you do it, you do it (and have to roll). The second is that by prescribing when the roll happens, the MC can’t decide whether you success or miss based on a preconceived notion of what should happen. Obviously, one can prefer that the GM be empowered to make those kinds of decisions. That’s a pretty core element to certain styles of play. Apocalypse World not only isn’t trying to do that, it doesn’t want to do it. I’m still not following how this is “genre emulation”. It’s about how authority is distributed at the table. Compared to games like D&D, the MC is constrained in certain ways and expected to be following their agenda and principles. The game is supposed to be about the lives of the PCs, and this helps keep it focused that way. Stress is gained from various sources. Resisting is one. You can also get it from using flashbacks and from pushing to add dice to a roll. I believe certain advancements also come with stress costs. Stress is relieved during downtime by indulging your vice. During a scene, if you go over your limit, you’re taken out of the scene and gain a trauma (then your stress resets). If you struggled with issues from your vice or trauma during a session, you get to mark (up to two) XP. That means you are not [I]obligated[/I] to incorporate your trauma into play, but choosing not to incorporate means you are foregoing up to 25% of the possible XP you can earn in a session. Over the course of a campaign, that’s going to result in a character with lower action ratings and fewer advances compared to those who do. Stress is a resource, but it’s limited. When you take harm (such as being shot), you can resist it like you would any other consequence. If your stress is high, you have to decide between risking a trauma or taking a harm. I’ve made that decision poorly before (I had no harm and wanted to avoid take any, which resulted in a terrible roll taking me out of the scene, leaving my character haunted.) Harm in Blades in the Dark is broken down into tiers. Tiers 1 and 2 have space for two harm. Tier 3 has one. Taking tier 4 harm results in death. If a tier is full, the harm is taken at the higher tier. That means harm 4 usually comes from accumulating too much, but something especially dangerous could kill you outright (but you can resist it). The harm itself is free-form, but it imposes its penalty whenever it would come up for the roll. For example, suppose I get shot in the hand. If I choose not to resist, that might be harm 2, “Wounded Hand”. That would mean any action roll using that hand takes −1d. If I resist, it would just be harm 1, “Grazed Hand”. I still have problems, but the result is reduced effect. If all my tier 1 and 2 boxes are full, and I don’t resist, then I’m going to be in worse shape. That might result in harm 3, “Mangled Hand”. In that case, I can only make an action roll involving that hand with help. Note that the GM gets to decide the harm inflicted before the player resists. I have been in situations where I was looking at harm 3 and harm 4 from the initial framing of the consequences. My rival had thrown a massive bomb at me in the harm 3 case. If I do nothing, I’m taking a pretty nasty wound. I was able to resist it down to harm 2, but I was still pretty hurt afterward. The harm 4 was coming from a massive supernatural creature while I was in the ghost field with another character traveling somewhere. It saw us, and that was bad news. Hopefully my explanation above helped clarify. Of course, it’s fine to not like moves. I don’t particular like the structure myself. (I especially don’t like how it’s used in Stonetop because Stonetop uses them for too many things. Even rolling with advantage is a move, which is absurd. Moves should trigger off of what you do in the fiction. They should not trigger off the things players do or even the GM. There are moves like that too.) The way I handle crafting in my homebrew system is inspired by how Final Fantasy XIV implements crafting. You have a completion clock plus a quality clock and a durability clock. Making rolls reduces durability, and consequences on rolls can add to that. If you fill the completion clock, the item is created. If you also fill the quality clock, the item is HQ. Instead of making progress or working on quality, you may also choose to restore durability. There is space here for specialities to affect your ability to craft, but I haven’t explore it yet. Crafting requires ingredients, which sometimes have to be worked themselves. You could take ore and turn it into HQ metal, which would start your quality clock higher. There are some other ideas like working certain materials might require specific sources (such as magic). There are still a lot of details to work out and document. Crafting is normally done as a weekly downtime activity (downtime being something players elect to take while in town, which lasts one week for two activities), but certain things make more sense to take shorter increments. I also want to support making quantities and stopping part of the way through. Dingo wants to make fire arrows, and he gets a few done then struggles. He should be able to take what he has without fully filling the progress clock. [/QUOTE]
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