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Why defend railroading?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8346929" data-attributes="member: 82106"><p>Right, so people seem to get confused about what the GM can do in DW. Suppose the players are going to search a room for a clue. Well, the GM could, in theory, simply give them the clue, or even a fake clue. However, this would still have to comply with the principles and game agenda that the GM is playing by, here are some that might be germane:</p><p></p><p>Agenda - Fill the character's lives with adventure, and Play to find out what happens. I would say the first one just means make the result interesting, whatever the clue is, it MUST lead to something interesting/exciting. Play to find out what happens actually militates against the GM just placing a clue. That is, usually the issue should be in question, will they or won't they? However, the players decided to search, the GM can make a soft move and do it.</p><p></p><p>Principles: Ask questions and use the answers. Be a fan of the characters. Think Dangerous, Think offscreen too. These seem relevant. So you should ask questions. Maybe literally ask the players "Do you think the Duke did it?" As a 'fan of the characters' the GM is again making their life interesting and challenging so they can kick butt, right? And Think dangerous certainly means the clue should bring risk! Think offscreen too is probably kind of implicit here, but it means that the GM should be planning ahead, laying plot hooks, clues, etc. (but again following the other 'rules').</p><p></p><p>So, if the players decide to search the room for a clue about the Duke... Does the GM have freedom to do anything he wants here? No, it has to be exciting, dangerous, give the PCs a chance to shine, and it cannot lead in some foreordained direction that the GM has already plotted out (but it can involve interaction with elements he has on tap to use).</p><p></p><p>DW specifically has a move, Discern Realities, which is tailor-made to this situation. The player says "I search the room" and the GM says "Roll DR", and then the player does, and maybe gets to ask 1 or 3 questions, which the GM MUST ANSWER and which presumably he must answer faithfully, though I think there is going to be some leeway there in terms of the factual nature of the answers (IE an answer must be 'useful' on a 10+, but it might turn out to be inaccurate information). Going back to the clue, there would probably be a useful clue here, or at least informative on a 7-9. 6-, maybe its a red herring that leads to some more problems, or maybe some guards show up, here the GM has a lot of leeway.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8346929, member: 82106"] Right, so people seem to get confused about what the GM can do in DW. Suppose the players are going to search a room for a clue. Well, the GM could, in theory, simply give them the clue, or even a fake clue. However, this would still have to comply with the principles and game agenda that the GM is playing by, here are some that might be germane: Agenda - Fill the character's lives with adventure, and Play to find out what happens. I would say the first one just means make the result interesting, whatever the clue is, it MUST lead to something interesting/exciting. Play to find out what happens actually militates against the GM just placing a clue. That is, usually the issue should be in question, will they or won't they? However, the players decided to search, the GM can make a soft move and do it. Principles: Ask questions and use the answers. Be a fan of the characters. Think Dangerous, Think offscreen too. These seem relevant. So you should ask questions. Maybe literally ask the players "Do you think the Duke did it?" As a 'fan of the characters' the GM is again making their life interesting and challenging so they can kick butt, right? And Think dangerous certainly means the clue should bring risk! Think offscreen too is probably kind of implicit here, but it means that the GM should be planning ahead, laying plot hooks, clues, etc. (but again following the other 'rules'). So, if the players decide to search the room for a clue about the Duke... Does the GM have freedom to do anything he wants here? No, it has to be exciting, dangerous, give the PCs a chance to shine, and it cannot lead in some foreordained direction that the GM has already plotted out (but it can involve interaction with elements he has on tap to use). DW specifically has a move, Discern Realities, which is tailor-made to this situation. The player says "I search the room" and the GM says "Roll DR", and then the player does, and maybe gets to ask 1 or 3 questions, which the GM MUST ANSWER and which presumably he must answer faithfully, though I think there is going to be some leeway there in terms of the factual nature of the answers (IE an answer must be 'useful' on a 10+, but it might turn out to be inaccurate information). Going back to the clue, there would probably be a useful clue here, or at least informative on a 7-9. 6-, maybe its a red herring that leads to some more problems, or maybe some guards show up, here the GM has a lot of leeway. [/QUOTE]
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