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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="kenada" data-source="post: 9201261" data-attributes="member: 70468"><p>I touch on this in my reply in <a href="https://www.enworld.org/threads/vincent-baker-on-mechanics-system-and-fiction-in-rpgs.701141/post-9201254" target="_blank">post #156</a>, which you obviously couldn’t have seen since I posted it after this reply, but I agree. The difference is the nature of the stakes in Apocalypse World. You’re not rolling to see if the PC completed some task but if they get what they want.</p><p></p><p>In that context, of course you need to establish an intent to escalate to violence to determine whether the move for resolving escalations to violence is the one being triggered. The rest of the process is basically the same as a task resolution process: player makes a declaration, clarify as needed, roll the dice, then the GM describes the result.</p><p></p><p></p><p>The example starts with some set up and then the player’s declaring, “ I’m going aggro on him.” That’s the extent of the context. It’s reasonable in that case for the MC to ask clarifying questions to make sure the player wasn’t speaking casually and intended the outcome that would result from a successful test. As a rule of thumb, it’s usually not good when a test results in an unintended outcome (especially on a success). This just looks like an example of good GMing practice integrated into AW’s conflict resolution process.</p><p></p><p></p><p>Apocalypse World requires you to do the thing that triggers the move. To do it, you have to do it. This is explained in “Moves and Actions”, which I quoted in full in <a href="https://www.enworld.org/threads/vincent-baker-on-mechanics-system-and-fiction-in-rpgs.701141/post-9199773" target="_blank">post #120</a>. If the player just calls out the move, you have to stop and establish what and how they’re doing it. That’s nothing special about AW. I’d expect the same in other games.</p></blockquote><p></p>
[QUOTE="kenada, post: 9201261, member: 70468"] I touch on this in my reply in [URL='https://www.enworld.org/threads/vincent-baker-on-mechanics-system-and-fiction-in-rpgs.701141/post-9201254']post #156[/URL], which you obviously couldn’t have seen since I posted it after this reply, but I agree. The difference is the nature of the stakes in Apocalypse World. You’re not rolling to see if the PC completed some task but if they get what they want. In that context, of course you need to establish an intent to escalate to violence to determine whether the move for resolving escalations to violence is the one being triggered. The rest of the process is basically the same as a task resolution process: player makes a declaration, clarify as needed, roll the dice, then the GM describes the result. The example starts with some set up and then the player’s declaring, “ I’m going aggro on him.” That’s the extent of the context. It’s reasonable in that case for the MC to ask clarifying questions to make sure the player wasn’t speaking casually and intended the outcome that would result from a successful test. As a rule of thumb, it’s usually not good when a test results in an unintended outcome (especially on a success). This just looks like an example of good GMing practice integrated into AW’s conflict resolution process. Apocalypse World requires you to do the thing that triggers the move. To do it, you have to do it. This is explained in “Moves and Actions”, which I quoted in full in [URL='https://www.enworld.org/threads/vincent-baker-on-mechanics-system-and-fiction-in-rpgs.701141/post-9199773']post #120[/URL]. If the player just calls out the move, you have to stop and establish what and how they’re doing it. That’s nothing special about AW. I’d expect the same in other games. [/QUOTE]
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