Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9201272" data-attributes="member: 7040941"><p>Move design from my perspective contradicts that, however. And I could wrong but I can't help but think Baker at some point stated that you could just call out Moves; I've seen enough random quotes pulled out of the aether from him (I read lots of PBTA debates, and people always have quotes of his they can pull from the most obscure places) that I can't help but think that was one of them. </p><p></p><p>But even if he hasnt, Go Aggro, and other Moves, in assuming certain Triggers can absolutely be used in a way that equates to the player making the Triggers happen. Rather than focus on trying to improv your way into the trigger, just cede the lead up and focus on the outcome you wanted. Go Aggro has specific possible outcomes, and say you want one of them. Go Aggro, roll for it, and move on. </p><p></p><p>Simple and easy, and no need to get wrapped up in a meta discussion. It still, as said, runs into issues integrating with the improv game. Because the triggers could happen in other contexts, Moves could be triggered unintentionally, and because the Outcomes are assumed, not all Moves are going to track with every desired outcome. </p><p></p><p>Which, of course, is intentional as far as the outcomes go. They're supposed to ensure that certain narrative beats happen, as thats what makes the overall game evocative of whatever Genre its emulating. </p><p></p><p>I know you aren't sold on the idea of this being genre emulation, and Id say to that concern that it kind of is an implicit thing, as the emulation is rooted in the Outcomes and not just the theme of the Move, which I'd argue is due to a desire to make the game appear closer to what RPG fans were used to. Go Aggro for example feels and is themed closer to a task, but its outcomes are narrative beats. </p><p></p><p>Thats why it prescribes how the character(s) act in response to the roll, and not the specific effects of whatever the actual task is. Ie, Go Aggro doesn't resolve if you could fire a gun into someones temple accurately, or if your fists were doing enough damage, or what have you, it resolves a given scene and how the characters respond to it, in correlation to how similar scenes in the Genre are typically resolved. </p><p></p><p>Every outcome of Go Aggro has examples found in every piece of post-apocalyptic media ever made, and by design it doesn't allow you to generate a new outcome. You either follow the prescribed narrative beats or you use something else. (Or violate the rules)</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9201272, member: 7040941"] Move design from my perspective contradicts that, however. And I could wrong but I can't help but think Baker at some point stated that you could just call out Moves; I've seen enough random quotes pulled out of the aether from him (I read lots of PBTA debates, and people always have quotes of his they can pull from the most obscure places) that I can't help but think that was one of them. But even if he hasnt, Go Aggro, and other Moves, in assuming certain Triggers can absolutely be used in a way that equates to the player making the Triggers happen. Rather than focus on trying to improv your way into the trigger, just cede the lead up and focus on the outcome you wanted. Go Aggro has specific possible outcomes, and say you want one of them. Go Aggro, roll for it, and move on. Simple and easy, and no need to get wrapped up in a meta discussion. It still, as said, runs into issues integrating with the improv game. Because the triggers could happen in other contexts, Moves could be triggered unintentionally, and because the Outcomes are assumed, not all Moves are going to track with every desired outcome. Which, of course, is intentional as far as the outcomes go. They're supposed to ensure that certain narrative beats happen, as thats what makes the overall game evocative of whatever Genre its emulating. I know you aren't sold on the idea of this being genre emulation, and Id say to that concern that it kind of is an implicit thing, as the emulation is rooted in the Outcomes and not just the theme of the Move, which I'd argue is due to a desire to make the game appear closer to what RPG fans were used to. Go Aggro for example feels and is themed closer to a task, but its outcomes are narrative beats. Thats why it prescribes how the character(s) act in response to the roll, and not the specific effects of whatever the actual task is. Ie, Go Aggro doesn't resolve if you could fire a gun into someones temple accurately, or if your fists were doing enough damage, or what have you, it resolves a given scene and how the characters respond to it, in correlation to how similar scenes in the Genre are typically resolved. Every outcome of Go Aggro has examples found in every piece of post-apocalyptic media ever made, and by design it doesn't allow you to generate a new outcome. You either follow the prescribed narrative beats or you use something else. (Or violate the rules) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
Top