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Why defend railroading?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8346946" data-attributes="member: 82106"><p>Right, there is simply no NEED for a 'rule 0' in a PbtA game. The ENTIRE POINT is fiction first, fiction last, and the mechanics are simply a fairly lightweight creme filling that exists in the middle to facilitate and regulate things. The principles of play/agenda aren't technically 'rules' in a strict sense either, so they really cannot be 'ruled on', they are simply the POINT of playing the game. You COULD alter them, you'd just be creating a different game and that would require the group to decide to play THAT game vs THIS game. </p><p></p><p>I suppose you could have a player who is determined that a specific move MUST work a certain way, but the GM has the power to mete consequences, so its hard to see how that would really be a DISPUTE. I think there's mention in DW of talking about any points where there's confusion or disagreement, but the very design of these games is going to make that rare. I've personally only run into small discussions along the lines of what would be the most clever way to run the game, in a mutual sense. Now and then a player will pop up with a suggestion, or a question will be asked and generally the GM should use the 'Ask questions' principle at that point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8346946, member: 82106"] Right, there is simply no NEED for a 'rule 0' in a PbtA game. The ENTIRE POINT is fiction first, fiction last, and the mechanics are simply a fairly lightweight creme filling that exists in the middle to facilitate and regulate things. The principles of play/agenda aren't technically 'rules' in a strict sense either, so they really cannot be 'ruled on', they are simply the POINT of playing the game. You COULD alter them, you'd just be creating a different game and that would require the group to decide to play THAT game vs THIS game. I suppose you could have a player who is determined that a specific move MUST work a certain way, but the GM has the power to mete consequences, so its hard to see how that would really be a DISPUTE. I think there's mention in DW of talking about any points where there's confusion or disagreement, but the very design of these games is going to make that rare. I've personally only run into small discussions along the lines of what would be the most clever way to run the game, in a mutual sense. Now and then a player will pop up with a suggestion, or a question will be asked and generally the GM should use the 'Ask questions' principle at that point. [/QUOTE]
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