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Why defend railroading?
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<blockquote data-quote="pemerton" data-source="post: 8344863" data-attributes="member: 42582"><p>Following up on this: I don't really get how you're running DW without introducing new fiction into the game all the time.</p><p></p><p>Probably the most generic soft move is to <em>reveal an unwelcome truth </em>(I might be mixing some DW with AW terminology here), and that's probably going to be or to signal a new bit of fiction all the time. <em>You see a foreboding house ahead of you down the road</em> would be one example. Or a hard move might be anything from a scything blade to falling in a pit to slipping through the veils of reality into a haunted shadowfell analogue of the PC's current location.</p><p></p><p>Similar ideas apply in other non-PbtA but "story now" games - eg in BW a new framing (which may be consequence narration) will often be (in PbtA terms) a flagging of an unwelcome truth that builds on where things are at (eg <a href="https://www.enworld.org/threads/its-ok-ive-got-the-head.530845/" target="_blank">the PCs are fleeing</a> an important wizard's tower at night, carrying a decapitated body and its head; I tell the players they have come crossed path with the night watch); in Cortex+ Heroic the PCs had encountered a Crypt Thing in a dungeon, the Doom Pool grew to 2d12, and I spent that to end the scene, which meant - in the fiction - that the Crypt Thing had teleported them deep into the dungeon. That wasn't a haunted house, but it <em>could </em>have been.</p><p></p><p>As I said: In this sort of play it seems as if it's the GM's job to establish new fiction all the time. Which leaves me a bit confused by your remarks about doing so.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8344863, member: 42582"] Following up on this: I don't really get how you're running DW without introducing new fiction into the game all the time. Probably the most generic soft move is to [I]reveal an unwelcome truth [/I](I might be mixing some DW with AW terminology here), and that's probably going to be or to signal a new bit of fiction all the time. [I]You see a foreboding house ahead of you down the road[/I] would be one example. Or a hard move might be anything from a scything blade to falling in a pit to slipping through the veils of reality into a haunted shadowfell analogue of the PC's current location. Similar ideas apply in other non-PbtA but "story now" games - eg in BW a new framing (which may be consequence narration) will often be (in PbtA terms) a flagging of an unwelcome truth that builds on where things are at (eg [url=https://www.enworld.org/threads/its-ok-ive-got-the-head.530845/]the PCs are fleeing[/url] an important wizard's tower at night, carrying a decapitated body and its head; I tell the players they have come crossed path with the night watch); in Cortex+ Heroic the PCs had encountered a Crypt Thing in a dungeon, the Doom Pool grew to 2d12, and I spent that to end the scene, which meant - in the fiction - that the Crypt Thing had teleported them deep into the dungeon. That wasn't a haunted house, but it [I]could [/I]have been. As I said: In this sort of play it seems as if it's the GM's job to establish new fiction all the time. Which leaves me a bit confused by your remarks about doing so. [/QUOTE]
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